Old World August 21st Updated Test Build

Old World

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] [list] [*] 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 [/list] [list] [*] 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. [/list] [h2]Programming[/h2] [list] [*] Improved AI unit danger estimate [*] AI now helps their allies count down the capture timer for cities [/list] [h2]UI[/h2] [list] [*] 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 [/list] [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 [/list]