Fixed Timeline map display after game is completed
Fixed Offer Tribute for Truce and Demand Tribute for Truce missions silently failing
Fixed Map Editor cursor position
Fixed issue with load dialog not working in some cases
Old World Update: Shrine Rebalance, Critical Hits for Cities, & UI Improvements
Old World Release Update 2024.10.24
Changes Overview
Shrine Rebalancing: Adjustments to shrine effects.
City Damage: Now affected by critical hits.
Modded MP Games: Easier to start thanks to relaxed version checking.
UI Improvements: Various interface updates.
Design:
Shrines of Water: (Melqart, Poseidon, Anahita) now give 2 money per water tile in the city, in addition to previous effects.
Shrines of Healing: (Eshmun, Isis) now give a free Healer promotion to units built in the city instead of the previous healing ability.
City Damage: Now affected by critical hits.
Improvement Build Times: Now take 1 extra turn to build per 5 points of Worker damage (+1 turn at 15-19 HP to +4 turns at 1-4 HP).
Undo Functionality: Re-enabled for strict(teams) turnstyle cloud games. After starting to play a turn, it must be completed before other players on the team can take their turn.
Law Switch Costs: First switch costs 200 Civics, with each subsequent change costing 100 extra.
Power Comparison: Now solely calculated on military unit strength, with ships counting for less based on the amount of water on the map.
Unit Upgrade Restrictions: Can no longer upgrade a unit if the upgraded unit is not allowed to be in that tile.
Fort Building: Can no longer build forts on non-urban tribe settlement ruins (affects non-default City Site Number options).
Rally Defense: Now only activates on killing promotable military units (i.e., not Militia).
Unit Spawning from Improvements: Improvements that spawn units (Colosseum, Cothon, Holy Sites, etc.) now try to spawn them on the tile of the improvement.
Punic Duel Balance Pass: Adjustments made to the premade map.
Drunk Trait: Now gives -20 opinion to religious and family heads, down from -40.
Event Options Delay: Added turn delay to most event options with random traits or relationships.
Mission Costs: Slander, High Synod, and Trade missions now cost Money instead of Civics.
Competitive Mode (Behind the Throne): Grand Vizier position disabled.
Beja Archers: No longer have the Pierce effect (Pharaohs of the Nile).
Scheme Against a Rival Mission: Reduced chance of an event from this mission (Behind the Throne).
Programming:
Relaxed Version Checking: Modded MP games now show a warning popup when versions do not match but allow the game to proceed.
Version Mismatch Warning: MP players without identical mods will see a "Version Mismatch" warning in their tooltip.
Simultaneous MP AI Turns: AI now waits for all human players to end their turn, or for the turn timer to nearly expire, before taking its turn.
EffectPlayer and EffectCity Help Text: Total yields display removed from most entries to simplify tooltips.
Foreign City Widget: Clicking on the nation name now selects the nation.
Game Log Graphics: Re-aligned for improved presentation.
Mod Folder Display: Mod folders that begin with "." are no longer displayed.
Bugs Fixed:
Fixed religious improvements being affected by other religions’ theologies.
Fixed workers stopping rout of African and Turreted Elephants.
Fixed double religion indicators on tribe widgets.
Fixed raycasting issues on tribe widget and character list religion icons.
Fixed former regents affecting succession in some cases.
Fixed yield rates not updating when units move to/from improvements.
Fixed minimized decision UI not working for diplomacy decisions.
Fixed effectCity improvement yield help text.
Fixed unit yield consumption estimate for effectPlayer to show yields saved instead of new yields consumed.
Fixed yield preview overlays getting stuck.
Fixed ally declared war event trigger.
Fixed monitor option setting.
Timeline screen map now only shows city borders that the player currently has visibility of (fixes bug showing unrevealed borders).
Fixed missing damage preview for civilian units/ships if they are the only unit in a city.
Fixed Passive AI attacking cities when it shouldn't.
Fixed EffectCity terrain yields being counted twice.
Fixed fog reveal animation not clearing tiles it has already animated.
Fixed unit animations freezing.
Fixed bad player start placement asserts.
Fixed hidden units not getting bounced when hostile borders expand to include their location.
Fixed unexpected click behavior on city screen.
Fixed multiplayer replay for games where multiple players can take their turns simultaneously.
Fixed mission results not appearing in target player's turn summary (e.g., city damage from treachery).
Fixed tribute bug which sometimes allowed tribute while at war.
Fixed issues starting multiplayer games from the mods screen.
Fixed unloading mods when toggling off "Use Mods" in the MP setup screen.
Fixed null check for notification help text.
Fixed exception when right-clicking the empty head of a not-yet-founded religion.
Fixed AI unit protection calculation and possible divide-by-zero errors when attackers can't do any damage (affects mods).
Fixed missing trait in Hanno II's dynasty tooltip (Wonders and Dynasties).
Text and Event fixes.
Notes for Modders:
Units in unit.xml: Add a bRegular flag (after bGeneral in the order) to denote a "regular military" unit. The flag makes the unit count as "regular military" in the stats, and the AI assumes that non-regular units are worth less.
Event Links in eventLink.xml:
aeSubjectClasses is no longer needed. The link will save all subjects in the triggering event and figure out the classes by itself.
If you only want some subjects saved, put iNumSubjects on the link (in eventLink.xml) to save that many subjects.
Use iNumSubjects = 0 if you don’t care about any subjects and are only using the link as a shortcut to trigger something else.
For immediate event links, tag the link with bImmediate = 1 in eventLink.xml. Use EventLinkAdd in eventOption.xml. EventLinkStart will be removed in the future.
To the Community
Thank you for your continued support! We're always listening and improving based on your feedback, and we hope you enjoy these latest updates. If you have any thoughts or suggestions, we’d love to hear them—please consider leaving a review on Steam to share your experience with us!
Now through October 10, build your dynasty and lead your empire through generations in Old World at a 50% discount.
Old World DLC is on sale, too, with 90% off Heroes of the Aegean and 30% off Behind the Throne, Wonders and Dynasties, and The Sacred and the Profane.
In Old World, you’re juggling wars, heirs, court politics, and the occasional barbarian raid while trying to leave a legacy that isn’t “wow, they messed that up.” Forget about managing resources like “industry” or “food.” No, you’re dealing with wood, stone, and making sure your kids don’t stab you in the back while they’re being tutored by famous philosophers.
Each of the seven kingdoms in Old World has families with personalities as fiery as their grudges. Manage their egos (or don't) while trying to survive both court intrigue and actual warfare. One minute you’re hosting a wedding for political gain, the next you’re fending off marauding tribes because someone didn’t secure the borders. There’s always something.
Explore amazing deals on all Hooded Horse titles!
Old World is a revolutionary historical strategy game where you lead your dynasty over generations, manage your court, wage wars, and build a legacy. Check out the latest free content update!
Now through October 10, build your dynasty and lead your empire through generations in Old World at a 50% discount.
Old World DLC is on sale, too, with 90% off Heroes of the Aegean and 30% off Behind the Throne, Wonders and Dynasties, and The Sacred and the Profane.
Explore amazing deals on all Hooded Horse titles!
Old World is a revolutionary historical strategy game where you lead your dynasty over generations, manage your court, wage wars, and build a legacy. Check out the latest free content update!
From Today Until October 10th
Enjoy the enhanced Old World experience and all Hooded Horse games at discounted rates through October 10th — a perfect opportunity to enhance your Fall gaming experience.
We can’t wait to see the empires and legacies you forge.
Happy gaming!
Old World September 25th Updated Test Build
Test Branch 1.0.74203 Test 2024-09-25
Design
Improvements now take 1 extra turn to build per 5 points of Worker damage (+1 turn at 15-19 HP to +4 turns at 1-4 HP)
Undo re-enabled for strict(teams) turnstyle cloud games. Once the game is loaded, a turn must now be completed before other players on the team can take their turn
Shrine of Water now gives 10 money per nets improvement in the city in addition to previous effects
Shrine of Healing now gives a free Healer promotion to units built in the city instead of the previous healing ability
Revised law switch costs. First switch costs 200 civics and each subsequent change costs 100 extra
Power comparison is now solely calculated on military unit strength, with ships counting for less based on how much water is on the map
Can no longer upgrade a unit if the upgraded unit is not allowed to be in that tile
Can no longer build forts on non-urban tribe settlement ruins (affects non-default City Site Number options)
Rally Defense now only activates on killing promotable military units (i.e. not Militia)
Improvements that spawn units (Colosseum, Cothon, Holy Sites, etc) try first to spawn them on the tile of the improvement
Balance pass on Punic Duel premade map
Programming
Event processing performance optimization
Raider AI improvements
AI code cleanup
Added event triggers EVENTTRIGGER_PLAYER_ALLIANCE_OFFER and EVENTTRIGGER_PLAYER_ALLY_DECLARED_WAR
Added STAT_CHILDREN_COUNT
Added InfoGoal.miCityLuxuries
Old World no longer supports runtime compiled scripts. Standalone compiler removed
Ctrl-Shift-X (toggle replay) has no effect when it's not your turn in cloud games
UI
Removed recently added yield name and sign from helptext, now just shows yield icon as previously
Added legitimacy graph to Records screen
Family unit banner shape now shown on family tab panel
Existing specialists now shown on pillaged tiles
Improved replay for team games
Added resource removal warning for Add Urban action
Project help text now includes information about other projects that add the project (i.e. Inquiry shows the different levels)
Reordered trait display order
Moved opinion yield rate help text from potential to main effects
Mod folders that begin with "." are no longer displayed
Bugs Fixed
Fixed workers stopping rout of African and Turreted Elephants
Fixed occasional doubled religion indicators on tribe widgets
Fixed some raycasting issues on tribe widget, character list religion icons
Fixed former regents affecting succession in some cases
Fixed yield rates not updating when units move to/from improvements
Fixed minimized decision UI not working for diplomacy decisions
Fixed effectCity improvement yield help text
Fixed unit yield consumption estimate for effectPlayer to correctly show yields saved instead of new yields consumed
Fixed AI unit protection calculation and possible divide by zero errors when attackers can't do any damage (affects mods)
Text and event fixes
Old World Sep 18th update
Hello, everyone!
We’re releasing a free content update for Old World. This update brings new premade maps, a collection of unique events, new items, and significant gameplay refinements. Elements of this update are rooted in the feedback we’ve gathered from the community.
Let's dive into the major changes. We'll have a full patch changelog right below with all the fixes and other details included in the update.
NEW WORLD MAPS
This update introduces two carefully crafted duel maps designed for focused and intense single-player and multiplayer engagements.
Punic Duel
This map recreates the struggle between Carthage and Rome, one of the most iconic struggles in the Old World.
Median Duel
The second map features Greece against Persia.
NEW EVENTS
This update also expands the narrative depth of Old World with over 20 new events. Four of these events require the Behind the Throne expansion, and they introduce new interactions that will challenge your decision-making and shape the development of your empire.
Event List
[CHARACTER]’s Travels
The Streets of [CITY]
Ransom
[CITY] Within Reach
A Gift
A Gift (alt)
A Crown from [NATION]
Towering Stones
Under Attack
A Dream in the Forest
Taking Root
The Ground
Stitched Together
[CHARACTER]’s Gift
From the Dead
Unwavering
Something to Remember Them By
Another Sunrise
The New Face of [NATION]
To Rule is to Disappoint (Behind the Throne)
A Waning Star (Behind the Throne)
A Towering Reputation (Behind the Throne)
[NATION] Rules [NATION], for Now (Behind the Throne)
[NATION] Rules [NATION], for Now (Alt - Behind the Throne)
Taking Root
Stitched Together
New Items
Many new items have been added. These are unique leader & character abilities, mostly accessed by character exploration in events.
Full Item List:
Harvest Crown
Banner of Loyalty
Unyielding Banner
Bulwark Armor
Planter's Cloak
Banner of Unity
Silvered Clasp
Fickle Band
Crown of the Unjust
Crown of the Just
The Cornerstone
Gameplay Changes
Several gameplay systems have been reworked further to refine Old World’s mechanics:
Law Rebalancing: Following detailed community feedback, we’ve adjusted the game’s law system to create more meaningful choices and outcomes.
Tech Tree Adjustments: The tech tree has been reworked to create a more logical progression path, ensuring smoother advancement through the eras while preserving strategic depth. This change addresses pacing issues and creates more compelling decision points.
Hall of Fame Improvements: The Hall of Fame now better reflects your achievements and the legacies of your leaders, giving you a clearer sense of your long-term impact across multiple playthroughs.
Campaign Updates: The Rise of Carthage and Heroes of the Aegean campaigns have received fine-tuning, with updated objective displays, improved balance, and smoother progression. These adjustments ensure that each campaign remains challenging and rewarding, especially as players become more familiar with the game’s mechanics.
Performance Enhancements: General performance improvements have been made across the board, ensuring that even the most significant and most complex battles run smoothly. These optimizations will enhance the overall experience, particularly in late-game scenarios where the map is densely populated with units and cities.
AI Improvements:
Significantly increased the effect of Ruthless AI on player opinion and war declaration modifier
Tribal unit movement AI is now somewhat more sophisticated
AI no longer declares war on tribes to expand when it's already actively fighting other players
AI is now more likely to build farms around the Jerwan Aqueduct and less likely to build the Cothon in small seas
Improved AI unit danger estimate
Main Branch 1.0.74111 Patch Notes Release 2024-09-18
Headline Changes
24 new events and 11 new items
Two new premade maps designed for 1v1 duels
Tech tree and Law rebalancing
Performance and AI improvements
Hall of Fame improvements
Polishing updates to the Rise of Carthage and Heroes of the Aegean campaigns
Design
Added 19 base game events, 5 Behind the Throne events and 11 new items
Base game events have a focus on Exploring characters and acquiring items that give unique benefits
Behind the Throne events relate to Rising Star leaders. The Rising Star trait is no longer automatically removed on becoming leader
Base Game Events
[CHARACTER]’s Travels
The Streets of [CITY]
Ransom
[CITY] Within Reach
A Gift
A Gift (alt)
A Crown from [NATION]
Towering Stones
Under Attack
A Dream in the Forest
Taking Root
The Ground
Stitched Together
[CHARACTER]’s Gift
From the Dead
Unwavering
Something to Remember Them By
Another Sunrise
The New Face of [NATION]
Behind the Throne events
To Rule is to Disappoint
A Waning Star
A Towering Reputation
[NATION] Rules [NATION], for Now
[NATION] Rules [NATION], for Now (alt)
Tech Tree Changes
Moved Free Akkadian Archer card to Forestry
Moved Free Battering Ram and Exotic Fur cards to Spoked Wheel
Free Battering Ram, Akkadian Archer and Hoplite card costs brought in line with other nations free level 1 unique unit cards (200 -> 100)
Moved Free Scholar tech card from Forestry to Metaphysics
Moved Architecture and Vaulting back a tier in the tech tree
Increased the cost of all 7th tier techs to compensate for the reduction in cost of Architecture and Vaulting (1500 -> 1600)
Architecture requires Drama instead of Portcullis
Portcullis no longer requires Drama
Stirrups requires Portcullis instead of Citizenship
Martial Code now requires Citizenship
Windlass requires Manor instead of Architecture
Siege Tower bonus card requires Windlass
Free Perfume card requires Architecture instead of Portcullis
Money Boost bonus card increased from 2000 to 4000 money
Law Changes
Slavery now gives +4 Iron and +4 Stone per city instead of increasing Mine and Quarry output. No longer gives +1 Discontent
Freedom now gives +1 Happiness and +20% Growth in all cities instead of Money per Specialist
Tyranny now gives +20% Training in all cities instead of a global Training boost. Money per unit in territory increased from 8 to 10
Divine Rule now gives +1 Order per Pagan Religion in all cities instead of Happiness per Shrine
Pilgrimage now gives +25% State Religion spread. Holy City Money per Religion boost increased from +5 to +10. No longer affects Science from Groves
Grove improvements now always give +2 Science in addition to previous effects
New Maps
Two new 1v1 premade maps added
Punic wars: Rome against Carthage
Median wars: Greece against Persia
These are accessible using the Premade Map option on the setup screen and from the Scenario menu under World Maps
Other Design Changes
Most map scripts in multiplayer now place all human players on the same landmass.
Exceptions are Archipelago, Continents, Player Islands and Disjunction
This is optional on Mediterranean and Lakes and Gulfs maps using 'Connected Player Starts' as this can significantly affect player starting positions
In MP games using the Player Development setting, extra cities have to obey the connection requirements of starting locations. If they can't the player will not get them
Significantly increased the effect of Ruthless AI on player opinion and war declaration modifier
Laurion Mines now enable a Miner specialist on the tile
Undo is no longer available in cloud games using the Strict (Teams) turn style. This does not affect cloud games using Strict (Players) which still have undo.
Slums and Estates are now permanent and cannot be built over or pillaged (Behind the Throne)
Programming
Performance improvements relating to unit movement and reminders
Tribal unit movement AI is now somewhat more sophisticated
AI no longer declares war on tribes to expand when it's already actively fighting other players
AI is now more likely to build farms around the Jerwan Aqueduct and less likely to build the Cothon in small seas
Improved player start selection on premade maps that do not dictate specific starting locations
Added randomization of player start selection on premade maps
Achievement code cleanup
Add virtual function for sorting of city site candidates, better for mods
Improved AI unit danger estimate
AI now helps their allies count down the capture timer for cities
UI
Added sorting and filtering dropdowns and a regenerate button to Hall of Fame
Hall of Fame now has a SP/MP (Singleplayer / Multiplayer) column and this is shown on the game tooltip
Hall of Fame now shows icons instead of text for Load and Delete
Added audio option for continuing audio track when switching fullscreen tabs
Added obsoleting information to unit encyclopedia entries
Added Religion Opinion tracking to stats screen
Goals/Ambitions with time limits now show limit in bonus text
Removed some details of unlocked missions from tech tooltips
Tiles are now highlighted when hovering over event options that affect specific tiles
In Rise of Carthage scenario 4 the anchor command will now show an explanatory tooltip if ships can't anchor due to scenario rules
Added notification for units that you kill during your turn
City borders now pulse when hovering over the city center
Pin Character mission removed. Pinning is now performed with a new star icon found under character actions
Leader icon changed to a crown and non-succession royals to an asterisk to differentiate them from the pin icon
Notable characters filter now only shows manually pinned characters and is ordered by turn pinned
Harvested resource tooltip now shows regrow chance as a percentage instead of a die roll
Family tree toggles now remember their previous state
Yields are now shown for all agent network cities regardless of agent status when sorting by base yields
Added support for a more complete set of stats in No Characters mode
Refactored ignore reminders code. Now supports ignoring reminder types separately for characters with multiple roles
Smaller tech status icons to reduce overlap on mini tech tree
All laws and theologies now show yield previews where relevant
Moved the generic improvement pings to the top of the dropdown list
Ambitions and goals with multiple requirements now show progress for each requirement on separate lines
Added yield name and sign in some bonus helptext
Improved text selection in ping and bug reporting popups
Heroes of the Aegean scenario 6 now highlights goal cities on the map
Updated Credits
Bugs Fixed
Rise of Carthage and Heroes of the Aegean campaign polishing pass, many bugs fixed
Fixed damaged unit healthbar not always showing
Fixed resources staying faded when a unit exits a tile
Fixed fatigue increasing effects (Swift, Zealot leader) not always affecting hired tribal units
Fixed raiding units not raiding after making peace with their original tribe
Fixed pinned characters getting removed on leaders death
Fixed tribe widgets being occluded by terrain in some cases
Fixed the effect of multiple holy cities in the same city not stacking
Fixed abdication sometimes leaving permanently exploring leaders
Fixed mirror maps sometimes not having symmetric vegetation on resource tiles
Fixed events not popping up on start of turn in hotseat
Fixed clicks on locked tooltip links not registering actions (e.g. selecting a character)
Fixed hover effect not showing on tech cards
Fixed nation/tribe opinion not updating immediately after diplomacy changes
Fixed city camera state not resetting at start of turn when selecting a city between turns
Fixed Royal characters sometimes not appearing in family tree
Fixed Assyrian capital combat preview being blocked by buildings on adjacent tile
Fixed invalid index exception from rebels spawning from a city without a family
Fixed raiders disappearing while inside city territory or adjacent to Kemet/Aten units in Pharaohs of the Nile scenario 3
Fixed Pharaohs of the Nile scenario 4 not completing when playing in Hotseat against the AI
Fixed errors with portrait interpolation enabled when portraits are not setup for it
Fixed portraits of characters without a tribe or nation
Fixed AI hang
Fixed inheritance preview showing wrong character when there will be no heir
Fixed AI danger calculation for units that need to be unlimbered
Fixed AI unit protection bug
Fixed grammar on Unit Killed notification
Fixed nested link issue in unit type link with promotions
Fixed assert from using waypoints to move units
Fixed critical hit icon sometimes briefly appearing before a unit goes on cooldown
Fixed undo crash
Fixed AI building ships where it should not be building any i.e. in small seas
Fixed Inheritance screen not updating
Fixed some reminders starting dismissed
Fixed "No Team Movement" game option
Fixed autonomous rule cities not repairing
Fixed units not fully resetting their animation queue when an undo or redo occurs
Fixed loading of lost games from the Hall of Fame
Fixed bug preventing the hire of allied tribal units when in a player city
Fixed loss of existing border expansion preview after selecting an event option
Fixed credits popup null reference on application close
Fixed dynastic mechanics of Ptolemy, Ashur-Uballit, Khufu and Mursili in No Events mode (Wonders and Dynasties)
Text and Event fixes
To the Community
This update is another step forward in the ongoing evolution of Old World. We continue to listen closely to the community and refine the game accordingly.
We appreciate your ongoing involvement and feedback and are eager to hear your thoughts on this latest update in a Steam review.
—The Old World Team
Old World September 11th Updated Test Build
Test Branch 1.0.74025 Test 2024-09-11
Design
Two new 1v1 premade maps added:
Punic wars: Rome against Carthage
Median wars: Greece against Persia
These are accessible using the Premade Map option on the setup screen and from the Scenario menu under World Maps
Slums and Estates are now permanent and cannot be built over or pillaged (Behind the Throne)
Programming
Performance improvements relating to unit movement and reminders
AI no longer declares war on tribes to expand when it's already actively fighting other players
AI is now more likely to build farms around the Jerwan Aqueduct and less likely to build the Cothon in small seas
Added randomization of player start selection on premade maps
Achievement code cleanup
Bugs Fixed
Fixed grammar on Unit Killed notification
Fixed nested link issue in unit type link with promotions
Fixed many Rise of Carthage and Heroes of the Aegean scenario bugs
Fixed Regenerate HOF button and dropdowns incorrectly showing on Achievements screen
Fixed Regenerate HOF excluding existing modded games when mods are not active
Fixed assert from using waypoints to move units
Fixed critical hit icon sometimes briefly appearing before a unit goes on cooldown
Fixed undo crash
Fixed AI building ships where it should not be building any i.e. in small seas
Text and event fixes
Old World September 4th Updated Test Build
Test Branch 1.0.73918 Test 2024-09-04
Design
Slavery Law now gives +4 Iron and +4 Stone per city (down from +5)
Improved player start selection on premade maps that do not dictate specific starting locations
Tribal unit movement AI is now somewhat more sophisticated
UI
All laws and theologies now show yield previews where relevant
Moved the generic improvement pings to the top of the dropdown list
Ambitions and goals with multiple requirements now show progress for each requirement on separate lines
Added yield name and sign in some bonus helptext
Improved text selection in ping and bug reporting popups
Heroes of the Aegean scenario 6 now highlights goal cities on the map
Bugs Fixed
Heroes of the Aegean campaign polishing pass, many bugs fixed
Fixed Rise of Carthage campaign save import bug
Fixed Pharaohs of the Nile scenario 4 not completing when playing in Hotseat against the AI
Fixed errors with portrait interpolation enabled when portraits are not setup for it
Fixed portraits of characters without a tribe or nation
Fixed AI hang
Fixed inheritance preview showing wrong character when there will be no heir
Fixed AI danger calculation for units that need to be unlimbered