Old World Update #133

Changes Overview

  • New National Ambition system introduced to allow earlier selection of your final ambition
  • Launch Offensive changes
  • Continent is now the default map script
  • AI and performance improvements

Design

National Ambitions:

  • The final ambition is now called a National Ambition and may be offered early, after a player has completed 5 ambitions
  • The offer is triggered soon after the player reaches 70% progress towards one of the national ambitions
  • National Ambitions are not used for tier counting purposes i.e. they do not make regular ambition offers harder
  • All National Ambitions are listed in the Encyclopedia under their own category
  • Added new National Ambition ‘+250 Food, Iron, Stone, Wood and Money per turn’. This replaces the previous ambition to stockpile 2000 of each resource
  • Added new regular Ambition ‘Control 4 Hamlet class improvements’
  • Adjusted ambition threshold calculations and ambition events to allow a greater variety of ambitions to be offered

Launch Offensive changes:

  • Offensive effects do not apply to the leader unit
  • Cannot launch offensive when on cooldown
  • Leader unit goes on new launched offensive cooldown
  • For team games, bonus orders from the offensive go to the unit owners

Continent map script changes:

  • Continent is now the default map script
  • Added new Extreme Terrain suboption ‘None’ and made this the default
  • Tribal Lands placement option removed

Other design changes:

  • Critical hits on cities are no longer possible
  • Stun is now possible when attacking a unit in a city without any HP left
  • Panic and Fireship effects now cause units that cannot retreat to become Disarmed instead of Stunned
  • Enlisted units by a Zealot leader now return to full health
  • Hidden units now always ignore ZOC
  • Money Boost tech card moved to Coinage
  • Free Trireme and Free Dromon tech cards removed
  • National ambitions now offered at 70% completion instead of 75%
  • National Ambitions event enabled in no events mode
  • Fire shrines now have adjacent modifier to any improvement in the Mine class (now also affects Laurion Mines)
  • Commander leaders always grant +10XP per turn to all units (previously units had to be idle)
  • Free improvements are now allowed on resource tiles with a generic improvement ping. Placing a free urban improvement on a resource removes the resource without harvesting it
  • Adjusted ambition threshold calculations so a greater variety of ambitions gets offered
  • Events where the AI offers Truce on breaching a city now trigger when the city is captured instead
  • Can no longer build roads and improvements in territory of an ally
  • Water tiles no longer need to be adjacent to land in order to transfer them from one of your cities to another
  • Units that earn XP past the maximum level convert that XP to training
  • Ezana’s Evangelist trait only gives new units Christianity/Adept in city where he is governor (Wrath of Gods)
  • 7 new events relating to Calamities happening to other players (Wrath of Gods)
  • Reduced other religion opinion penalty duration for Venerate mission (Wrath of Gods)
  • Increased chance of Scrub appearing on new Arid tiles on Ebbing Sea map from 2% to 10% (Wrath of Gods)
  • Eruption and Earthquake intensities tweaked (Wrath of Gods)
  • Made Calamities less common on the Rare and Very Rare settings (Wrath of Gods)
  • Wrath of Gods scenario now uses a customized map script with more Volcanoes (Wrath of Gods)

Programming

  • Rendering API change: Linux / Steam Deck now default to Vulkan. Windows supports Vulkan with a command-line switch -force-vulkan
  • Epic Mac build now runs natively when run outside of the Epic launcher, i.e. using alternative launcher such as Heroic
  • Improved UI responsiveness when cycling through workers
  • Performance improvements
  • AI combat improvements
  • Improved AI use of Launch Offensive
  • Improved AI order predictions when planning moves
  • AI is more aggressive in moving towards enemy cities when at war
  • AI more likely to place ranged units in forest when defending its territory with a Tactician leader
  • AI fort building now less common
  • AI tries harder to delay using anchored units so that land units don’t get stranded
  • AI now less eager to build some wonders that are not very useful (e.g. Jebel Barkal without world religion)
  • AI cares a little more about culture
  • Invading organized tribes are less timid
  • Added ALLOW_CITY_CRITICAL_HITS to globalsInt, for use by modders
  • Mod manager no longer fully loads installed maps when fetching subscription info
  • Unit XP overflow into training uses TRAINING_PER_XP for consistency
  • Buildable projects now use a ProductionType such as YIELD_CIVICS. Non-buildable projects do not require this
  • iCivics has been renamed to iCost in project.xml

UI

Setup screen changes:

  • Removed Options Preset dropdown from Simple setup and added Event Level
  • Added Reset Options button to Advanced and MP setup screens
  • Added difficulty mode to Advanced setup screen
  • Simple setup settings are saved separately from advanced setup settings. Going back and forth between Advanced and Simple screens retains only nation and dynasty settings
  • Entering the setup screens with a premade map that restricts nation choices stored in the options file will no longer keep that map choice, to ensure all nations are shown
  • Enabled DLC no longer gets reset every time

Other UI changes:

  • Selected characters now appear in the upper right side of the screen and Ambitions in the upper left
  • Added Net Yield Change to specialist build tooltip, which takes modifiers into account and subtracts yields for any replaced specialist
  • Popup text minimum scaling reduced
  • Removed background UI blur when events are active
  • EffectUnit links now also include the effect icon by default
  • Timeline screen slider is now disabled while advancing by season or by year
  • Clarified City Site Number help text
  • Wonder legitimacy bonuses now named per culture tier to differentiate them
  • Can now queue the same tile multiple times without the unit executing the queued moves
  • When the last tile in a move queue is right-clicked, the unit executes the queue
  • Flipped luxury panel buttons
  • Tweaked alignment for scenario-specific goal info
  • Archetypes now shown in line of succession panel
  • Strategic resource icons for unit production shown on city categories when available
  • Temporary unit effects now show the remaining turn count on their icons
  • Changed all happiness/discontent yield displays to use relevant icon instead of signed text
  • Added worker list to tile tooltip when multiple workers are stacked
  • Selecting a character centers the camera on job-relevant city or unit
  • Research UI is now always shown regardless of selection
  • Added reminder for pillaged tiles
  • Added ability to hide improvement tooltips by holding CTRL
  • Timeline now shows map terrain changes over time
  • Timeline now shows current revealed-not-visible state for borders when it is set to show the current turn
  • With a land unit selected, hovering over a water tile in anchor range will show “Must end move on land tile”
  • Network games are now paused automatically when the game is over
  • Cannot surrender a multiplayer game if you are the last player remaining
  • World tile text now shows over city UI
  • Unworked wonders show Requires Worker text with worker selected
  • Right-click toggles tab panel menus off if already open
  • Improved unit strength tooltip text
  • Updated premade map descriptions
  • Removed some of the yield breakdown from the specialist tooltip and added modified total yield
  • Removed line break from event option tooltips that start goals
  • Removed ‘New Event in Wizard’ button from Event Browser
  • City links that do not open the city screen now pan the camera to the city when clicked (i.e. tribal raid notifications)
  • Starting a game using a parameter string no longer updates the options file with the game’s settings
  • Added custom savegame prefix to standalone scenarios
  • Added more promotion and effectUnit information to encyclopedia
  • Updated credits
  • Updated Shapur’s dynasty description to clarify that Strike applies to melee and ship units (Wonders and Dynasties)
  • Plague flies are only shown on units with the Plagued effect. Plague fog effect is confined to city territory (Wrath of Gods)
  • Wildfire visual effect is less extreme (Wrath of Gods)
  • Improvement pings are no longer removed by an occurrence rendering a tile impassable (Wrath of Gods)
  • Boosted plague fog visibility (Wrath of Gods)
  • Boosted volcano animation speed (Wrath of Gods)

Bugs Fixed

  • Fixed Korean text sometimes not displaying
  • Fixed text autosizing issues
  • Fixed popup text not updating immediately after changing scaling
  • Fixed assert when removing player ownership from a tile with a religion attached
  • Fixed forest on lake tile in Middle East map
  • Fixed bad city border preview on Old World Map by removing an urban tile to the west of Pella
  • Fixed a threading issue that could cause server-side exceptions
  • Fixed unit queuing bugs
  • Fixed units not being selectable through overlays
  • Fixed some UI elements not updating properly after undoing initial found
  • Fixed occasional opinion arrow misalignment in event popup
  • Fixed city recommendation assert
  • Fixed workers and ships in cities with no defenses not taking damage from attacks
  • Fixed clicks on parts of the UI selecting map elements behind them
  • Fixed Continents map script bug
  • Fixed Caravans being unable to travel through anarchy territory
  • Fixed improvements being repairable inside hostile territory
  • Fixed unit health bars appearing incorrectly for some attack previews
  • Fixed the Ignore Map Nation Starts option not working on some maps
  • Fixed Family Seat founding bonus not showing in the setup screens and in game before player has founded their capital
  • Fixed Road To overlay not updating when changing mouseover tile
  • Fixed flickering issue when hovering over build recommendations on some parts of the screen
  • Fixed bug where AI could still win in some cases when player achieves victory on the same turn
  • Fixed goal threshold bug incorrectly making ambitions invalid
  • Fixed Barbarian Horde MP achievement not working in hotseat
  • Fixed Greek and Assyrian capitol buildings not being shown when adjacent to rivers
  • Fixed Allow Negative Cognomens option appearing when no characters option selected
  • Fixed Free Court Minister encyclopedia entry with null icon
  • Fixed encyclopedia prompt showing on traits with no encyclopedia page
  • Fixed encyclopedia null references
  • Fixed succession law preview tooltip showing wrong law
  • Fixed Courtiers Added stat not increasing when recruiting an existing foreign courtier
  • Fixed Organized tribes not healing
  • Fixed some AI bugs
  • Fixed research UI not updating immediately when yield rates change
  • Fixed Carthage scenarios giving a lower-tier victory than earned if one of the goals was completed indirectly
  • Fixed Portrait Editor loading issue
  • Fixed portrait models potentially obscuring each other
  • Fixed unit cycle tooltip sometimes not locking
  • Fixed ship building on a tile that has turned to land
  • Fixed nested link issue in governor candidate tooltip
  • Fixed team color intensity slider
  • Fixed map timeline GIF palette not representing border colors correctly
  • Fixed citrus grove configuration
  • Fixed ZOC display exception
  • Fixed pillage notification links selecting units
  • Fixed some dropdown appearance issues
  • Fixed autobuild cities not repairing upon being founded with a damaged settler
  • Fixed bug in effectCity help text yield breakdown
  • Fixed occurrence effects after a new city has been founded
  • Fixed sporadic disconnections in network and server games when one or more player slots are open
  • Fixed pathfinding for hidden units
  • Fixed AI bug that caused it to sometimes move units back and forth between the same tiles
  • Fixed null pointer if an init phase EffectPlayer, i.e. from difficulty mode, uses miReligionOpinionChange (only affects mods)
  • Fixed aiUnitTraitConsumptionModifier help text bug (only affects mods)
  • Fixed repair yield purchase for Stateira (Wonders and Dynasties)
  • Fixed Flood not displaying correctly in some cases (Wrath of Gods)
  • Fixed Calamity level showing on in-game difficulty mode and game parameters tooltips, if the content is disabled in the current game (Wrath of Gods)
  • Fixed calamity postprocessing profiles overriding postprocessing settings from graphics settings i.e. Motion Blur (Wrath of Gods)
  • Fixed some rendering issues when terrain changes height (Wrath of Gods)
  • Fixed calamity effects being removed from rivers too early in some cases (Wrath of Gods)
  • Fixed eruptions displaying on volcanos obscured by fog of war (Wrath of Gods)
  • Fixed double legitimacy penalty when abandoning a Demand (Wrath of Gods)
  • Fixed trees removed from building improvements not being counted for demands (Wrath of Gods)
  • Fixed issue where some global calamities that target tiles were instead targeting all tiles (Wrath of Gods)
  • Fixed Wrath of Gods scenario victory event not triggering when next victory becomes impossible (Wrath of Gods)
  • Fixed Wrath of Gods scenario duplicate victory threshold events in some cases (Wrath of Gods)
  • Fixed Hurricanes not displaying correctly in some cases (Wrath of Gods)
  • Fixed wrath generation issues casued by Undo / Restart Map (Wrath of Gods)
  • Fixed mid and major raid Occurrences being invalidated (Wrath of Gods)
  • Fixed Calamities causing city sites to become impassable (Wrath of Gods)
  • Global Occurrence fixes (Wrath of Gods)
  • Text and event fixes

Old World is available on Steam, GOG, Epic and Stove

About Old World

Set in classic antiquity, Old World is a historical 4X strategy game created by Soren Johnson (Lead Designer, Civilization IV). Players select a historical leader and use the innovative Orders system to dominate the competition. Leaders are mortal; once they die, the nation’s future depends on their heirs.