- Update v1.0.75065:
- Changes Overview
- More kids: Increased chances for leaders to have children
- Permanent improvements: Shrines, Slums, and Estates are now permanent improvements
- AI improvements
- Design
- More kids: leaders with no children now have a higher chance to have kids
- VP calculation: Points required to win are now increased when projects that grant VP are available (i.e. Opulence in Behind the Throne)
- Permanent improvements: Shrines, Slums, and Estates are now permanent improvements that can be pillaged but do not get destroyed, and cannot be replaced
- Tribal Divorces: Divorcing a tribal spouse now results in a negative opinion with that tribe
- Distant raids: No longer include ships
- AI unit building:
- The traits of Grand Viziers and AI leaders now influence their decisions of how many units they build
- Heroes, Commanders, Tacticians, and Warlike characters build more units and Builders, Scholars, Diplomats, and Timid characters build fewer units
- AI is more likely to build units in cities that give unit promotions and experience
- Alliance events: Most alliance and tribal alliance events now either require a diplomat leader or are disabled in competitive mode
- City reveal: Cities are now revealed from a greater distance, like settlements
- City capture: Cities now take 1 turn longer to capture
- Unit spawn location: Rebels from Slums spawn on Slum tiles and Religious Dissent rebels spawn on religious buildings, if possible
- Starting units no longer spawn on the same tile, even if they are allowed to do so
- Programming
- AI improvements:
- Less aggressive in saving yields for many turns when spending results in an immediate, albeit lesser, benefit
- Better evaluation of laws to properly take into account the unlocking of unique units
- Increased the value of growth for a city that is building Settlers/Workers
- Decreased value of disciples, AI avoids building them if has no use for them
- Revised AI build hurrying priorities
- Improved AI danger assessment and retreating
- Improved AI unit build selection
- Headless autoplay:
- Added support for AI auto-runs in headless mode
- Run OldWorldAutorun.bat in the same folder as the game executable
- All players in the save are controlled by the AI for the specified number of turns, after which the game exits
- Can examine runs by opening the autosaves that are placed in the Auto folder
- Other programming changes:
- Performance optimizations: Improved performance of terrain rendering, tile ownership changes and event processing
- Improvement and Project Legitimacy: now tied to effectCity and always converted to orders in no characters mode
- Added triggers: EVENTTRIGGER_PLAYER_DIPLOMACY_CHANGED and EVENTTRIGGER_TRIBE_DIPLOMACY_CHANGED
- Moving capital: Added support for moving the capital. Player's original capital is now remembered and exposed to the event system
- Roads from improvements: Added support for improvements adding roads to the tile
- ZOC changes from improvements: Added support for improvements allowing units to ignore enemy ZOC
- Mission bonus rework: InfoMission.miXP replaced with SubjectCharacterBonus
- Diplomacy methods: now take players as arguments instead of teams, to that events are triggered for the most relevant players
- UI
- Family tab icons: removed player color
- Marriage missions: now grouped together
- Inheritance and Tech Tree screens: now scrollable with camera keys (WASD)
- Religion Tooltips: Active Clergy and Current Followers no longer shown if there are none. Added +2 civics to Holy City line
- City Tooltips: Added tile tooltip content to bottom of city tooltip
- Royal characters: Changed 'your Relative' to 'A Royal'
- Nation tooltips: Now always show number of cities on nation tooltips
- Honey resource audio: Reduced volume of honey environmental audio
- Custom campaign audio: Added custom sounds for priest attacks in Pharoahs of the Nile scenario 3
- Tutorial events: Adjusted timing and added more to No Events mode
- Button dragging: Disabled unnecessary button clone when dragging buttons
- Laurion Mines: No longer show extra text on map
- Bugs Fixed
- Fixed recruitment with legitimacy penalty not getting applied on loading a save
- Fixed info loading bug that could cause new games to fail to start
- Fixed undo/redo related to tribal invasions
- Fixed bug with random seed for event story trigger test not matching the seed of the actual triggered event
- Fixed silent event failures caused by type cast issue
- Fixed units failing to spawn from improvements in Barbarian Horde games after the invasion had started
- Fixed disable environment audio toggle not taking effect immediately
- Fixed Fickle Band effects not triggering when divorce happened from an event
- Fixed ships exiting Great Cothon not always getting their size updated
- Fixed multiple selection highlights
- Fixed title of MP setup screen when coming from Mod selection screen
- Fixed improvement spawned units not respecting DLC checks
- Fixed project ambitions not respecting DLC checks
- Fixed border expansion preview not updating when selecting option in minimized event
- Fixed issues with unit list scrolling and units becoming unselectable
- Fixed AI value placed on Strongholds and Citadels (will now be built more often)
- Fixed spurious assert triggering when a nation is eliminated
- Fixed graphical display issue affecting Arid Hills
- Fixed inconsistency with the number of capture turns of cities
- Fixed eliminated tribes being eligible for forming an alliance
- Fixed improvement max player count not working for improvements with no improvement class
- Fixed exception when submenus scrolled off-screen
- Fixed bug where goal subject weight could result in an ineligible subject being chosen
- Fixed acquired techs cost in Encyclopedia and added cost to tooltips in tech tree
- Fixed some rebel spawn issues
- Fixed event cache bug
- Fixed modified collection exception
- Fixed sort exception
- Fixed incorrect iTriggerExtra in EVENTTRIGGER_CITY_CAPTURED
- Fixed bug with bSingle effectCity effects that spawn rebels possibly being counted multiple times (affects mods only)
- Text and event fixes
- Update v1.0.75012:
- Bugs Fixed
- Fixed crash issue affecting players using Chinese language
- Update v1.0.74722:
- UI
- Improved resolution of icons on family list
- Added stability warning popup for i9-13900K CPUs
- Bugs Fixed
- 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
- Update v1.0.74622:
- 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.
- Event Processing Optimization: Performance improvements.
- Raider AI Improvements: AI now prioritizes building roads, connecting cities, and exploring more.
- AI Code Cleanup: General improvements and optimization.
- Ctrl-Shift-X Functionality: No effect when it’s not your turn in cloud games.
- Modio Errors Suppressed: Suppressed "Invalid Token" errors on game start.
- Mac Terrain Rebuild: Removed unneeded terrain rebuild on application focus for Macs.
- Mod Support Updates: Added support for new diplomacy types and dynamic improvement names.
- Yield Price Calculation: Now moddable via XML.
- Map Editor: Max map size increased to 180x180 (modifiable via XML).
- XML Changes: Updates to units and event links (see Notes for Modders section).
- New Event Triggers: Added EVENTTRIGGER_PLAYER_ALLIANCE_OFFER and EVENTTRIGGER_PLAYER_ALLY_DECLARED_WAR.
- New Statistics: Added STAT_CHILDREN_COUNT.
- City Luxuries Info: Added InfoGoal.miCityLuxuries.
- Script Support: Old World no longer supports runtime compiled scripts; standalone compiler removed.
- UI:
- Mission Target List Sorting: Characters now sorted by importance in mission target lists.
- Shift-Click Improvements: Shift-clicking on recommended improvements now adds them to the worker’s queue.
- Shrine Pings: Shrine improvement pings can now be placed even if the shrine already exists.
- Improvement Pings: Improved accuracy of yields for out-of-territory improvements.
- Luxury Management Menu: Now scrollable for easier management.
- Unit Tooltips: Now scrollable, with unit effects ordered alphabetically.
- Cloud Game Tooltips: Now show the elapsed time since the last upload.
- Yield Icons: Recently added yield name and sign removed from help text (now shows yield icon only, as previously).
- Legitimacy Graph: Added to the Records screen.
- Family Unit Banners: Family unit banner shape now shown on the family tab panel.
- Specialists on Pillaged Tiles: Existing specialists now shown on pillaged tiles.
- Replay for Team Games: Improved functionality.
- Resource Removal Warning: Added for Add Urban action.
- Project Help Text: Now includes information about other projects that add the same project (e.g., Inquiry shows different levels).
- Opinion Yield Rate Help Text: Moved from potential to main effects.
- Contact Event Truce Flags: Made more consistent in event options.
- Religion Icon on Unit Production: Now shown on unit production buttons when applicable.
- Religion Tooltips: Simplified for clarity.
- Character Pinning: Any non-leader character can now be pinned (e.g., foreign leaders), and pins are no longer cleared on character death.
- Trait Display Order: Reordered for clarity.
- Scenario Screen Arrows: Category toggle arrows no longer select scenario class.
- 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 [noparse]bRegular[/noparse] flag (after [noparse]bGeneral[/noparse] 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:
- [noparse]aeSubjectClasses[/noparse] 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 [noparse]iNumSubjects[/noparse] on the link (in [noparse]eventLink.xml[/noparse]) to save that many subjects.
- Use [noparse]iNumSubjects = 0[/noparse] 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 [noparse]bImmediate = 1[/noparse] in [noparse]eventLink.xml[/noparse]. Use [noparse]EventLinkAdd[/noparse] in [noparse]eventOption.xml[/noparse]. [noparse]EventLinkStart[/noparse] will be removed in the future.