Old World Update #142

Headline changes

  • New Point Symmetry mirror option for MP games
  • Healing Shrines now give Healer effect to all units
  • New Ballista unit icon added

Design

  • Added Point Symmetry option to MP setup when Mirror Map option is selected. This enables radial mirroring around the map’s midpoint, producing a layout symmetric in all directions from the center. Players will start in opposite corners of the map
  • Healing Shrines now give Healer effect to all units including non-promotable ones
  • Heliopolis gives 0.5 orders per shrine instead of 1
  • Mourning trait no longer has a chance to make characters ill
  • If the player doesn’t have enough yields to sell to cover debts, then a queued build with no progress is cleared to get enough yields to sell, if possible
  • Added event for when AI forfeits a city site due to player having attacked the camp more
  • Many event tweaks including a buff for the Shrine of the Unknown God

Programming

  • AI avoids building Wonders in border cities, and especially in cities that are in danger of being captured
  • AI uses disciples to build religious improvements before further spreading the religion, if possible
  • Pathfinder prefers to keep units hidden, have them occupy good defensive terrain, and avoid marsh, all else being equal
  • Added support for local storage for persistent scenario data

UI

  • New Ballista unit icon added
  • All Improvements filter shows all non-wonder improvements that can ever be built
  • Removed crit chance from attack preview window when not applicable (i.e. attacking cities)
  • Clicking cities listed for a selected luxury pans to city center
  • Dead character portraits faded in Characters tab
  • Trashed bonus cards faded in tech tree
  • Non-improvement yield lost when building an improvement on a resource now shown on tooltip (with Advanced Help Text active)
  • Leader General control immunity bonus no longer shown in archetype helptext, merged with extra movement unit effect
  • Leading and trailing whitespace characters are now removed from manually entered player online IDs
  • Help text for multiple traits from a bonus now properly takes fallbacks into account
  • Renamed terrain target of Volcanoes or Mountains (Jerwan requirement) from “Mountains” to “Peaks”
  • Actions panel now hidden when it would otherwise be empty
  • DLC name shown in parentheses in dropdowns for map scripts
  • Included map scripts shown on DLC Mechanics page in Encyclopedia
  • Hid some redundant-looking missions in Encyclopedia
  • Mod Browser UI is refreshed once workshop mod list is retrieved
  • Traits that give yields now always show totals with Advanced Help Text enabled
  • Orders history graph no longer subtracts unit consumption
  • Schemer’s Adopt mission now shows a reminder when available
  • Yield totals in the stats screen graphs now include all sources, not just income
  • Alt-1 to Alt-9 switch players when observing a network game
  • Improved eligible unit trait help text
  • Made tech unlocks helptext more specific and consistent
  • Removed outdated references to save importing in Carthage scenario descriptions

Bugs Fixed

  • Fixed events not firing for killed units
  • Fixed combat notification log categories
  • Fixed children gaining archetypes randomly
  • Fixed improvements from bonuses not being auto-placed on their intended tiles
  • Fixed religion founding city randomisation
  • Fixed Hamlet development turns tooltip being wrong before the hamlet has been completed and the Lighthouse is active
  • Fixed Mirror Map being selected on map scripts that do not support that option
  • Fixed entering observer mode and following a different nation after surrendering from a network game
  • Fixed client Hall of Fame not being updated after completing a network game
  • Fixed governor availability text not updating consistently
  • Fixed options menu tooltips getting hidden behind dropdowns
  • Fixed map generation bug that could result in a river delta on land
  • Fixed trade network save/load bug
  • Fixed a threading issue
  • Fixed improvements with city effects that modify a city’s overall yield not showing up on calculations before building improvement (i.e Patrons culture bonus)
  • Fixed character tooltip position
  • Fixed some random seed quirks causing courtiers appearing on the same turn to be identical
  • Fixed luxury availability not updating immediately on canceling a trade deal
  • Fixed AI making urban over resources
  • Fixed invalid trait warning text color being reversed
  • Fixed tile tooltip null reference
  • Fixed resources getting added outside of map boundary
  • Fixed being able to target non-visible tiles
  • Fixed Tough promotion being double-counted on defense
  • Fixed tribe units sometimes not healing
  • Fixed AI sometimes taking over player units that are not automated, if there was at least one actually automated unit
  • Fixed automated workers unstacking
  • Fixed Barbarians not moving in players territory when they end up there whilst not allowed to enter
  • Fixed Theology help not showing potential effects that do not currently apply
  • Fixed MP scenarios overwriting the game name
  • Fixed religion opinion graph disappearing after player defeat
  • Fixed difficulty defaulting to Custom and preset difficulty showing as Custom in the Barbarian Horde scenario
  • Fixed Duel and Tiny map sizes and Tumbling Mountain map script being available in the Barbarian Horde scenario
  • Fixed some combat events potentially displaying incorrectly in Heroes of the Aegean scenario 5
  • Fixed Wrath icon in Wrath of Gods scenario sometimes not displaying colour
  • Fixed mods subbed from Steam client not copying from workshop cache to Old World mods folder
  • Fixed mod sub checker not being able to check again if modio authentication is slow
  • Fixed mod sub checker sometimes not closing
  • 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.