Old World Update #145

Headline changes

  • Unit and tech tree rebalances
  • AI will no longer found religions very early, before it is possible for players to do so
  • Network code improvements
  • Added player option Manual Bonus Placement

Design

  • Crossbow strength reduced to 6 from 8
  • Polybolos strength reduced to 8 from 10
  • Windlass now requires Coinage instead of Manor
  • Windmills require Windlass instead of Hydraulics. Watermills are still available at Hydraulics
  • Free Court Soldier moved from Infantry Square to Stirrups
  • Free Court Merchant moved from Chain Drive to Cartography
  • Free Court Merchant moved from Fiscal Policy to Manor
  • Free Longbowmen moved from Manor to Battle Line
  • Free Horse Archer moved from Land Consolidation to Composite Bow
  • AI no longer gets shrines and pastures for free as part of their initial development handicap, to prevent very early religion founding
  • Judaism no longer requires Labor Force
  • Lowered civics cost of Fisher, Trapper, Rancher, and Gardner specialists to match other rural specialists
  • Schemer order buying now costs an extra Legitimacy point every time it’s used. Cost increase resets for each leader
  • Kartir event triggers less often
  • Game of the Week no longer varies city site numbers
  • Slight rebalance to Gatherer cognomen line (Empires of the Indus)

Programming

  • Network code improvements
  • AI no longer skips laws and basic improvements in order to save for future Wonders
  • AI pushes culture harder in its highest culture cities
  • Non-raider tribe AI tweaked to keep them more focused on nearby targets
  • Pathfinder tweak to prefer single tile paths whenever possible
  • Border renderer and shader optimizations

UI

  • Added player option Manual Bonus Placement. This skips the popup prompt when placing a bonus improvement from an event or city founding bonus
  • Tribe sites now display both Next Unit turns and Development turns
  • Road map pins now appear with the Contextual Map Tacks option enabled when Engineer units are selected
  • Added tooltips to ping improvement dropdown
  • Renamed ‘Exploring’ trait to ‘Traveling Afar’
  • Adjustments to reduce blur on text displayed on world UI
  • Reintroduced very simple lighting to the minimum detail level for standard shaders
  • Removed random option from City Site Number options
  • Added explanation to non-city site camp tile tooltips
  • Improved helptext for General traits which aren’t valid for some units
  • Worker positions with and without height overrides are no longer mutually exclusive
  • Cities owned by Tribes or in Anarchy now show in the Timeline Screen
  • When gifting, hiring, or recruiting a unit, the helptext specifies that the cooldown is for the unit (and not the action)
  • Rendering layer cleanup
  • Added rendering layer for minimum detail objects, which will always render to the timeline and minimap. This means minimum detail rivers will now always render in the timeline and minimap
  • Removed “Reduce Animation Detail” option and replaced with “Disable Idle Animations”
  • Occurrence end chance increment, current and minimum durations added to Occurrence helptext
  • Changed color of unit health bar difference to green, when health is increasing (Zealot kill or heal action)
  • Order movement now shows below yield preview
  • Adjusted selection circle animation for tutorial
  • Added some references to bonus UU techs to Tech Encyclopedia and Culture links (with advanced help)
  • Forest and Jungle on Mountains are now partly hidden, for clarity
  • Disabled Mirror Map option on Desolation & Ebbing Sea mapscripts (Wrath of Gods)
  • Added description for Vassalize Tribe mission (Empires of the Indus)
  • Added description to the Hinduism tooltip (Empires of the Indus)
  • Edited World Religion concept to include Buddhism (Empires of the Indus)

Bugs Fixed

  • Fixed unit banners being visible when they shouldn’t in some cases during hotseat games
  • Fixed text outside of viewport bounds sometimes not clipping
  • Fixed custom overlay icons not showing correctly on first opening
  • Fixed barbarian widget sorting incorrectly with rivers
  • Fixed barbarian widget cutting out the revealed-not-visible effect past the edges of the icon widget
  • Fixed pathfinder avoiding ZOC tiles from unseen units
  • Fixed color of requirements for adopting State Religion when you have no cities of that religion
  • Fixed units getting temporarily rendered twice when upgrading
  • Fixed AI sometimes moving its ranged siege units when it doesn’t need to
  • Fixed characters getting randomly married if currently targeted by a marriage mission
  • Fixed skull highlights for attack previews
  • Fixed fog of war revealing the same tiles multiple times
  • Fixed rivers not updating their appearance in sync with changes to terrain detail level
  • Fixed world pins over vegetation having the shadowed outlines of vegetation drawn on top of them
  • Fixed volcano effects sometimes not applying to mountains when the volcano is on the edge of the map or in MP games
  • Fixed AI saying it will leave a city site and then not doing so
  • Fixed Next Unit tooltip hitbox
  • Fixed women being able to birth children from different fathers on the same turn
  • Fixed player notification issue with occurrences
  • Fixed prereqs for repeatable techs showing up in searches that bring them up
  • Fixed non-urban city sites in Donut map script
  • Fixed lakes sometimes being placed next to ocean
  • Fixed worker particles turning pink when a worker is selected in some cases
  • Fixed Trade Network overlay getting locked on after building roads
  • Fixed bug that allowed very small islands to count as connected to a continent for player start placement purposes
  • Fixed Tumbling Mountain script creating occasional gaps in the mountain
  • Fixed hotkeys getting evaluated multiple times per frame
  • Fixed null reference in tech tree search
  • Fixed bonus card search issue
  • Fixed a bug with AI evaluation of city effects that give Legitimacy, should build Kushite Pyramids more urgently now
  • Fixed floating text produced by combat causing visual issues with fog of war
  • Fixed pathfinder path simplification bug
  • Fixed pathfinder not updating correctly when a unit receives a new effect or loses an existing one
  • Fixed map editor null reference
  • Fixed Ask to Declare War mission (tribe) having no effect in No Events mode
  • Fixed Traits added or removed by Occurrences intermittently not working on Semester/Season turn styles
  • Fixed tribe AI sometimes not moving
  • Fixed improvement yields from adjacent improvements that belong to a different team
  • Fixed minimum detail rivers not showing when initially loading a game with minimum settings
  • Fixed blocky rivers on minimum terrain detail in some scenarios
  • Fixed tribe widget upgrade timer text cutting box out of clouds
  • Fixed inconsistent capitalisation in DLC names
  • Game Editor UI fixes
  • Fixed Jerwan Aqueduct flickering between turns (Wonders and Dynasties)
  • Fixed Rejuvenation replacing Trees with Scrub (Wrath of Gods)
  • Fixed hide vegetation not working during Calamities in some cases (Wrath of Gods)
  • Fixed portrait interpolation issues with Hun portraits (Empires of the Indus)
  • Fixed iTradeValueModifier not being reflected in Nation summary (affects mods only)
  • 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.