Main Branch 1.0.75065 Release 2024-11-20
Changes Overview
- More kids: Increased chances for leaders to have children
- Permanent improvements: Shrines, Slums, and Estates are now permanent improvements
- AI improvements
Design
- More kids: leaders with no children now have a higher chance to have kids
- VP calculation: Points required to win are now increased when projects that grant VP are available (i.e. Opulence in Behind the Throne)
- Permanent improvements: Shrines, Slums, and Estates are now permanent improvements that can be pillaged but do not get destroyed, and cannot be replaced
- Tribal Divorces: Divorcing a tribal spouse now results in a negative opinion with that tribe
- Distant raids: No longer include ships
- AI unit building:
- The traits of Grand Viziers and AI leaders now influence their decisions of how many units they build
- Heroes, Commanders, Tacticians, and Warlike characters build more units and Builders, Scholars, Diplomats, and Timid characters build fewer units
- AI is more likely to build units in cities that give unit promotions and experience
- Alliance events: Most alliance and tribal alliance events now either require a diplomat leader or are disabled in competitive mode
- City reveal: Cities are now revealed from a greater distance, like settlements
- City capture: Cities now take 1 turn longer to capture
- Unit spawn location: Rebels from Slums spawn on Slum tiles and Religious Dissent rebels spawn on religious buildings, if possible
- Starting units no longer spawn on the same tile, even if they are allowed to do so
Programming
AI improvements:
- Less aggressive in saving yields for many turns when spending results in an immediate, albeit lesser, benefit
- Better evaluation of laws to properly take into account the unlocking of unique units
- Increased the value of growth for a city that is building Settlers/Workers
- Decreased value of disciples, AI avoids building them if has no use for them
- Revised AI build hurrying priorities
- Improved AI danger assessment and retreating
- Improved AI unit build selection
Headless autoplay: Added support for AI auto-runs in headless mode
- Run OldWorldAutorun.bat in the same folder as the game executable
- All players in the save are controlled by the AI for the specified number of turns, after which the game exits
- Can examine runs by opening the autosaves that are placed in the Auto folder
Other programming changes:
- Performance optimizations: Improved performance of terrain rendering, tile ownership changes and event processing
- Improvement and Project Legitimacy: now tied to effectCity and always converted to orders in no characters mode
- Added triggers: EVENTTRIGGER_PLAYER_DIPLOMACY_CHANGED and EVENTTRIGGER_TRIBE_DIPLOMACY_CHANGED
- Moving capital: Added support for moving the capital. Player's original capital is now remembered and exposed to the event system
- Roads from improvements: Added support for improvements adding roads to the tile
- ZOC changes from improvements: Added support for improvements allowing units to ignore enemy ZOC
- Mission bonus rework: InfoMission.miXP replaced with SubjectCharacterBonus
- Diplomacy methods: now take players as arguments instead of teams, to that events are triggered for the most relevant players
UI
- Family tab icons: removed player color
- Marriage missions: now grouped together
- Inheritance and Tech Tree screens: now scrollable with camera keys (WASD)
- Religion Tooltips: Active Clergy and Current Followers no longer shown if there are none. Added +2 civics to Holy City line
- City Tooltips: Added tile tooltip content to bottom of city tooltip
- Royal characters: Changed 'your Relative' to 'A Royal'
- Nation tooltips: Now always show number of cities on nation tooltips
- Honey resource audio: Reduced volume of honey environmental audio
- Custom campaign audio: Added custom sounds for priest attacks in Pharoahs of the Nile scenario 3
- Tutorial events: Adjusted timing and added more to No Events mode
- Button dragging: Disabled unnecessary button clone when dragging buttons
- Laurion Mines: No longer show extra text on map
Bugs Fixed
- Fixed recruitment with legitimacy penalty not getting applied on loading a save
- Fixed info loading bug that could cause new games to fail to start
- Fixed undo/redo related to tribal invasions
- Fixed bug with random seed for event story trigger test not matching the seed of the actual triggered event
- Fixed silent event failures caused by type cast issue
- Fixed units failing to spawn from improvements in Barbarian Horde games after the invasion had started
- Fixed disable environment audio toggle not taking effect immediately
- Fixed Fickle Band effects not triggering when divorce happened from an event
- Fixed ships exiting Great Cothon not always getting their size updated
- Fixed multiple selection highlights
- Fixed title of MP setup screen when coming from Mod selection screen
- Fixed improvement spawned units not respecting DLC checks
- Fixed project ambitions not respecting DLC checks
- Fixed border expansion preview not updating when selecting option in minimized event
- Fixed issues with unit list scrolling and units becoming unselectable
- Fixed AI value placed on Strongholds and Citadels (will now be built more often)
- Fixed a spurious assert triggering when a nation is eliminated
- Fixed graphical display issue affecting Arid Hills
- Fixed inconsistency with the number of capture turns of cities
- Fixed eliminated tribes being eligible for forming an alliance
- Fixed improvement max player count not working for improvements with no improvement class
- Fixed exception when submenus scrolled off-screen
- Fixed bug where goal subject weight could result in an ineligible subject being chosen
- Fixed acquired techs cost in Encyclopedia and added cost to tooltips in tech tree
- Fixed some rebel spawn issues
- Fixed event cache bug
- Fixed modified collection exception
- Fixed sort exception
- Fixed incorrect iTriggerExtra in EVENTTRIGGER_CITY_CAPTURED
- Fixed bug with bSingle effectCity effects that spawn rebels possibly being counted multiple times (affects mods only)
- Text and event fixes
Main Branch Hotfix 1.0.75012 Release 2024-11-15
Bugs Fixed
- Fixed crash issue affecting players using Chinese language
Main Branch Hotfix 1.0.74722 Release 2024-10-29
UI
- Improved resolution of icons on family list
- Added stability warning popup for i9-13900K CPUs
Bugs Fixed
- Fixed Timeline map display after game is completed
- Fixed Offer Tribute for Truce and Demand Tribute for Truce missions silently failing
- Fixed Map Editor cursor position
- Fixed issue with load dialog not working in some cases
Main Branch 1.0.74622 Release 2024-10-24
Changes Overview
- Shrine Rebalancing: Adjustments to shrine effects.
- City Damage: Now affected by critical hits.
- Modded MP Games: Easier to start thanks to relaxed version checking.
- UI Improvements: Various interface updates.
Design
- Shrines of Water: (Melqart, Poseidon, Anahita) now give 2 money per water tile in the city, in addition to previous effects.
- Shrines of Healing: (Eshmun, Isis) now give a free Healer promotion to units built in the city instead of the previous healing ability.
- City Damage: Now affected by critical hits.
- 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).
- 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.
- Law Switch Costs: First switch costs 200 Civics, with each subsequent change costing 100 extra.
- Power Comparison: Now solely calculated on military unit strength, with ships counting for less based on the amount of water on the map.
- Unit Upgrade Restrictions: Can no longer upgrade a unit if the upgraded unit is not allowed to be in that tile.
- Fort Building: Can no longer build forts on non-urban tribe settlement ruins (affects non-default City Site Number options).
- Rally Defense: Now only activates on killing promotable military units (i.e., not Militia).
- Unit Spawning from Improvements: Improvements that spawn units (Colosseum, Cothon, Holy Sites, etc.) now try to spawn them on the tile of the improvement.
- Punic Duel Balance Pass: Adjustments made to the premade map.
- Drunk Trait: Now gives -20 opinion to religious and family heads, down from -40.
- Event Options Delay: Added turn delay to most event options with random traits or relationships.
- Mission Costs: Slander, High Synod, and Trade missions now cost Money instead of Civics.
- Competitive Mode (Behind the Throne): Grand Vizier position disabled.
- Beja Archers: No longer have the Pierce effect (Pharaohs of the Nile).
- Scheme Against a Rival Mission: Reduced chance of an event from this mission (Behind the Throne).
Programming
- Relaxed Version Checking: Modded MP games now show a warning popup when versions do not match but allow the game to proceed.
- Version Mismatch Warning: MP players without identical mods will see a "Version Mismatch" warning in their tooltip.
- 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.
- Event Processing Optimization: Performance improvements.
- Raider AI Improvements: AI now prioritizes building roads, connecting cities, and exploring more.
- AI Code Cleanup: General improvements and optimization.
- Ctrl-Shift-X Functionality: No effect when it’s not your turn in cloud games.
- Modio Errors Suppressed: Suppressed "Invalid Token" errors on game start.
- Mac Terrain Rebuild: Removed unneeded terrain rebuild on application focus for Macs.
- Mod Support Updates: Added support for new diplomacy types and dynamic improvement names.
- Yield Price Calculation: Now moddable via XML.
- Map Editor: Max map size increased to 180x180 (modifiable via XML).
- XML Changes: Updates to units and event links (see Notes for Modders section).
- New Event Triggers: Added EVENTTRIGGER_PLAYER_ALLIANCE_OFFER and EVENTTRIGGER_PLAYER_ALLY_DECLARED_WAR.
- New Statistics: Added STAT_CHILDREN_COUNT.
- City Luxuries Info: Added InfoGoal.miCityLuxuries.
- Script Support: Old World no longer supports runtime compiled scripts; standalone compiler removed.
UI
- Mission Target List Sorting: Characters now sorted by importance in mission target lists.
- Shift-Click Improvements: Shift-clicking on recommended improvements now adds them to the worker’s queue.
- Shrine Pings: Shrine improvement pings can now be placed even if the shrine already exists.
- Improvement Pings: Improved accuracy of yields for out-of-territory improvements.
- Luxury Management Menu: Now scrollable for easier management.
- Unit Tooltips: Now scrollable, with unit effects ordered alphabetically.
- Cloud Game Tooltips: Now show the elapsed time since the last upload.
- Yield Icons: Recently added yield name and sign removed from help text (now shows yield icon only, as previously).
- Legitimacy Graph: Added to the Records screen.
- Family Unit Banners: Family unit banner shape now shown on the family tab panel.
- Specialists on Pillaged Tiles: Existing specialists now shown on pillaged tiles.
- Replay for Team Games: Improved functionality.
- Resource Removal Warning: Added for Add Urban action.
- Project Help Text: Now includes information about other projects that add the same project (e.g., Inquiry shows different levels).
- Opinion Yield Rate Help Text: Moved from potential to main effects.
- Contact Event Truce Flags: Made more consistent in event options.
- Religion Icon on Unit Production: Now shown on unit production buttons when applicable.
- Religion Tooltips: Simplified for clarity.
- Character Pinning: Any non-leader character can now be pinned (e.g., foreign leaders), and pins are no longer cleared on character death.
- Trait Display Order: Reordered for clarity.
- Scenario Screen Arrows: Category toggle arrows no longer select scenario class.
- EffectPlayer and EffectCity Help Text: Total yields display removed from most entries to simplify tooltips.
- Foreign City Widget: Clicking on the nation name now selects the nation.
- Game Log Graphics: Re-aligned for improved presentation.
- Mod Folder Display: Mod folders that begin with "." are no longer displayed.
Bugs Fixed
- Fixed religious improvements being affected by other religions’ theologies.
- Fixed workers stopping rout of African and Turreted Elephants.
- Fixed double religion indicators on tribe widgets.
- Fixed raycasting issues on tribe widget and character list religion icons.
- Fixed former regents affecting succession in some cases.
- Fixed yield rates not updating when units move to/from improvements.
- Fixed minimized decision UI not working for diplomacy decisions.
- Fixed effectCity improvement yield help text.
- Fixed unit yield consumption estimate for effectPlayer to show yields saved instead of new yields consumed.
- Fixed yield preview overlays getting stuck.
- Fixed ally declared war event trigger.
- Fixed monitor option setting.
- Timeline screen map now only shows city borders that the player currently has visibility of (fixes bug showing unrevealed borders).
- Fixed missing damage preview for civilian units/ships if they are the only unit in a city.
- Fixed Passive AI attacking cities when it shouldn't.
- Fixed EffectCity terrain yields being counted twice.
- Fixed fog reveal animation not clearing tiles it has already animated.
- Fixed unit animations freezing.
- Fixed bad player start placement asserts.
- Fixed hidden units not getting bounced when hostile borders expand to include their location.
- Fixed unexpected click behavior on city screen.
- Fixed multiplayer replay for games where multiple players can take their turns simultaneously.
- Fixed mission results not appearing in target player's turn summary (e.g., city damage from treachery).
- Fixed tribute bug which sometimes allowed tribute while at war.
- Fixed issues starting multiplayer games from the mods screen.
- Fixed unloading mods when toggling off "Use Mods" in the MP setup screen.
- Fixed null check for notification help text.
- Fixed exception when right-clicking the empty head of a not-yet-founded religion.
- Fixed AI unit protection calculation and possible divide-by-zero errors when attackers can't do any damage (affects mods).
- Fixed missing trait in Hanno II's dynasty tooltip (Wonders and Dynasties).
- Text and Event fixes.
Notes for modders
Units in unit.xml:
- Add a bRegular flag (after bGeneral 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.
Event Links in eventLink.xml:
- aeSubjectClasses is no longer needed. The link will save all subjects in the triggering event and figure out the classes by itself.
- If you only want some subjects saved, put iNumSubjects on the link (in eventLink.xml) to save that many subjects.
- Use iNumSubjects = 0 if you don’t care about any subjects and are only using the link as a shortcut to trigger something else.
- For immediate event links, tag the link with bImmediate = 1 in eventLink.xml. Use EventLinkAdd in eventOption.xml. EventLinkStart will be removed in the future.
Main Branch Hotfix 1.0.73138 Release 10/07/2024
Bugs Fixed
- Fixed bug preventing horde from appearing in the Barbarian Horde scenario
1.0.68541 release 09/06/2023
Headline changes:
- New map option City Site Number
- AI performance improvements
- Enhanced modding features
Design
- New map option City Site Number that limits the number of city sites available based on the number of nations. Options are Unrestricted (default), Restricted (3 city sites per family per nation), Family Seats (1 city site per family per nation) and Capitals (1 city site per nation). Tribal settlements will still appear in places that would have been city sites but these cannot be settled by nations.
- Map generator tries to place at least as many free city sites as starting locations on a given land area surrounded by water and mountains.
- Tribe units now occupy empty settlements, when given the chance
- Game of the Week games now much less likely to have non-default city spacing
- Egypt now has -20% costs for same adjacent buildings (down from -25%)
Programming
- AI performance improvements
- AI finishes already started Wonders with more urgency
- Improvements to AI value estimate of effects
- Added support for showing dynasty portraits, names and backgrounds on the Choose Leader and Setup screens
- New features for modders:
- Cognomen can now add a memoryCharacter
- Added SetHeight to bonuses
- Added EffectUnitUnlock to EffectUnit
- Description field added to many xmls
- Enabled adding custom variables to UnitTypes
- Removed hardcoded terrain references
- Amended coast renderer and unified mountain and volcano renderers to be more mod friendly
UI
- Can now assign hotkey combos that are only used for inaccessible debug hotkeys
- Added map option help text for default selections
- City site widget no longer blocks clicks when it has no help text (when the tutorial is disabled)
Bugs Fixed
- Fixed several causes of replay data getting discarded
- Fixed Modio mod tags not adding/deleting on mod updates. Added image size validation to ensure between 256 and 2048 pixels width and height.
- Units can no longer spawn on the same tile as other, non-allied units
- Fixed bugs with Toggle Names on the mini Tech Tree
- Fixed pick later found panel nation help sometimes incorrectly showing preset leaders
- Fixed free city site location sometimes not getting revealed
- Fixed AI cache initialization
- Fixed null reference errors in sprite repo when using portrait mods
- Can no longer divorce Olympias in Learn to Play 3
- Fixed mission effects playing after entering and exiting city screen
- Fixed load/save error with pings that have been placed but not yet been validated
- Fixed initial settler tooltip data being treated as cached and not being populated
- Fixed editor not assigning tribe tile owner when placing a settlement improvement
- Fixed unit status not updating after tile ownership change
- Tribe ruins no longer show countdown timer when tribe is extinct
- Fixed city site text being updated without visibility
- Fixed issues joining MP games and replay data getting discarded with map script mods installed
- Adjusted improvement construction turns widget projection distance and scale to prevent occlusion from terrain
- Fixed city widgets getting hidden behind camels
- Fixed knockback animation incorrectly playing on secondary attack targets
- Fixed autonomous cities not getting queued production refunded when it is canceled
- Fixed Rider family getting negative opinion from having a tribal spouse - now correctly only applies to a foreign nation spouse
- Fixed bug with modded spritesheets
- Text and event fixes
Build 62798 (September 14th, 2022)
- Improvements to AI and performance
- Ships can now enter their team's coastal cities
- Fully fortified units will do melee counterattack, each fortify step costs 1 order
- The highest level urban improvements (Fairs, Palaces, etc) now allow skipping Apprentice and Master Specialists. The middle level urban improvements allow skipping Apprentices.
- Adjusted MP map dimensions so SP and MP maps have identical city site capacity, so the size is more consistent across gameplay modes
- The Hill MP Duel Scenario has been added
- Text updates for Chinese, Japanese and Russian
Full notes can be reviewed here:
https://github.com/MohawkGames/main_buildnotes/blob/main/Old%20World%20Main%20Update%2009.14.2022
Build 62443 (August 25th, 2022)
A small hotfix update has been released today on the main branch.
This fixes a potential game hang caused by the Family Favors event.
Build 62422 (August 24th, 2022)
We wanted to share a larger update highlighting all the larger changes we've been working on since our GOG launch!
Interface improvements:
We have made various adjustments to our interface in the months since GOG release. This includes adjustments to the Multiplayer lobby and an updated luxury management panel which can be viewed from reminders or top bar interface
Four new Learn-By-Playing Scenarios
A set of standard games with curated maps. Learn by Playing allows new players to learn the game within a context that is close to the default experience and lets experienced/competitive players benchmark their play.
Dynasty System added for Greece:
For our players with the Heroes of the Aegean DLC they can now play as four additional starting Dynasties: Ptolemy, Leonidas, Pericles, Alexander allowing more distinctive starts for Greece with full family trees.
Improvements to Game Balance:
Our community helps build a better Old World and we have made various adjustments to game-play balance based on your feedback. This includes adjustments to family bonuses, archetype abilities, unit and law balance, unit consumption and the ability to trade unimproved tiles between owned cities.
Localization:
Since GOG release we have added support for six languages (French, German, Spanish, Russian, Chinese- simplified, Chinese- traditional, and Japanese) and have improved localized text throughout the game.
Mac Support:
We have added native support for M1 chips on GOG, and added improvements for the experience for our players on Mac
Design:
- Four Learn-by-Playing Scenarios have been added
- Free Worker bonus card now unlocks with Administration instead of Polis
- Egyptian improvement cost bonus now only tests for finished improvements
- Events that reduce discontent have had the discontent reduction value doubled
- Blessed and Curse now remove opposing effect
- Choose law events now occur less frequently, when player has a higher civics threshold
- Show Resources and Improvements has been adjusted
Programming:
- Improved rivers on lowest detail setting
- Minor improvements to AI
- Improvements to disciples
- AI more intelligent about succession and reassigning jobs
UI:
- All Improvements worker filter now shows improvements in a grid
- Bridge model appears when roads cross rivers with Engineering Law
- When going from simple to advanced settings, the number of AI opponents gets set to the default for that map size.
- More helptext has been added to the servers screen
- Movement pip colors turn orange when force march is used with force march set to Double Fatigue
- Reminder added for when laws can be adopted
- Announcement panel has been added to the main menu
- Unavailable scenarios now show greyed out
- added indicator to SP setup screen when dynasties are available
- added right-click menu to portraits for council slots, religion/family heads, nation/tribe leaders
- Added Slider to adjust popup text size in Accessibility options
Bug Fixes:
- Update to localized text
- Improvement to camera pan
- Game no longer shows orders preview or path for moves outside of force march limits
- Fixed issues in mod browser
- Various text and event fixes
- It is no longer possible to hire units on city tiles
- Nested tooltips now show when locked with shift
- Carthage 1 ‘Build a market in Qart-Hadasht" goal now completes
- Barbarian Horde: Fixed raiders being able to spawn on inaccessible tiles
- Barbarian Horde: Tribe Peace/Alliance ambitions are no longer present in the scenario
- Edit Hotkeys feature works once more
- Additional adjustments to events where traits are chosen the next turn
- Russian: adjustments to how turnscale is handled
- We no longer show defeated nations from luxury management panel
- Game no longer shows the "could change succession" warning when there's no heir
- Improvements to Heroes of the Aegean achievements unlock conditions
- Fixed issue where city site text was not appearing when revealed but not visible
- Fixed sorting issue for choose research popup
- Fixed minor issue with Greece 4 end condition causing errors
- Fixed underwater trees in Mediterranean map
- Fixed issue with city widget on high graphic preset
- Fixed issues found in no-characters mode
- Fixed issue with terrain around mountains
- Fixed issue with re-capturing a teammate's city.
- Fixed player list text sorting in front of some menus
- Fixes to "Source of Power" and "Family Quarrel" events
- Various small UI improvements
- Additional event fixes
Build 62078 (August 6th, 2022)
Fixes:
- Intermittent map scrolling issues
- Council and tab UI elements disappearing when choose research screen open
Build 62020 (August 3rd, 2022)
Design
- Urban tiles now give free roads
- Wonder locations are now only revealed when finished
- Adjustments to ship promotions
- Robust trait is now +1 Orders as Governor, +0.5 Orders per city as Leader
- Tactician Leader General: now has -20% attack strength (instead of -20% combat strength)
- Orator Governors: -1 Discontent/Culture Level
- Judge Governors: Can Hurry Projects and Specialists with Money
- Patrons: Each City gets a Literature Luxury
- Traders: get +2 Culture per Bullion (instead of Orders), On seat founded add Fair
- Landowners: now get +20 Money per Crop
- Orthodoxy: Cities with State Religion can Hurry Production (instead of Specialists) with Orders
- Engineering Law: Can now bridge rivers on both sides (instead of -1 turn build time for improvements)
- Regents no longer change the succession (they only occupy the leader position)
- Mounted units no longer advance unless they can Rout
- Reduced frequency of distant raids
- Religion spread is now impacted by the size of the map
- Hold Court mission now has a 20% chance to find a new Courtier
- Carthage 2: Players can now play with higher-tier units such as Dromons
- Various additional fixes and adjustments to the Carthage campaign
- Independent City Event no longer targets family seats or capitals
- Minor fix to the Middle East map
- More options for force march setting added
Programming
- Improvements to memory usage in units improvements and terrain
- Multiplayer improvements including improvements for people who have trouble with late game network games disconnecting or freezomg.
- Improved visibility of roads, rivers and borders on forest tiles
- Improved support for mapscripts modding
- Mods may be set to block all other mods to run in isolation
- Mod whitelists have been added for blocking mods
UI
- Added performance warning for laptops on battery power
- Battery powered laptops will cause significant increase in AI turns
- Exiting to the main menu via the victory event from a scenario loads the scenario screen
- Added setting to skip rename landmark popups
- Right-clicking on non-UI space with a decision popup open minimizes it
- Added reminder category counts to reminders tooltip
- General improvements to tooltips
- Disabled network, server, and cloud MP buttons (with a tooltip warning) when no internet connection is detected
- Added tooltip help to heir preview UI on family tree screen (portraits, ratings)
- State Religion Subheading added to religions category
- New icon added to disciples
Bug Fixes
- Fixed ignore luxury reminder reset being triggered whenever orders were used
- Game no longer spawns new tile/city/unit tooltips while holding SHIFT
- Game no longer opens Encyclopedia with F1 if no entry is available
- Fixed African Elephant clipping into its healthbar/banner when on a hill
- Fixed missing burn/pillage icons for allied tribe units
- Game no longer shows trashed techs in redraw tooltip
- Fixed mask artifacts from city widget on research popup
- Fixed player alliance visibility issues
- Fixed issue where game loss event popup did not always trigger
- Widows will no longer marry on the same turn
- Debt notification now blinks
- Minor UI fixes
- Various minor fixes to events
- Minor fixes to localization
Additional Fixes
- Improvements to Network MP stability
- Fix to cities sometimes displaying in the fog
- Fixed intermittent map scrolling issues
- Fixed Council and Tabs not appearing when choose research screen open
Build 61761 (July 20th, 2022)
Design
- Schemer, Orator and Diplomat AI now behave more peacefully than other archetypes
- Tactician units now do full counterattack damage
- Unlimbered units do not do counter-damage with Tacticians, unlimbered units now get a -25% defense penalty
- Market upkeep costs have been removed
- Specialist effects granted by Freedom and Constitution laws have been swapped with each other
- Goods goal value has been increased
- Can no longer ask a Nation to declare war on another nation if they are Pleased or Friendly with that nation
- Barbarian Horde Scenario: Tribe leaders (and Tribes) will no longer convert to player religions
- Carthage Scenarios: Various fixes including adjustments to balance.
- Adjusted the conditions which update the Able/Great cognomen to focus on Legacies/Ambitions
- Bosphorus Strait on the Middle East Premade map has been adjusted
- It is no longer possible to Alt-Click on event text to purchase necessary resources
- LTP4: Added tutoring tutorial event
Programming
- Knowledge comparisons now take tech progress into account
UI
- Luxury management panel added which can be viewed from reminders or top bar interface
- New Pick Later UI
- Added skip button to in-game music player
- Pressing SHIFT+Camera Movement will now increase the speed of the camera pan
- Right-click closes any screen opened via top bar buttons
- Added outlines to some text for visual clarity
- Categories have been added to Encyclopedia search results
Bug Fixes
- LTP5: Fixed issue where some boost cards would break the scenario
- Fixed screen edge blur effects not toggling properly
- Fixed issue where game wasn't checking for Victory until start of the next turn
- Fixed issue where not all text was updated when changing languages
- Dynasty dropdown in Multiplayer no longer always displays
- Fixed layout issue with multi-line law upkeep costs
- Fixed Hittite Icons used on Nation-Selection panel
- Fixed children not appearing on family tree when both parents are visible but unrelated
- Fixed tutor icons not appearing on council panel, selected character panel
- Fixed crash in map editor when placing tiles with no height
- Fixed issue where blank tiles could cause crashes in premade maps
- fixed Town/Village counts not appearing in Improvements Controlled tooltip
- Fixed toggle on depth of field effect and how it interacts with water
- Fixed damage preview world text sticking when changing selection type while preview is active
- Improvements to UI addressing overlap issues
- Fixed bug with negative money when resolving events
- Mac: Improvements to how ground tiles are drawn for Radeon Cards
- Fixes to events
- Improvements to localized text, including fixes to broken links
Additional Fixes:
- Fixed religion selection panel visibility
- Fixed issue where language change was not always detected
- Fixed issue where character's place of birth was displaying improperly after that city was razed
- Fixes to the Multiplayer Setup Screens
Build 61443 (July 6th, 2022)
Localization
- Localization has been finalized
- Text that is newly present in game may not be completely translated including:
- Dynasty events
- Help text added to support new competitive play options
Design
- Dynasty System added
- Dynasties are alternate starting leaders and characters that can be used with existing nations to change how they play.
- 4 new Dynasties have been added to Greece for the Heroes of the Aegean DLC.
- These can be accessed when starting a new game - pick Greece as your nation, set Leader Archetype to Preset Leader and you will have a choice of Dynasty.
- Play as Philip, Ptolemy, Leonidas, Pericles or Alexander! Each of the new leaders has new special abilities, missions, related characters and events.
- Random/Pick Later nations now allow for Random/Default dynasty choices (if preset leader archetype is selected)
- Adjusted difficulty settings
- Text has been added to describe difficulty levels
- The Able: Passive AI with moderate penalty. AI will not Force March
- The Just: Peaceful AI with small penalty. AI will not Force March
- The Good: Peaceful AI with fledgling development. Tribes are Weak
- The Strong: AI Aggression Normal, Fledgling Development. Tribes are Normal
- The Noble: Raiders will invade from distant lands AI Aggression Normal, Established Development. Tribes are Normal
- The Glorious: Raiders will invade from distant lands AI is aggressive, Established Development. Tribes are Normal
- The Magnificent: Raiders invade from distant lands, AI is aggressive with advanced development and small advantage. Tribes are Strong
- The Great: Raiders invade from distant lands. AI is competitive with advanced development and moderate advantage. Tribes are Raging
- Finishing a Wonder reveals the City tiles
- Clerics: +100% output from Monasteries and Temples, start with Monasticism
- Traders: +1 Order per Bullion Resource
- Sages: Family seat +25% Science
- Scholars: Leaders give +2 Science per Archive, Governors unlock Inquiry
- Judges: Leaders can switch laws for 100 Civics
- Heroes: Leaders give +50 Training per Kill (up from +40)
- Goods Boost Bonus Card: Doubled yield
- Unlimbered units now suffer a -10% defense penalty
- Stunned units no longer have Zone-of-Control
- Added new characters to courtier events
- Adjusted distribution of starting locations for single-player maps
- Raiders more likely to attack units of the nation they are raiding
- War declaration popup now has additional text depending on the relative power of the other player
- Tactician Generals now do -3 HP Melee Counterattack damage (instead of -1)
- AI gets normal city founding bonuses in games without development
Programming
Art/UI
- Game of the Week identification has been added to completed games in Hall of Fame
- Unclaimed City Site and surrounding rural tiles have been updated to more clearly show which tile will stake your claim
- Improvements to fonts and text display
- Improvements to character role assignment panel
- Improvements to attack preview interface
- Border growth preview now works for events as well as for techs
- New portraits added
- Increased tooltip scaling limit
- Right-Clicking on any tile now closes the city screen
- Game shows"click to skip animations" text on the next turn button intermittently during the AI turn
- Added CTRL+Click to restore dismissed reminders
- Encyclopedia pages for dynasties have been improved
- WASD camera panning now overidees edge scrolling
- Improvements to founding nation with Pick Later option enabled
Bug Fixes
- Fixed issue where modio wasn't loading enough listings
- Fixed Ethnic Diversity Achievement
- Fixed issue where movement rings were hidden after harvesting
- Fixed modified adjacent discontent yields not appearing in preview overlay
- Fixed graphs drawing out of bounds after undoing a turn
- Fixed secondary damage preview for critical hit
- Fixed possible existing player stockpiles being overwritten at game start
- Fixed Mediterranean map
- In-game player names are now used to reference the players in cloud games instead of platform usernames
- Fixed order of Hittite heirs so Mursili will be the preferred heir
- Fixed area above the reminders panel not closing the panel when clicked
- Fixed highlight effect on unit promotion button not showing when promotion is free
- Various text and event fixes
- Various improvements to Carthage and Greek Scenarios
- Fixes to Play by Cloud email notifications
- Minor event and text fixes
- Fixes to Learn to Play Scenarios
- Fixed issue where heir was marked as bypassed improperly
- Fixed issue where ruler dying on same turn as victory would result in no victory message
- Fixed Convoy IV not appearing for Legendary cities
- Fixed where occasionally units disappeared when arriving at their destination tile during AI turns
- Fixed some top bar offset scaling issues on tech tree, city list screens
- Victory Points are displayed on the UI if time victory is enabled
- Improvements to Network connectivity in Multiplayer