1. Update v1.0.75065:
  2. Changes Overview
  3. More kids: Increased chances for leaders to have children
  4. Permanent improvements: Shrines, Slums, and Estates are now permanent improvements
  5. AI improvements
  6. Design
  7. More kids: leaders with no children now have a higher chance to have kids
  8. VP calculation: Points required to win are now increased when projects that grant VP are available (i.e. Opulence in Behind the Throne)
  9. Permanent improvements: Shrines, Slums, and Estates are now permanent improvements that can be pillaged but do not get destroyed, and cannot be replaced
  10. Tribal Divorces: Divorcing a tribal spouse now results in a negative opinion with that tribe
  11. Distant raids: No longer include ships
  12. AI unit building:
  13. The traits of Grand Viziers and AI leaders now influence their decisions of how many units they build
  14. Heroes, Commanders, Tacticians, and Warlike characters build more units and Builders, Scholars, Diplomats, and Timid characters build fewer units
  15. AI is more likely to build units in cities that give unit promotions and experience
  16. Alliance events: Most alliance and tribal alliance events now either require a diplomat leader or are disabled in competitive mode
  17. City reveal: Cities are now revealed from a greater distance, like settlements
  18. City capture: Cities now take 1 turn longer to capture
  19. Unit spawn location: Rebels from Slums spawn on Slum tiles and Religious Dissent rebels spawn on religious buildings, if possible
  20. Starting units no longer spawn on the same tile, even if they are allowed to do so
  21. Programming
  22. AI improvements:
  23. Less aggressive in saving yields for many turns when spending results in an immediate, albeit lesser, benefit
  24. Better evaluation of laws to properly take into account the unlocking of unique units
  25. Increased the value of growth for a city that is building Settlers/Workers
  26. Decreased value of disciples, AI avoids building them if has no use for them
  27. Revised AI build hurrying priorities
  28. Improved AI danger assessment and retreating
  29. Improved AI unit build selection
  30. Headless autoplay:
  31. Added support for AI auto-runs in headless mode
  32. Run OldWorldAutorun.bat in the same folder as the game executable
  33. All players in the save are controlled by the AI for the specified number of turns, after which the game exits
  34. Can examine runs by opening the autosaves that are placed in the Auto folder
  35. Other programming changes:
  36. Performance optimizations: Improved performance of terrain rendering, tile ownership changes and event processing
  37. Improvement and Project Legitimacy: now tied to effectCity and always converted to orders in no characters mode
  38. Added triggers: EVENTTRIGGER_PLAYER_DIPLOMACY_CHANGED and EVENTTRIGGER_TRIBE_DIPLOMACY_CHANGED
  39. Moving capital: Added support for moving the capital. Player's original capital is now remembered and exposed to the event system
  40. Roads from improvements: Added support for improvements adding roads to the tile
  41. ZOC changes from improvements: Added support for improvements allowing units to ignore enemy ZOC
  42. Mission bonus rework: InfoMission.miXP replaced with SubjectCharacterBonus
  43. Diplomacy methods: now take players as arguments instead of teams, to that events are triggered for the most relevant players
  44. UI
  45. Family tab icons: removed player color
  46. Marriage missions: now grouped together
  47. Inheritance and Tech Tree screens: now scrollable with camera keys (WASD)
  48. Religion Tooltips: Active Clergy and Current Followers no longer shown if there are none. Added +2 civics to Holy City line
  49. City Tooltips: Added tile tooltip content to bottom of city tooltip
  50. Royal characters: Changed 'your Relative' to 'A Royal'
  51. Nation tooltips: Now always show number of cities on nation tooltips
  52. Honey resource audio: Reduced volume of honey environmental audio
  53. Custom campaign audio: Added custom sounds for priest attacks in Pharoahs of the Nile scenario 3
  54. Tutorial events: Adjusted timing and added more to No Events mode
  55. Button dragging: Disabled unnecessary button clone when dragging buttons
  56. Laurion Mines: No longer show extra text on map
  57. Bugs Fixed
  58. Fixed recruitment with legitimacy penalty not getting applied on loading a save
  59. Fixed info loading bug that could cause new games to fail to start
  60. Fixed undo/redo related to tribal invasions
  61. Fixed bug with random seed for event story trigger test not matching the seed of the actual triggered event
  62. Fixed silent event failures caused by type cast issue
  63. Fixed units failing to spawn from improvements in Barbarian Horde games after the invasion had started
  64. Fixed disable environment audio toggle not taking effect immediately
  65. Fixed Fickle Band effects not triggering when divorce happened from an event
  66. Fixed ships exiting Great Cothon not always getting their size updated
  67. Fixed multiple selection highlights
  68. Fixed title of MP setup screen when coming from Mod selection screen
  69. Fixed improvement spawned units not respecting DLC checks
  70. Fixed project ambitions not respecting DLC checks
  71. Fixed border expansion preview not updating when selecting option in minimized event
  72. Fixed issues with unit list scrolling and units becoming unselectable
  73. Fixed AI value placed on Strongholds and Citadels (will now be built more often)
  74. Fixed spurious assert triggering when a nation is eliminated
  75. Fixed graphical display issue affecting Arid Hills
  76. Fixed inconsistency with the number of capture turns of cities
  77. Fixed eliminated tribes being eligible for forming an alliance
  78. Fixed improvement max player count not working for improvements with no improvement class
  79. Fixed exception when submenus scrolled off-screen
  80. Fixed bug where goal subject weight could result in an ineligible subject being chosen
  81. Fixed acquired techs cost in Encyclopedia and added cost to tooltips in tech tree
  82. Fixed some rebel spawn issues
  83. Fixed event cache bug
  84. Fixed modified collection exception
  85. Fixed sort exception
  86. Fixed incorrect iTriggerExtra in EVENTTRIGGER_CITY_CAPTURED
  87. Fixed bug with bSingle effectCity effects that spawn rebels possibly being counted multiple times (affects mods only)
  88. Text and event fixes
  89.  
  90. Update v1.0.75012:
  91. Bugs Fixed
  92. Fixed crash issue affecting players using Chinese language
  93.  
  94. Update v1.0.74722:
  95. UI
  96. Improved resolution of icons on family list
  97. Added stability warning popup for i9-13900K CPUs
  98. Bugs Fixed
  99. Fixed Timeline map display after game is completed
  100. Fixed Offer Tribute for Truce and Demand Tribute for Truce missions silently failing
  101. Fixed Map Editor cursor position
  102. Fixed issue with load dialog not working in some cases
  103.  
  104. Update v1.0.74622:
  105. Changes Overview
  106. Shrine Rebalancing: Adjustments to shrine effects.
  107. City Damage: Now affected by critical hits.
  108. Modded MP Games: Easier to start thanks to relaxed version checking.
  109. UI Improvements: Various interface updates.
  110. Design:
  111. Shrines of Water: (Melqart, Poseidon, Anahita) now give 2 money per water tile in the city, in addition to previous effects.
  112. Shrines of Healing: (Eshmun, Isis) now give a free Healer promotion to units built in the city instead of the previous healing ability.
  113. City Damage: Now affected by critical hits.
  114. 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).
  115. 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.
  116. Law Switch Costs: First switch costs 200 Civics, with each subsequent change costing 100 extra.
  117. Power Comparison: Now solely calculated on military unit strength, with ships counting for less based on the amount of water on the map.
  118. Unit Upgrade Restrictions: Can no longer upgrade a unit if the upgraded unit is not allowed to be in that tile.
  119. Fort Building: Can no longer build forts on non-urban tribe settlement ruins (affects non-default City Site Number options).
  120. Rally Defense: Now only activates on killing promotable military units (i.e., not Militia).
  121. Unit Spawning from Improvements: Improvements that spawn units (Colosseum, Cothon, Holy Sites, etc.) now try to spawn them on the tile of the improvement.
  122. Punic Duel Balance Pass: Adjustments made to the premade map.
  123. Drunk Trait: Now gives -20 opinion to religious and family heads, down from -40.
  124. Event Options Delay: Added turn delay to most event options with random traits or relationships.
  125. Mission Costs: Slander, High Synod, and Trade missions now cost Money instead of Civics.
  126. Competitive Mode (Behind the Throne): Grand Vizier position disabled.
  127. Beja Archers: No longer have the Pierce effect (Pharaohs of the Nile).
  128. Scheme Against a Rival Mission: Reduced chance of an event from this mission (Behind the Throne).
  129. Programming:
  130. Relaxed Version Checking: Modded MP games now show a warning popup when versions do not match but allow the game to proceed.
  131. Version Mismatch Warning: MP players without identical mods will see a "Version Mismatch" warning in their tooltip.
  132. 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.
  133. Event Processing Optimization: Performance improvements.
  134. Raider AI Improvements: AI now prioritizes building roads, connecting cities, and exploring more.
  135. AI Code Cleanup: General improvements and optimization.
  136. Ctrl-Shift-X Functionality: No effect when it’s not your turn in cloud games.
  137. Modio Errors Suppressed: Suppressed "Invalid Token" errors on game start.
  138. Mac Terrain Rebuild: Removed unneeded terrain rebuild on application focus for Macs.
  139. Mod Support Updates: Added support for new diplomacy types and dynamic improvement names.
  140. Yield Price Calculation: Now moddable via XML.
  141. Map Editor: Max map size increased to 180x180 (modifiable via XML).
  142. XML Changes: Updates to units and event links (see Notes for Modders section).
  143. New Event Triggers: Added EVENTTRIGGER_PLAYER_ALLIANCE_OFFER and EVENTTRIGGER_PLAYER_ALLY_DECLARED_WAR.
  144. New Statistics: Added STAT_CHILDREN_COUNT.
  145. City Luxuries Info: Added InfoGoal.miCityLuxuries.
  146. Script Support: Old World no longer supports runtime compiled scripts; standalone compiler removed.
  147. UI:
  148. Mission Target List Sorting: Characters now sorted by importance in mission target lists.
  149. Shift-Click Improvements: Shift-clicking on recommended improvements now adds them to the worker’s queue.
  150. Shrine Pings: Shrine improvement pings can now be placed even if the shrine already exists.
  151. Improvement Pings: Improved accuracy of yields for out-of-territory improvements.
  152. Luxury Management Menu: Now scrollable for easier management.
  153. Unit Tooltips: Now scrollable, with unit effects ordered alphabetically.
  154. Cloud Game Tooltips: Now show the elapsed time since the last upload.
  155. Yield Icons: Recently added yield name and sign removed from help text (now shows yield icon only, as previously).
  156. Legitimacy Graph: Added to the Records screen.
  157. Family Unit Banners: Family unit banner shape now shown on the family tab panel.
  158. Specialists on Pillaged Tiles: Existing specialists now shown on pillaged tiles.
  159. Replay for Team Games: Improved functionality.
  160. Resource Removal Warning: Added for Add Urban action.
  161. Project Help Text: Now includes information about other projects that add the same project (e.g., Inquiry shows different levels).
  162. Opinion Yield Rate Help Text: Moved from potential to main effects.
  163. Contact Event Truce Flags: Made more consistent in event options.
  164. Religion Icon on Unit Production: Now shown on unit production buttons when applicable.
  165. Religion Tooltips: Simplified for clarity.
  166. Character Pinning: Any non-leader character can now be pinned (e.g., foreign leaders), and pins are no longer cleared on character death.
  167. Trait Display Order: Reordered for clarity.
  168. Scenario Screen Arrows: Category toggle arrows no longer select scenario class.
  169. EffectPlayer and EffectCity Help Text: Total yields display removed from most entries to simplify tooltips.
  170. Foreign City Widget: Clicking on the nation name now selects the nation.
  171. Game Log Graphics: Re-aligned for improved presentation.
  172. Mod Folder Display: Mod folders that begin with "." are no longer displayed.
  173. Bugs Fixed:
  174. Fixed religious improvements being affected by other religions’ theologies.
  175. Fixed workers stopping rout of African and Turreted Elephants.
  176. Fixed double religion indicators on tribe widgets.
  177. Fixed raycasting issues on tribe widget and character list religion icons.
  178. Fixed former regents affecting succession in some cases.
  179. Fixed yield rates not updating when units move to/from improvements.
  180. Fixed minimized decision UI not working for diplomacy decisions.
  181. Fixed effectCity improvement yield help text.
  182. Fixed unit yield consumption estimate for effectPlayer to show yields saved instead of new yields consumed.
  183. Fixed yield preview overlays getting stuck.
  184. Fixed ally declared war event trigger.
  185. Fixed monitor option setting.
  186. Timeline screen map now only shows city borders that the player currently has visibility of (fixes bug showing unrevealed borders).
  187. Fixed missing damage preview for civilian units/ships if they are the only unit in a city.
  188. Fixed Passive AI attacking cities when it shouldn't.
  189. Fixed EffectCity terrain yields being counted twice.
  190. Fixed fog reveal animation not clearing tiles it has already animated.
  191. Fixed unit animations freezing.
  192. Fixed bad player start placement asserts.
  193. Fixed hidden units not getting bounced when hostile borders expand to include their location.
  194. Fixed unexpected click behavior on city screen.
  195. Fixed multiplayer replay for games where multiple players can take their turns simultaneously.
  196. Fixed mission results not appearing in target player's turn summary (e.g., city damage from treachery).
  197. Fixed tribute bug which sometimes allowed tribute while at war.
  198. Fixed issues starting multiplayer games from the mods screen.
  199. Fixed unloading mods when toggling off "Use Mods" in the MP setup screen.
  200. Fixed null check for notification help text.
  201. Fixed exception when right-clicking the empty head of a not-yet-founded religion.
  202. Fixed AI unit protection calculation and possible divide-by-zero errors when attackers can't do any damage (affects mods).
  203. Fixed missing trait in Hanno II's dynasty tooltip (Wonders and Dynasties).
  204. Text and Event fixes.
  205. Notes for Modders:
  206. 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.
  207. Event Links in eventLink.xml:
  208. [noparse]aeSubjectClasses[/noparse] is no longer needed. The link will save all subjects in the triggering event and figure out the classes by itself.
  209. If you only want some subjects saved, put [noparse]iNumSubjects[/noparse] on the link (in [noparse]eventLink.xml[/noparse]) to save that many subjects.
  210. 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.
  211. 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.