Old World is a revolutionary new historical strategy game where you lead your dynasty over generations of rule against rival kings and queens. Wage massive wars, manage your court, and build a dynasty — or watch your empire crumble to dust. What legacy will you leave behind?
Test Branch 1.0.73713 Test 2024-08-21
[h2]Design[/h2]
[b] Tech tree changes:[/b]
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[*] Moved Free Akkadian Archer card to Forestry
[*] Moved Free Battering Ram and Exotic Fur cards to Spoked Wheel
[*] Free Battering Ram, Akkadian Archer and Hoplite card costs brought in line with other nations free level 1 unique unit cards (200 -> 100)
[*] Moved Free Scholar tech card from Forestry to Metaphysics
[*] Moved Architecture and Vaulting back a tier in the tech tree
[*] Increased the cost of all 7th tier techs to compensate for the reduction in cost of Architecture and Vaulting (1500 -> 1600)
[*] Architecture requires Drama instead of Portcullis
[*] Portcullis no longer requires Drama
[*] Stirrups requires Portcullis instead of Citizenship
[*] Martial Code now requires Citizenship
[*] Windlass requires Manor instead of Architecture
[*] Siege Tower bonus card requires Windlass
[*] Free Perfume card requires Architecture instead of Portcullis
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[*] Most map scripts in multiplayer now place all human players on the same landmass.
[*] Exceptions are Archipelago, Continents, Player Islands and Disjunction
[*] This is optional on Mediterranean and Lakes and Gulfs maps using 'Connected Player Starts' as this can significantly affect player starting positions
[*] In MP games using the Player Development setting, extra cities have to obey the connection requirements of starting locations. If they can't the player will not get them
[*] Significantly increased the effect of Ruthless AI on player opinion and war declaration modifier
[*] Laurion Mine now enables a Miner specialist on the tile
[*] Undo is no longer available in cloud games using the Strict (Teams) turn style. This does not affect cloud games using Strict (Players) which still have undo.
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[h2]Programming[/h2]
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[*] Improved AI unit danger estimate
[*] AI now helps their allies count down the capture timer for cities
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[h2]UI[/h2]
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[*] Added notification for units that you kill during your turn
[*] City borders now pulse when hovering over the city center
[*] Pin Character mission removed. Pinning is now performed with a new star icon found under character actions
[*] Leader icon changed to a crown and non-succession royals to an asterisk to differentiate them from the pin icon
[*] Notable characters filter now only shows manually pinned characters and is ordered by turn pinned
[*] Harvested resource tooltip now shows regrow chance as a percentage instead of a die roll
[*] Family tree toggles now remember their previous state
[*] Yields are now shown for all agent network cities regardless of agent status when sorting by base yields
[*] Added support for a more complete set of stats in No Characters mode
[*] Refactored ignore reminders code. Now supports ignoring reminder types separately for characters with multiple roles
[*] Smaller tech status icons to reduce overlap on mini tech tree
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[h2]Bugs Fixed[/h2]
[list]
[*] Fixed fatigue increasing effects (Swift, Zealot leader) not always affecting hired tribal units
[*] Fixed raiding units not raiding after making peace with their original tribe
[*] Fixed pinned characters getting removed on leaders death
[*] Fixed tribe widgets being occluded by terrain in some cases
[*] Fixed the effect of multiple holy cities in the same city not stacking
[*] Fixed abdication sometimes leaving permanently exploring leaders
[*] Fixed mirror maps sometimes not having symmetric vegetation on resource tiles
[*] Fixed events not popping up on start of turn in hotseat
[*] Fixed clicks on locked tooltip links not registering actions (e.g. selecting a character)
[*] Fixed Rise of Carthage scenario 4 goal to cross the alps sometimes not completing
[*] Fixed hover effect not showing on tech cards
[*] Fixed nation/tribe opinion not updating immediately after diplomacy changes
[*] Fixed city camera state not resetting at start of turn when selecting a city between turns
[*] Fixed Royal characters sometimes not appearing in family tree
[*] Fixed Assyrian capital combat preview being blocked by buildings on adjacent tile
[*] Fixed invalid index exception from rebels spawning from a city without a family
[*] Fixed raiders disappearing while inside city territory or adjacent to Kemet/Aten units in Pharaohs of the Nile scenario 3
[*] Fixed dynastic mechanics of Ptolemy, Ashur-Uballit, Khufu and Mursili in No Events mode (Wonders and Dynasties)
[*] Text and event fixes
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