Old World Update #147

Design

  • 2nd tier tech costs increased to 160 (from 150)
  • Moved Free Horseman tech bonus card to Coinage (from Land Consolidation)
  • Improvement wood cost reductions – Harbor: 40 (was 60), Market: 60 (was 80), Grocer: 80 (was 100), Fair 100 (was 120)
  • Winning at a difficulty gives the achievements for that level and lower. Hardcore now gives all difficulty achievements
  • Rebels no longer attack your teammates, unless there is nothing better for them to do
  • Barbarian units of settlements that have been converted to named tribes are converted to raiders, if possible
  • Critical hit chance is now rolled only at the beginning of the turn or after an attack
  • Initial leader death immunity changed to 30 turns on Lengthy Mortality and 10 turns on Realistic Mortality (from always being 20 turns)
  • Moved some AI functionality from Ruthless AI to Competitive AI Aggression Level: Stealing Cities and Sites being attacked by other players, shorter grace period before building Wonders, founding Religions or claiming vacant City Sites near other players, not accepting Truce when about to capture a City
  • Ruthless AI now just gives opinion penalty towards the player when they are close to victory or in a strong alliance
  • Reduced frequency of 1-tile-wide inland mountain passes, most are now increased to a width of 2
  • Tight turn style now prevents all actions with military units when not your turn (instead of just preventing attack and movement)
  • Invested tech progress is reimbursed when a player receives the tech for free
  • Eagle Eye promotion now available to range 1 units that don’t have a fixed range (Persian Unique Units)
  • Builder workers can no longer stack inside a teammates territory
  • Removed citizen loss from base-game Plague (Wrath of Gods)
  • Removed marsh tiles from DOTA maps (Empires of the Indus)
  • Jungle can no longer be cut outside of city territory (Empires of the Indus)
  • Lumbermills on Ebony give as much Wood as they do on trees (Empires of the Indus)
  • Organized tribes (The Huns) are placed farther away from human starts and their settlements are mirrored in mirror maps (Empires of the Indus)
  • Charge (Yuezhi Unique Unit ability) is now only blocked by Improvements or Vegetation, not terrain type (Empires of the Indus)
  • Tamilakam Supremacy change now gives XP to the new leader and makes them Royal (Empires of the Indus)
  • The number of Rebels for avoiding a change in Supremacy now depends on culture level of family seat (Empires of the Indus)

Programming

  • Significant improvements to late game worker recommendation lag
  • AI performance optimizations
  • Minor Unity update to 6000.3.15f1
  • Increased range that AI can anchor ships to bridge lands from 10 to 20 tiles
  • Improved AI anchoring
  • Initial leader death immunity turns moved to mortality.xml

UI

  • Improved Send Luxury tooltip
  • Hide Orders cost on “Add Urban” button
  • Selected tab is now un-highlighted when map search is open
  • Tribe opinion rate shown even when leader opinion modifiers sum to 0
  • Yield totals always shown in the stats screen, even when there is only one player shown on the graphs

Bugs Fixed

  • Fixed city widgets getting occluded by clouds and world geometry
  • Fixed units only partially occluding city widgets when selected
  • Fixed scrollbar getting hidden on popups
  • Fixed road objects not being removed correctly
  • Fixed overlays not toggling off with a worker selected
  • Fixed helptext for tribal peace in no characters mode
  • Fixed AI not using engineer generals to build roads as often as expected
  • Fixed map script dropdown data issues
  • Fixed some Spanish text issues
  • Fixed tech tree state not persisting
  • Fixed some UI glitches in observer mode
  • Fixed city assets not drawing in revealed observer territory
  • Fixed Alliance victory not getting recorded in some cases
  • Fixes text getting cut off in bug report popup
  • Fixed helptext for aeRelationshipNone subjects
  • Fixed critical hits not occurring during routs with critical hit preview option
  • Fixed event helptext for TraitInvalid subjects
  • Fixed missing hurricane variants for Groves and related resources
  • Fixed play by cloud emails sometimes including incorrect information
  • Fixed duplicated icon for Tactician Leader General units
  • Fixed some shrines sometimes being unavailable when using Randomized Improvements option without all DLC
  • Fixed tech requirement sometimes not showing on improvement helptext
  • Fixed mirror maps not enforcing connected human starts
  • Fixed some unintended 1-tile-wide mountain passes that were possible to occur in mirror maps
  • Fixed SubjectAny trait check for characters
  • Fixed SubjectNot helptext display
  • Fixed Mods Not Found popup getting cleared by screen switch
  • Fix mod overwriting from subbed Modio mods. Better logic for version mismatch ! display on Manage tab
  • Fixed mod uploads with line endings on Mac
  • Fixed goal counts in some cases in Rise of Carthage scenario 2
  • Fixed Rise of Carthage scenario 3 goal failing to trigger when Syracuse eliminated quickly
  • Fixed Heroes of the Aegean scenario 1 loss achievement not triggering
  • Fixed some event helptext is Heroes of the Aegean scenario 4
  • Fixed Gudit’s Intimidate mission appearing when she is not the player’s leader (Wonders and Dynasties)
  • Fixed Ranger leader not giving strength modifier in Jungle (Empires of the Indus)
  • Fixed family tree screen for Tamilakam following Supremacy leader changes (Empires of the Indus)
  • 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.