Test Branch 1.0.75460 Test 2024-12-20
Design
- Neutral territory is now defined as either unclaimed, anarchy (city being captured), or owned by a nation or tribe you are not at war with
- Fort defensive bonus, road and exploration river movement, Hero and Fort healing, Scout tree invisibility, all require neutral or friendly territory
- Road and Fort construction requires friendly, unclaimed, or Anarchy territory
- Added regular reminder to complete Influence goal in Learn to Play 3
Programming
- Turn Lock function removed
Bugs Fixed
- Fixed enlist effect not getting cleared after use
- Fixed cases when opinion and legitimacy for founding a family seat could get applied more than once for the same family
- Fixed null reference errors
[ 2024-12-20 12:56:16 CET ] [ Original post ]
Happy Holidays, everyone!
Were excited to share that Old World is participating in the Winter Sale at 75% off. Check it and other games out at the Hooded Horse Winter Sale.
Hooded Horse Winter Publisher Sale 2024
[hr][/hr]
Latest Update: Smarter AI and Permanent Improvements
Were working hard on the next patch, with several updates already live in the beta test build. The most recent update introduced smarter AI, permanent shrines and estates, and increased the chances for leaders to have children. Various UI updates and fixes were also added to improve the experience. https://steamcommunity.com/games/597180/announcements/detail/4452466204163964967
[ 2024-12-19 21:00:24 CET ] [ Original post ]
Test Branch 1.0.75439 Test 2024-12-18
Design
- Pathfinder trait now gives 50% bonus to Camps and Nets as Governor and 20% as Leader instead of 100/50%
- Swapped maintenance costs of Philosophy/Engineering and Professional Army/Volunteers
- The territory of a city being captured is considered neutral territory for the purposes of healing, forts and roads
- The terriorty of a nation the player is at peace with is not considered neutral territory
- Characters with a religion trait (Clergy, Mani etc.) can no longer be targeted by conversion missions
- Conquered cities can no longer be given to a family that has not yet been founded
- Grand Vizier managed cities can no longer rush buy (Behind the Throne)
- Unpopular trait now gives nationwide 5% rebel spawn chance (Behind the Throne)
Programming
- Bonuses and EffectCities give only EffectUnits, not Promotions. Promotions are only for units that can gain XP
- Unit effects that come from disabled promotions can now be assigned by bonuses and city effects
UI
- Crowning ambitions are now indicated with the legitimacy crown icon
- Added some missing keyboard shortcuts to button help
- Improved Choose Governor tooltip
- Civilian unit effects such as Surveyor are now shown on the city production list
- Pillaged permanent improvements now show a pillaged icon
- Encyclopedia improvements
- Acting Governor (Grand Vizier) effects now show on the Governor tooltip (Behind the Throne)
Bugs Fixed
- Fixed order yield rates not updating when starting/finishing construction
- Fixed broken Civ Fanatics forum link on main menu
- Fixed AI movement null reference
- Fixed several Portrait Editor bugs
- Fixed load/save bug for mods that give bonus effectUnits
- Fixed duplicated Hittite portrait
- Fixed errors when loading saves with deprecated promotions
- Fixed wrong memory display when giving a conquered city to a family
- Fixed Macedonia not getting family promotions on their starting units in Heroes of the Aegean scenario 6
- Fixed opinion and legitimacy bonus from founding a family seat getting applied more than once in some cases
- Fixed Grand Vizier traits not affecting the cities where they are acting governor (Behind the Throne)
- Fixed some UI instances where the acting governor was being treated as the actual governor (Behind the Throne)
- Text and event fixes
[ 2024-12-18 21:46:50 CET ] [ Original post ]
Test Branch 1.0.75342 Test 2024-12-11
Design
- Grand Vizier now acts as a governor in cities without a governor and controls production only in those cities. Removed all other Grand Vizier yields
- Changes to diplomatic Declare War missions:
- Ask to Declare War mission now requires a Leader with the Schemer archetype. Removed mission tech requirement and lowered opinion needed to Cautious
- Ask to Join War mission added, where you must already be at war with the target. This requires Pleased opinion
- With Ruthless AI enabled, war requests will be denied if the player is close to victory
- The Random Improvements option now allows any combination of shrine effects instead of picking a set from a random nation
- Removed family preferences from crowning ambitions. Most crowning ambition events now allow three choices of ambition instead of two. Along with some bug fixes this should give a much higher variety of crowning ambitions offered
- Launch Offensive can now be used from a unit with a rout cooldown and it removes rout cooldowns from adjacent units
Programming
- AI builds fewer duplicate roads
- Improved AI retreat vs attack decision making
- Disabled implicit subject conversion for DiplomacySubjects bonuses
- Hall of Fame games now store the active player so that when you load them the player stays the same
UI
- Added minimize toggle to player goals/ambitions display
- Inverted red/green warning text in some cases for negative yields
- User assigned hotkeys now have more flexibility. Assignments can use previously reserved keys and conflict with non-assignable hotkeys
Bugs Fixed
- Fixed bug preventing some Crowning Ambitions from appearing
- Fixed bug allowing ambitions to appear in events with random ambition selections that should only appear in specific events
- Fixed cycle button position not updating shortcut keys and not getting saved
- Fixed some road pathfinding issues
- Fixed player start location bug in the desert map script and made start location picking more robust in general
- Fixed illegal urban tiles placed in mirror maps
- Fixed unintended Militia appearing on founding in Learn to Play 2
- Fixed Hall of Fame difficulty showing Prosperity instead of Difficulty
- Fixed character ratings appearing with a divider in some cases
- Fixed research popup closing after using Redraw
- Fixed null ref in encyclopedia
- Fixed duplicate Hall of Fame entries when reloading a completed cloud game
- Fixed General not getting removed when upgrading a unit to a type that cannot have one (affects mods)
- Fixed incorrect suffix on Ptolemy II
- Fixed event system bug that can very rarely lead to valid subjects being deemed invalid
- Fixed tooltip expansion when hotkey changed
- Text and Event fixes
[ 2024-12-11 21:44:38 CET ] [ Original post ]
Test Branch 1.0.75221 Test 2024-12-04
Design
- Removed two Prosperity levels and renamed using adjectives. The AI now plays on Thriving Prosperity (used on Strong Difficulty)
- Achievements related to difficulty are now tied to Difficulty instead of Prosperity
- Achievement 'Alexander the Great' no longer requires the Great cognomen, just have to destroy Persia as Alexander
- Removed restriction on marrying Libyans in Rise of Carthage scenario 1
Programming
- Removed improvement dynamic text object from each tile to save some memory
Bugs Fixed
- Fixed improvement pings not appearing when law requirements are not met
- Fixed vegetation help text to correctly state a ranged attack penalty
- Fixed possible array out of range for bad event links
- Text and Event fixes
[ 2024-12-04 21:44:17 CET ] [ Original post ]
Lead your dynasty in Old World at a 75% discount as part of the Autumn Publisher Sale until December 4th.
Old World is a detailed strategy game where you manage resources, shape your legacy, and guide your family through generations. Old World's DLCs are also discounted, with Heroes of the Aegean at 90% off and other DLCs at 30% off, adding new leaders, events, and challenges.
Hooded Horse Autumn Publisher Sale 2024
https://store.steampowered.com/app/597180/Old_World/
[ 2024-12-01 08:29:25 CET ] [ Original post ]
Test Branch 1.0.75158 Test 2024-11-27
Design
- Difficulty rename:
- The Advanced Difficulty setting is now called Prosperity
- The Simple Difficulty presets remain as they were
- Difficulty components are grouped together and indented under difficulty mode in the game parameters tooltip
- Difficulty will be listed as Custom for combinations outside of the simple difficulty presets
- Distant raids are now tied to Tribe Level instead of Difficulty
- Alliance victory is now an setup option, default is off
- Ask to Declare War mission disabled for allies
- Upgrading a unit now keeps its fortification state
- Gifting, converting, hiring, or recruiting a unit can no longer result in it being in territory where it should not be
- Can now upgrade units inside your team's cities, even if they are not your own cities
- Vizier courtiers are no longer giftable in MP
Programming
- Improved replay so that it still works if there is data only from the current turn
- AI performance optimization
- Added more logging for AI unit priority comparison failure
UI
- Character tooltips no longer show trait effects
- All attacks now listed under Units Attacked notifications (previously kills were not shown)
- Free promotions are now indicated in the city production list and unit type tooltip
- Death of governor decision now auto-invalidates if the city can no longer have a governor
- Defeat status now shown when the active player is eliminated in MP even if the game is still ongoing
- Event browser story preview improvements
- Law strategy notes updated
Bugs Fixed
- Fixed invalid moves adding undo points
- Fixed some events failing to appear with the Ruthless AI setting enabled
- Fixed player connection state UI for single-player network games
- Fixed Thracians in Learn to Play 4 being visible before they should be
- Fixed unit widgets failing to display icon and shapes not included in their respective default sprite atlases (affects mods)
- Fixed server games preventing eliminated players from joining one last time to see what happened, and for the game to be saved locally as a loss
- Fixed bug where client could be in a different language to the active player
- Fixed Hall of Fame bug where regenerating was replacing Scenario specific text with Generic game text for Nation, Leader names, and Difficulty
- Fixed Hall of Fame difficulty sorting
- Fixed network messages being sent out of order
- Fixed character suffix bug where a ruler would get the II suffix if a parent had the same name but never was a ruler
- Fixed achievement text that referred to Kushite Cavalry instead of Mounted Lancers
- Fixed Ten Crowns achievement incorrectly counting regents twice
- Fixed Rise of Carthage scenario 2 goals sometimes not getting offered
- Fixed Rise of Carthage starting heirs not being Royal and therefore not tutorable
- Fixed Pharaohs of the Nile scenario 2 event triggering multiple times
- Text and Event fixes
[ 2024-11-27 21:40:29 CET ] [ Original post ]
Calling all great leaders Nominations are underway for this years Steam Awards, and were hoping youll show your support for Old World in the Labor of Love category.
Over the last year, Old World has received 14 major updates including the Free Content Update, the Shrine Rebalancing Update, & the AI Improvement Update. These updates have added loads of new content (maps, items, etc) and several new events, made permanent improvements to the AI, and implemented other significant enhancements to the UI and the gameplay.
We also released two DLCs: Wonders & Dynasties and Behind the Throne. Together, these DLCs offered new ways to play Old World, introduced new events & gameplay mechanics, added new Dynastic leaders, and brought new historical figures to the playing field.
Were proud of everything weve accomplished so far, and you can expect to see plenty more from us.
Since development began many years ago, Old World has been a labor of love. The only thing more rewarding than building a dynasty has been building the Old World community. You all have been a steadfast source of inspiration for our team, and your feedback has been invaluable to improving the game. Were grateful for your ongoing support of this project.
To nominate Old World for the 2024 Labor of Love Award, please click the Nominate button thats part of this post.
Thanks again,
The Old World Team
[ 2024-11-27 18:01:28 CET ] [ Original post ]
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
- 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
- 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 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
[ 2024-11-21 11:05:48 CET ] [ Original post ]
Greetings, strategists of the ancient world!
Were here to share the latest developments for Old World, including new maps, events, and gameplay refinements added in recent updates. Additionally, Old World is part of the Hooded Horse November Publisher Sale, offering 50% off the base game, 90% off Heroes of the Aegean DLC, and 30% off other DLCs until November 23rd.
Hooded Horse November Publisher Sale 2024
Latest Updates: New Maps, Events, and Gameplay Improvements
Since its release, Old World has continued to evolve, with recent updates bringing new content and refinements shaped by community feedback. The latest updates introduce two premade duel maps, a collection of unique events, new items, and significant gameplay adjustments. Heres a look at the recent major additions to Old World.
New Content and Feature Highlights
- New Duel Maps: Players can experience focused, one-on-one battles with:
- Punic Duel: Recreate the rivalry between Carthage and Rome.
- Median Duel: Relive the tension between Greece and Persia in a historical context.
- Unique Events: Over 20 new narrative-driven events have been added, including four exclusive to Behind the Throne. Scenarios like Ransom, Towering Stones, Under Attack, and To Rule is to Disappoint offer deeper decision-making opportunities.
- New Items for Leaders: Eleven new items, such as the Harvest Crown, Banner of Loyalty, and Crown of the Just, now provide unique abilities to enrich gameplay and influence character interactions.
Gameplay Adjustments and Improvements
Key refinements have been implemented to improve balance, progression, and overall gameplay quality:
- Law and Tech Tree Adjustments: The progression system has been rebalanced to provide more meaningful and logical choices.
- Hall of Fame Updates: Reflect achievements and legacies more accurately, enhancing the end-of-game experience.
- Campaign Balancing: Adjustments to Rise of Carthage and Heroes of the Aegean ensure smoother pacing and progression.
- AI and Performance Optimizations: Improved AI decision-making and better performance during late-game scenarios enhance overall playability.
- Shrine Updates: Effects for shrines, such as bonuses for water tiles or unique promotions, have been reworked for better gameplay impact.
Hooded Horse November Publisher Sale
As a reminder, Old World is currently available at 50% off, with Heroes of the Aegean DLC at 90% off, and other DLCs at 30% off as part of the Hooded Horse November Publisher Sale, which ends on November 23rd. [hr][/hr] We value your feedback and encourage you to share your thoughts on the latest updates and gameplay adjustments. Thank you for being part of the Old World community and for your continued support.
[ 2024-11-16 22:57:24 CET ] [ Original post ]
Main Branch Hotfix 1.0.75012 Release 2024-11-15
Bugs Fixed
- Fixed crash issue affecting players using Chinese language
[ 2024-11-15 13:24:35 CET ] [ Original post ]
Test Branch 1.0.74986 Test 2024-11-13
Design
- Childbirth rate: leaders with no children now have a higher chance to have kids
- VP calculation: Points required to win are now affected by projects that grant VP (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
Programming
- Diplomacy methods: now take players as arguments instead of teams, to that events are triggered for the most relevant players
- 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
UI
- Researched bonus techs: now included in the timeline and turn summary
- Hall of Fame: added difficulty to game tooltips and sort dropdown
- Turn/scenario text: now sorted behind research popup
Bugs Fixed
- Fixed potential crash for players using Simplified Chinese language
- Fixed AI development not adding tile improvements
- Fixed missing Sand Pits event project icon
- Fixed map overlays not updating immediately on improvement changes
- Fixed tribe leader info showing in no characters mode
- Fixed some minor issues with Learn to Play scenarios
- Fixed peace with Thracians blocking completion of Learn to Play 4
- Fixed bugs with VP threshold calculation
- Fixed religion heads getting duplicated in religion characters list
- Fixed potential issues with save/load dialog system
- Fixed non-deterministic event seeds in Pharaohs of the Nile scenarios
- Fixed AI bug that was placing undue attack priority on cities
- Fixed AI bug that caused it not to build enough units in some cases
- Fixed AI improvement priority for stacking workers
- Fixed AI supporting attacks
- Fixed AI tactics bug where it was not taking full advantage of adjacent unit bonus
- Fixed Assassination missions not getting canceled if the target becomes a leader
- Fixed fields on Mods Upload page not height expanding when text entered
- Fixed researched bonus techs no longer showing on the tech tree after loading a save
- Fixed build queue information being visible on a foreign nation's cities tooltip
- Text and event fixes
[ 2024-11-13 22:15:11 CET ] [ Original post ]
Old World is now 50% off through November 23. Lead your dynasty, manage resources, and shape your legacy in this detailed strategy game.
DLCs are also discounted, with Heroes of the Aegean at 90% off and other DLCs at 30% off, adding new leaders, events, and challenges.
View more Hooded Horse titles in our publisher sale below.
Hooded Horse November Publisher Sale 2024
https://store.steampowered.com/app/597180/Old_World/
https://store.steampowered.com/app/2587420/Old_World__Behind_the_Throne/?curator_clanid=41319443
[ 2024-11-13 20:42:19 CET ] [ Original post ]
Test Branch 1.0.74860 Test 2024-11-06
Design
- Tribal Divorces: Divorcing a tribal spouse now results in a negative opinion with that tribe
Programming
- 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
- 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
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 'fellow Royal' to 'A Royal'
Bugs Fixed
- Fixed the AI broken in last test release
- Fixed lnfo 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 bug with bSingle effectCity effects that spawn rebels possibly being counted multiple times (affects mods only)
- 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
- Text and event fixes
[ 2024-11-06 21:42:13 CET ] [ Original post ]
Test Branch 1.0.74752 Test 2024-10-30
Design
- 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
- Performance optimizations: Improved performance of terrain rendering, tile ownership changes and event processing
- AI unit selection: Improved AI unit build selection
- 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
UI
- 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
- Royal characters: Changed 'your Relative' to 'fellow Royal'
Bugs Fixed
- 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 spurious assert triggering when a nation is eliminated
- Fixed graphical display issue affecting Arid Hills
- Fixed incorrect iTriggerExtra in EVENTTRIGGER_CITY_CAPTURED
- Fixed city capture turn inconsistencies
- 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 goal subject weight resulting in an ineligible subject being chosen
- Fixed acquired techs cost in Encyclopedia and added cost to tooltips in tech tree
- Fixed rebel spawn issues
- Fixed event cache bug
- Fixed modified collection exception
- Fixed sort exception
- Text and event fixes
[ 2024-10-30 20:37:45 CET ] [ Original post ]
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
[ 2024-10-29 14:36:02 CET ] [ Original post ]
Old World Release Update 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 its 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 workers 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:
- Fixedreligious improvementsbeing affected by other religions theologies.
- Fixedworkers stopping routof African and Turreted Elephants.
- Fixeddouble religion indicatorson tribe widgets.
- Fixedraycasting issueson tribe widget and character list religion icons.
- Fixedformer regentsaffecting succession in some cases.
- Fixedyield rates not updatingwhen units move to/from improvements.
- Fixedminimized decision UInot working for diplomacy decisions.
- FixedeffectCity improvement yieldhelp text.
- Fixedunit yield consumption estimatefor effectPlayer to show yields saved instead of new yields consumed.
- Fixedyield preview overlaysgetting stuck.
- Fixedally declared war event trigger.
- Fixedmonitor option setting.
- Timeline screen map now only shows city borders that the player currently has visibility of (fixes bug showing unrevealed borders).
- Fixedmissing damage previewfor civilian units/ships if they are the only unit in a city.
- FixedPassive AI attacking citieswhen it shouldn't.
- FixedEffectCity terrain yieldsbeing counted twice.
- Fixedfog reveal animationnot clearing tiles it has already animated.
- Fixedunit animations freezing.
- Fixedbad player start placement asserts.
- Fixedhidden unitsnot getting bounced when hostile borders expand to include their location.
- Fixedunexpected click behavioron city screen.
- Fixedmultiplayer replayfor games where multiple players can take their turns simultaneously.
- Fixedmission results not appearingin target player's turn summary (e.g., city damage from treachery).
- Fixedtribute bugwhich sometimes allowed tribute while at war.
- Fixedissues starting multiplayer gamesfrom the mods screen.
- Fixedunloading modswhen toggling off "Use Mods" in the MP setup screen.
- Fixednull checkfor notification help text.
- Fixedexceptionwhen right-clicking the empty head of a not-yet-founded religion.
- FixedAI unit protection calculationand possible divide-by-zero errors when attackers can't do any damage (affects mods).
- Fixedmissing traitin Hanno II's dynasty tooltip (Wonders and Dynasties).
- Text and Event fixes.
Notes for Modders:
- Units in unit.xml:Add a[noparse]bRegular[/noparse]flag (after[noparse]bGeneral[/noparse]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:
- [noparse]aeSubjectClasses[/noparse]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[noparse]iNumSubjects[/noparse]on the link (in[noparse]eventLink.xml[/noparse]) to save that many subjects.
- Use[noparse]iNumSubjects = 0[/noparse]if you dont 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[noparse]bImmediate = 1[/noparse]in[noparse]eventLink.xml[/noparse]. Use[noparse]EventLinkAdd[/noparse]in[noparse]eventOption.xml[/noparse].[noparse]EventLinkStart[/noparse]will be removed in the future.
To the Community
Thank you for your continued support! We're always listening and improving based on your feedback, and we hope you enjoy these latest updates. If you have any thoughts or suggestions, wed love to hear themplease consider leaving a review on Steam to share your experience with us!
If you'd like to keep up to date with the latest Old World news and announcements:
Discord Twitter YouTube Twitch Facebook Instagram Wiki Reddit
[ 2024-10-24 14:46:07 CET ] [ Original post ]
Test Branch 1.0.74469 Test 2024-10-16
Design
- City damage is now affected by critical hits
- Slander, High Synod, and Trade missions cost Money instead of Civics
- Grand Vizier position disabled in Competitive mode (Behind the Throne)
- Beja Archers no longer have the Pierce effect (Pharaohs of the Nile)
- Reduced the chance of an event from the "Scheme Against a Rival" mission (Behind the Throne)
Programming
- AI prioritizes building roads, connecting cities, and exploring more
- In Simultaneous MP games, the AI now waits for all human players to end their turn, or the turn timer to almost expire, before taking its turn
- Removed unneeded terrain rebuild on application focus for Macs
- minRating/maxRating subjects can now check for a value of 0
- Relaxed version checking requirements on modded MP games. A warning only popup is displayed when joining games where mod versions do not match
- MP players without identical mods will have a warning "Version Mismatch" in their player tooltip
- Added mod support for adding new diplomacy types
- Added mod support for dynamic improvement names
- Yield price calculation values now moddable via XML
- Map Editor max map size increased to 180x180. This is now moddable via XML
- XML changes to units and event links. See the 'Notes for modders' section
UI
- Shift-Clicking on recommended improvements now adds them to the worker's queue
- Any non-leader character can now be pinned (e.g. foreign leaders) and pins are no longer cleared on character death
- Unit tooltip is now scrollable and unit effects are alphabetically ordered
- Cloud game tooltips now show elapsed time since the last upload
- Scenario screen category toggle arrows no longer select scenario class
- Removed total yields display from most effectPlayer and effectCity help text, to simplify tooltips
- Re-aligned game log graphics
- Player luxury management context menu now scrollable
- Clicking on the nation name in a foreign city widget now selects the nation
- Improved accuracy of yields on out of territory improvement pings
Bugs Fixed
- 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 sometimes freezing
- Fixed some bad player start placement asserts
- Fixed hidden units not getting bounced when hostile borders expand to include their location
- Fixed clicks not behaving as expected on city screen
- Fixed replay for games where multiple players can take their turns simultaneously
- Fixed toggling off "Use Mods" in the MP setup screen not unloading mods
- Fixed mission results not appearing in target player's turn summary e.g. city damage from treachery
- Fixed bug which sometimes allowed tribute while at war
- Fixed issues with starting a multiplayer game from the mods screen
- Fixed null check for notification helptext
- Fixed exception if right-clicking the empty head of a not-yet-founded religion
- Fixed missing trait in Hanno II's dynasty tooltip (Wonders and Dynasties)
- Text and event fixes
Notes for modders:
If your mod adds 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 also assumes that non-regular units are worth less.
- aeSubjectClasses is no longer needed
- The link will save all subjects in the triggering event, it will 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
- Put iNumSubjects = 0 if you don't care about any subjects and are only using the link as a shortcut to trigger something else
- For any event links that are meant to be immediate, and are used with EventLinkStart:
- Tag the link with bImmediate = 1 in eventLink.xml
- Use EventLinkAdd in eventOption.xml, as with regular links. EventLinkStart will be removed in the future
[ 2024-10-16 20:45:04 CET ] [ Original post ]
The Hooded Horse Publisher Sale Has Arrived!
Now through October 10, build your dynasty and lead your empire through generations in Old World at a 50% discount. Old World DLC is on sale, too, with 90% off Heroes of the Aegean and 30% off Behind the Throne, Wonders and Dynasties, and The Sacred and the Profane. In Old World, youre juggling wars, heirs, court politics, and the occasional barbarian raid while trying to leave a legacy that isnt wow, they messed that up. Forget about managing resources like industry or food. No, youre dealing with wood, stone, and making sure your kids dont stab you in the back while theyre being tutored by famous philosophers. Each of the seven kingdoms in Old World has families with personalities as fiery as their grudges. Manage their egos (or don't) while trying to survive both court intrigue and actual warfare. One minute youre hosting a wedding for political gain, the next youre fending off marauding tribes because someone didnt secure the borders. Theres always something.
Explore amazing deals on all Hooded Horse titles!
[hr][/hr]
Old World is a revolutionary historical strategy game where you lead your dynasty over generations, manage your court, wage wars, and build a legacy. Check out the latest free content update! [hr][/hr] [previewyoutube=N9ptnblA3u4;full][/previewyoutube] https://store.steampowered.com/app/597180/Old_World/
[ 2024-10-08 00:33:25 CET ] [ Original post ]
Test Branch 1.0.74282 Test 2024-10-02
Design
- Drunk trait now gives -20 opinion to religious and family heads, down from -40
- Water shrines now give 2 money per water tile in the city instead of 10 per nets improvement (from previous test branch update)
- Added turn delay to most event options with random traits or relationships
Programming
- Loading and exiting a team cloud game without changing the game state no longer locks the turn
- Reimplemented Rally Defense to be more robust for mods
- Suppressed Modio errors (i.e. Invalid Token) on game start
UI
- Shrine improvement pings can now be placed even if shrine already exists
- Characters in mission target lists now sorted by importance
- Made contact event truce flags more consistent in event options
- Religion icon now shown on unit production buttons when applicable
- Simplified religion tooltips
Bugs Fixed
- Fixed religious improvements being affected by other religions theologies
- 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 player currently has visibility of. This fixes a bug where unrevealed borders could be shown.
- Text and event fixes
[ 2024-10-02 20:52:50 CET ] [ Original post ]
The Hooded Horse Publisher Sale Has Arrived!
Now through October 10, build your dynasty and lead your empire through generations in Old World at a 50% discount. Old World DLC is on sale, too, with 90% off Heroes of the Aegean and 30% off Behind the Throne, Wonders and Dynasties, and The Sacred and the Profane.
Explore amazing deals on all Hooded Horse titles!
[hr][/hr]
Old World is a revolutionary historical strategy game where you lead your dynasty over generations, manage your court, wage wars, and build a legacy. Check out the latest free content update! [hr][/hr] [previewyoutube=N9ptnblA3u4;full][/previewyoutube]
From Today Until October 10th
Enjoy the enhanced Old World experience and all Hooded Horse games at discounted rates through October 10th a perfect opportunity to enhance your Fall gaming experience. We cant wait to see the empires and legacies you forge. Happy gaming!
[ 2024-10-01 19:00:51 CET ] [ Original post ]
Test Branch 1.0.74203 Test 2024-09-25
Design
- Improvements 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 re-enabled for strict(teams) turnstyle cloud games. Once the game is loaded, a turn must now be completed before other players on the team can take their turn
- Shrine of Water now gives 10 money per nets improvement in the city in addition to previous effects
- Shrine of Healing now gives a free Healer promotion to units built in the city instead of the previous healing ability
- Revised law switch costs. First switch costs 200 civics and each subsequent change costs 100 extra
- Power comparison is now solely calculated on military unit strength, with ships counting for less based on how much water is on the map
- Can no longer upgrade a unit if the upgraded unit is not allowed to be in that tile
- 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)
- Improvements that spawn units (Colosseum, Cothon, Holy Sites, etc) try first to spawn them on the tile of the improvement
- Balance pass on Punic Duel premade map
Programming
- Event processing performance optimization
- Raider AI improvements
- AI code cleanup
- Added event triggers EVENTTRIGGER_PLAYER_ALLIANCE_OFFER and EVENTTRIGGER_PLAYER_ALLY_DECLARED_WAR
- Added STAT_CHILDREN_COUNT
- Added InfoGoal.miCityLuxuries
- Old World no longer supports runtime compiled scripts. Standalone compiler removed
- Ctrl-Shift-X (toggle replay) has no effect when it's not your turn in cloud games
UI
- Removed recently added yield name and sign from helptext, now just shows yield icon as previously
- Added legitimacy graph to Records screen
- Family unit banner shape now shown on family tab panel
- Existing specialists now shown on pillaged tiles
- Improved replay for team games
- Added resource removal warning for Add Urban action
- Project help text now includes information about other projects that add the project (i.e. Inquiry shows the different levels)
- Reordered trait display order
- Moved opinion yield rate help text from potential to main effects
- Mod folders that begin with "." are no longer displayed
Bugs Fixed
- Fixed workers stopping rout of African and Turreted Elephants
- Fixed occasional doubled religion indicators on tribe widgets
- Fixed some raycasting issues on tribe widget, 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 correctly show yields saved instead of new yields consumed
- Fixed AI unit protection calculation and possible divide by zero errors when attackers can't do any damage (affects mods)
- Text and event fixes
[ 2024-09-25 20:44:15 CET ] [ Original post ]
Hello, everyone!
Were releasing a free content update for Old World. This update brings new premade maps, a collection of unique events, new items, and significant gameplay refinements. Elements of this update are rooted in the feedback weve gathered from the community. Let's dive into the major changes. We'll have a full patch changelog right below with all the fixes and other details included in the update. [hr][/hr]
NEW WORLD MAPS
This update introduces two carefully crafted duel maps designed for focused and intense single-player and multiplayer engagements. [quote]
Punic Duel
This map recreates the struggle between Carthage and Rome, one of the most iconic struggles in the Old World.[/quote][quote]
Median Duel
The second map features Greece against Persia. [/quote] [hr][/hr]
NEW EVENTS
This update also expands the narrative depth of Old World with over 20 new events. Four of these events require the Behind the Throne expansion, and they introduce new interactions that will challenge your decision-making and shape the development of your empire.
Event List
[olist]
Taking Root
[/quote][quote]
Stitched Together
[/quote] [hr][/hr]
New Items
Many new items have been added. These are unique leader & character abilities, mostly accessed by character exploration in events.
Full Item List:
[olist]
Gameplay Changes
Several gameplay systems have been reworked further to refine Old Worlds mechanics:
- Law Rebalancing: Following detailed community feedback, weve adjusted the games law system to create more meaningful choices and outcomes.
- Tech Tree Adjustments: The tech tree has been reworked to create a more logical progression path, ensuring smoother advancement through the eras while preserving strategic depth. This change addresses pacing issues and creates more compelling decision points.
- Hall of Fame Improvements: The Hall of Fame now better reflects your achievements and the legacies of your leaders, giving you a clearer sense of your long-term impact across multiple playthroughs.
- Campaign Updates: The Rise of Carthage and Heroes of the Aegean campaigns have received fine-tuning, with updated objective displays, improved balance, and smoother progression. These adjustments ensure that each campaign remains challenging and rewarding, especially as players become more familiar with the games mechanics.
- Performance Enhancements: General performance improvements have been made across the board, ensuring that even the most significant and most complex battles run smoothly. These optimizations will enhance the overall experience, particularly in late-game scenarios where the map is densely populated with units and cities.
- Significantly increased the effect of Ruthless AI on player opinion and war declaration modifier
- Tribal unit movement AI is now somewhat more sophisticated
- AI no longer declares war on tribes to expand when it's already actively fighting other players
- AI is now more likely to build farms around the Jerwan Aqueduct and less likely to build the Cothon in small seas
- Improved AI unit danger estimate
Main Branch 1.0.74111 Patch Notes Release 2024-09-18
Headline Changes
- 24 new events and 11 new items
- Two new premade maps designed for 1v1 duels
- Tech tree and Law rebalancing
- Performance and AI improvements
- Hall of Fame improvements
- Polishing updates to the Rise of Carthage and Heroes of the Aegean campaigns
Design
- Added 19 base game events, 5 Behind the Throne events and 11 new items
- Base game events have a focus on Exploring characters and acquiring items that give unique benefits
- Behind the Throne events relate to Rising Star leaders. The Rising Star trait is no longer automatically removed on becoming leader
Base Game Events
- [CHARACTER]s Travels
- The Streets of [CITY]
- Ransom
- [CITY] Within Reach
- A Gift
- A Gift (alt)
- A Crown from [NATION]
- Towering Stones
- Under Attack
- A Dream in the Forest
- Taking Root
- The Ground
- Stitched Together
- [CHARACTER]s Gift
- From the Dead
- Unwavering
- Something to Remember Them By
- Another Sunrise
- The New Face of [NATION]
Behind the Throne events
- To Rule is to Disappoint
- A Waning Star
- A Towering Reputation
- [NATION] Rules [NATION], for Now
- [NATION] Rules [NATION], for Now (alt)
Tech Tree Changes
- 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
- Money Boost bonus card increased from 2000 to 4000 money
Law Changes
- Slavery now gives +4 Iron and +4 Stone per city instead of increasing Mine and Quarry output. No longer gives +1 Discontent
- Freedom now gives +1 Happiness and +20% Growth in all cities instead of Money per Specialist
- Tyranny now gives +20% Training in all cities instead of a global Training boost. Money per unit in territory increased from 8 to 10
- Divine Rule now gives +1 Order per Pagan Religion in all cities instead of Happiness per Shrine
- Pilgrimage now gives +25% State Religion spread. Holy City Money per Religion boost increased from +5 to +10. No longer affects Science from Groves
- Grove improvements now always give +2 Science in addition to previous effects
New Maps
- Two new 1v1 premade maps added
- Punic wars: Rome against Carthage
- Median wars: Greece against Persia
- These are accessible using the Premade Map option on the setup screen and from the Scenario menu under World Maps
Other Design Changes
- 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 Mines now enable 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.
- Slums and Estates are now permanent and cannot be built over or pillaged (Behind the Throne)
Programming
- Performance improvements relating to unit movement and reminders
- Tribal unit movement AI is now somewhat more sophisticated
- AI no longer declares war on tribes to expand when it's already actively fighting other players
- AI is now more likely to build farms around the Jerwan Aqueduct and less likely to build the Cothon in small seas
- Improved player start selection on premade maps that do not dictate specific starting locations
- Added randomization of player start selection on premade maps
- Achievement code cleanup
- Add virtual function for sorting of city site candidates, better for mods
- Improved AI unit danger estimate
- AI now helps their allies count down the capture timer for cities
UI
- Added sorting and filtering dropdowns and a regenerate button to Hall of Fame
- Hall of Fame now has a SP/MP (Singleplayer / Multiplayer) column and this is shown on the game tooltip
- Hall of Fame now shows icons instead of text for Load and Delete
- Added audio option for continuing audio track when switching fullscreen tabs
- Added obsoleting information to unit encyclopedia entries
- Added Religion Opinion tracking to stats screen
- Goals/Ambitions with time limits now show limit in bonus text
- Removed some details of unlocked missions from tech tooltips
- Tiles are now highlighted when hovering over event options that affect specific tiles
- In Rise of Carthage scenario 4 the anchor command will now show an explanatory tooltip if ships can't anchor due to scenario rules
- 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
- All laws and theologies now show yield previews where relevant
- Moved the generic improvement pings to the top of the dropdown list
- Ambitions and goals with multiple requirements now show progress for each requirement on separate lines
- Added yield name and sign in some bonus helptext
- Improved text selection in ping and bug reporting popups
- Heroes of the Aegean scenario 6 now highlights goal cities on the map
- Updated Credits
Bugs Fixed
- Rise of Carthage and Heroes of the Aegean campaign polishing pass, many bugs fixed
- Fixed damaged unit healthbar not always showing
- Fixed resources staying faded when a unit exits a tile
- 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 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 Pharaohs of the Nile scenario 4 not completing when playing in Hotseat against the AI
- Fixed errors with portrait interpolation enabled when portraits are not setup for it
- Fixed portraits of characters without a tribe or nation
- Fixed AI hang
- Fixed inheritance preview showing wrong character when there will be no heir
- Fixed AI danger calculation for units that need to be unlimbered
- Fixed AI unit protection bug
- Fixed grammar on Unit Killed notification
- Fixed nested link issue in unit type link with promotions
- Fixed assert from using waypoints to move units
- Fixed critical hit icon sometimes briefly appearing before a unit goes on cooldown
- Fixed undo crash
- Fixed AI building ships where it should not be building any i.e. in small seas
- Fixed Inheritance screen not updating
- Fixed some reminders starting dismissed
- Fixed "No Team Movement" game option
- Fixed autonomous rule cities not repairing
- Fixed units not fully resetting their animation queue when an undo or redo occurs
- Fixed loading of lost games from the Hall of Fame
- Fixed bug preventing the hire of allied tribal units when in a player city
- Fixed loss of existing border expansion preview after selecting an event option
- Fixed credits popup null reference on application close
- Fixed dynastic mechanics of Ptolemy, Ashur-Uballit, Khufu and Mursili in No Events mode (Wonders and Dynasties)
- Text and Event fixes
To the Community
This update is another step forward in the ongoing evolution of Old World. We continue to listen closely to the community and refine the game accordingly. We appreciate your ongoing involvement and feedback and are eager to hear your thoughts on this latest update in a Steam review. The Old World Team
[ 2024-09-18 20:49:03 CET ] [ Original post ]
Test Branch 1.0.74025 Test 2024-09-11
Design
- Two new 1v1 premade maps added:
- Punic wars: Rome against Carthage
- Median wars: Greece against Persia
- These are accessible using the Premade Map option on the setup screen and from the Scenario menu under World Maps
- Slums and Estates are now permanent and cannot be built over or pillaged (Behind the Throne)
Programming
- Performance improvements relating to unit movement and reminders
- AI no longer declares war on tribes to expand when it's already actively fighting other players
- AI is now more likely to build farms around the Jerwan Aqueduct and less likely to build the Cothon in small seas
- Added randomization of player start selection on premade maps
- Achievement code cleanup
Bugs Fixed
- Fixed grammar on Unit Killed notification
- Fixed nested link issue in unit type link with promotions
- Fixed many Rise of Carthage and Heroes of the Aegean scenario bugs
- Fixed Regenerate HOF button and dropdowns incorrectly showing on Achievements screen
- Fixed Regenerate HOF excluding existing modded games when mods are not active
- Fixed assert from using waypoints to move units
- Fixed critical hit icon sometimes briefly appearing before a unit goes on cooldown
- Fixed undo crash
- Fixed AI building ships where it should not be building any i.e. in small seas
- Text and event fixes
[ 2024-09-11 20:39:44 CET ] [ Original post ]
Test Branch 1.0.73918 Test 2024-09-04
Design
- Slavery Law now gives +4 Iron and +4 Stone per city (down from +5)
- Improved player start selection on premade maps that do not dictate specific starting locations
- Tribal unit movement AI is now somewhat more sophisticated
UI
- All laws and theologies now show yield previews where relevant
- Moved the generic improvement pings to the top of the dropdown list
- Ambitions and goals with multiple requirements now show progress for each requirement on separate lines
- Added yield name and sign in some bonus helptext
- Improved text selection in ping and bug reporting popups
- Heroes of the Aegean scenario 6 now highlights goal cities on the map
Bugs Fixed
- Heroes of the Aegean campaign polishing pass, many bugs fixed
- Fixed Rise of Carthage campaign save import bug
- Fixed Pharaohs of the Nile scenario 4 not completing when playing in Hotseat against the AI
- Fixed errors with portrait interpolation enabled when portraits are not setup for it
- Fixed portraits of characters without a tribe or nation
- Fixed AI hang
- Fixed inheritance preview showing wrong character when there will be no heir
- Fixed AI danger calculation for units that need to be unlimbered
- Fixed AI unit protection bug
- Text and event fixes
[ 2024-09-04 20:43:11 CET ] [ Original post ]
Test Branch 1.0.73826 Test 2024-08-28
Design
Law changes:
- Slavery now gives +5 Iron and +5 Stone per city instead of increasing Mine and Quarry output. No longer gives +1 Discontent
- Freedom now gives +1 Happiness and +20% Growth instead of Money per Specialist
- Tyranny now gives +20% Training in all cities instead of a global Training boost. Money per unit in territory increased from 8 to 10
- Divine Rule now gives +1 Order per Pagan Religion in all cities instead of Happiness per Shrine
- Pilgrimage now gives +25% State Religion spread. Holy City Money per Religion boost increased from +5 to +10. No longer affects Science from Groves
- Grove improvements now always give +2 Science in addition to previous effects
- Money Boost bonus card increased from 2000 to 4000 money
- Ambition tier adjustments to match tech tree changes from last update
Programming
- Add virtual function for sorting of city site candidates, better for mods
UI
- Added sorting and filtering dropdowns to Hall of Fame
- Hall of Fame now has a SP/MP (Singleplayer / Multiplayer) column and this is shown on the game tooltip
- Hall of Fame now shows icons instead of text for Load and Delete
- Added audio option for continuing audio track when switching fullscreen tabs
- Added obsoleting information to unit encyclopedia entries
- Added Religion Opinion tracking to stats screen
- Goals/Ambitions with time limits now show limit in bonus text
- Removed some details of unlocked missions from tech tooltips
- Tiles are now highlighted when hovering over event options that affect specific tiles
- In Rise of Carthage scenario 4 the anchor command will now show an explanatory tooltip if ships can't anchor due to scenario rules
Bugs Fixed
- Fixed damaged unit healthbar not always showing
- Fixed resources staying faded when a unit exits a tile
- Fixed Inheritance screen not updating
- Fixed some reminders starting dismissed
- Fixed "No Team Movement" game option
- Fixed autonomous rule cities not repairing
- Fixed units not fully resetting their animation queue when an undo or redo occurs
- Fixed loading of lost games from the Hall of Fame
- Fixed bug preventing the hire of allied tribal units when in a player city
- Fixed loss of existing border expansion preview after selecting an event option
- Fixed credits popup null reference on application close
- Text and event fixes
[ 2024-08-28 20:43:13 CET ] [ Original post ]
Test Branch 1.0.73713 Test 2024-08-21
Design
Tech tree changes:
- 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
- Windlass requires Manor instead of Architecture
- Siege Tower bonus card requires Windlass
- Free Perfume card requires Architecture instead of Portcullis
- 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.
Programming
- Improved AI unit danger estimate
- AI now helps their allies count down the capture timer for cities
UI
- 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
Bugs Fixed
- 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
[ 2024-08-21 20:47:53 CET ] [ Original post ]
A hotfix update to the main branch has been released which is now 1.0.73676 release 2024-08-20
Bugs Fixed
- Fixed issue with game getting stuck due to looping attack animation
- Fixed hidden units being visible on minimap and selectable.
[ 2024-08-20 14:20:17 CET ] [ Original post ]
Main Branch 1.0.73566 Release 2024-08-13
Design
- Game of the Week Event Level now has a 4% chance to be each of the non-default settings
- Growth required for next citizen now increases quadratically after 20 growths. This makes very large population cities harder to achieve
- Revelry and Seek Political Allies missions more likely to succeed (Behind the Throne)
- Lowered Growth bonus for Rising Star governors from 50% to 25% (Behind the Throne)
Programming
- Major Unity version upgrade (2021.3.34f1 to 2022.3.39f1)
- AI performance and behavior improvements
- Improved the rare case of the AI defending a city when the city's territory is divided in multiple parts by a mountain range
- Exposed minimum turn for 1 city ambitions to XML for use by modders
- Moved some hardcoded AI parameters to globalsAI.xml for use by modders
UI
- Added Notable Characters filter. All characters now have a mission to allow manually pinning and unpinning them to/from the notable characters list
- Added player notification when their previously hidden units become visible
- Converting a cloud game into a network game now removes it from the cloud so that there is only one active instance
- No longer possible to convert a network game to cloud if there are any unclaimed player slots
- MP setup screen now has an Advanced Settings header instead of hiding them behind a toggle
- Improved tooltip for specialist luxuries
- Per-specialist and per-religion yields are no longer considered "potential" bonuses in effectCity help text
- Added Game of the Week icon to Hall of Fame games
- Game credits updates
- Ambitions with multiple yield types now show yield progress in the same order as defined in the ambition
- Improvements to culture tooltips
- Context menus are no longer closed when clicking on a locked tooltip
Bugs Fixed
- Fixed diplomatic missions in No Events mode
- Fixed GIF export path on Mac and Linux
- Fixed date completed not populating Hall of Fame entry when game completed
- Fixed some scenario leader names not displaying correctly in Hall of Fame
- Fixed some completed games being excluded from Hall of Fame
- Fixed Alliance Victory display in Hall of Fame
- Fixed AI assert
- Fixed AI thinking it cannot occupy a city tile with both land and water units
- Fixed opinion rates appearing over multiple lines in tab panels
- Fixed client assert on load
- Fixed invalid player index
- Fixed hotseat turn state button refresh
- Fixed hotseat selection issue on player switch
- Fixed MP join screen for teams with many players
- Fixed turn button label text in MP
- Fixed incorrect religion/city colors in turn summary
- Fixed general character tooltip not locking from unit widget archetype icon
- Fixed inconsistent ESC key behavior on scenario screen
- Fixed AI saying they refuse to declare war when they are already at war
- Fixed possible resources on urban terrain with mirror maps
- Fixed unit selection causing flickering on adjacent objects
- Fixed clicking on city widget selecting units first
- Fixed click issues with family seat icon and city healthbar
- Fixed display of units in stacks
- Fixed popups not always closing when the active player changes in hotseat
- Fixed improvement recommendations showing on tiles with recommended improvement already started
- Fixed issue with religion founding game log
- Fixed warrior built event not popping automatically in Learn to Play 2
- Fixed character filter lists not updating immediately
- Fixed errors occuring when rapidly scrolling lists
- Fixed double-submit in file browser when input field is focused
- Fixed nested link in tutor mission links
- Fixed Pharaohs of the Nile scenario 2 bug where Libyan raid could spawn directly at player city (Pharaohs of the Nile)
- Fixed rare Jerwan Aqueduct bug (Wonders and Dynasties)
- Text and event fixes
[ 2024-08-14 20:29:54 CET ] [ Original post ]
Test Branch 1.0.73506 Test 2024-08-07
Design
- Growth required for next citizen now increases quadratically after 20 growths. This makes very large population cities harder to achieve
Programming
- Moved some hardcoded AI parameters to globalsAI.xml for use by modders
UI
- All characters now have a mission to allow manually pinning and unpinning them to/from the notable characters list
- Ambitions with multiple yield types now show yield progress in the same order as defined in the ambition
- Improvements to culture tooltips
- Context menus are no longer closed when clicking on a locked tooltip
Bugs Fixed
- Fixed diplomatic missions in No Events mode
- Fixed clicking on city widget selecting units first
- Fixed click issues with family seat icon and city healthbar
- Fixed display of units in stacks
- Fixed popups not always closing when the active player changes in hotseat
- Fixed improvement recommendations showing on tiles with recommended improvement already started
- Fixed pagan religion founding notification getting sent to all players (introduced in last test)
- Fixed issue with religion founding game log
- Fixed warrior built event not popping automatically in Learn to Play 2
- Fixed character filter lists not updating immediately
- Fixed errors occuring when rapidly scrolling lists
- Fixed double-submit in file browser when input field is focused
- Fixed nested link in tutor mission links
- Text and event fixes
[ 2024-08-07 20:49:09 CET ] [ Original post ]
Test Branch 1.0.73413 Test 2024-07-31
Design
- Game of the Week Event Level now has a 4% chance to be each of the non-default settings
Programming
- Major Unity version upgrade (2021.3.34f1 to 2022.3.39f1)
- AI performance and behavior improvements
- Improved the rare case of the AI defending a city when the city's territory is divided in multiple parts by a mountain range
- Exposed minimum turn for 1 city ambitions to XML (for use by modders)
UI
- Added Notable Characters filter (shows Exploring, Imprisoned, Exiled, Rising Star, Power Hungry, Vengeful, Plotting, and Bypassed characters)
- Added player notification when their previously hidden units become visible
- Converting a cloud game into a network game now removes it from the cloud so that there is only one active instance
- No longer possible to convert a network game to cloud if there are any unclaimed player slots
- MP setup screen now has an Advanced Settings header instead of hiding them behind a toggle
- Improved tooltip for specialist luxuries
- Per-specialist and per-religion yields are no longer considered "potential" bonuses in effectCity help text
- Added Game of the Week icon to Hall of Fame games
- Game credits updates
Bugs Fixed
- Fixed GIF export path on Mac and Linux
- Fixed date completed not populating Hall of Fame entry when game completed
- Fixed some scenario leader names not displaying correctly in Hall of Fame
- Fixed some completed games being excluded from Hall of Fame
- Fixed AI assert
- Fixed AI thinking it cannot occupy a city tile with both land and water units
- Fixed opinion rates appearing over multiple lines in tab panels
- Fixed client assert on load
- Fixed invalid player index
- Fixed Alliance Victory display in Hall of Fame
- Fixed hotseat turn state button refresh
- Fixed hotseat selection issue on player switch
- Fixed MP join screen for teams with many players
- Fixed incorrect religion/city colors in turn summary
- Fixed general character tooltip not locking from unit widget archetype icon
- Fixed inconsistent ESC key behavior on scenario screen
- Fixed AI saying they refuse to declare war when they are already at war
- Fixed possible resources on urban terrain with mirror maps
- Fixed turn button label text in MP
- Fixed unit selection causing flickering on adjacent objects
- Fixed Pharaohs of the Nile scenario 2 bug where Libyan raid could spawn directly at player city (Pharaohs of the Nile)
- Fixed Jerwan Aqueduct bug (Wonders and Dynasties)
- Text and event fixes
[ 2024-07-31 20:45:00 CET ] [ Original post ]
Main Branch 1.0.73323 Release 2024-07-24
Headline Changes
- Performance and memory optimizations
- Civilian units can no longer defend cities
- Game of the Week now uses all DLC nations and dynasties and will randomise enabled DLC regardless of DLC ownership
Design
- Civilian units (Workers, Caravans, etc) can no longer defend when in a city center and will get bounced out if attacked when the city has no HP
- Game of the Week now uses all DLC nations and dynasties and will randomise enabled DLC regardless of DLC ownership
- Temporarily set Game of the Week to use the No Events setting
- Only Diplomat leaders can control the units of their national ally. All leaders can still control tribal allies units
- Cohorts now requires Manor instead of Land Consolidation
- Land units can no longer stun units on water tiles
- Stunned units now keep their Zone of Control
- Removed attack penalty for Tactician leader general
- Inland Sea map script no longer has desert and mountains at the top and bottom of the map
- Tweaks to eligible events for Minimal Event Level and No Events
- Kush Scouts with a Schemer leader are no longer invisible when building Forts
- Starting leaders now have more protection against dying in the first 20 turns (up from 10)
- Caravans no longer exist in 1v1 duels or games with one nation
- Truce with a tribe no longer costs legitimacy in some cases
- Caravans can enter Anarchy-owned tiles
- Impious characters are no longer restricted from becoming Clergy (Sacred and Profane)
- Colosseum now creates a Swordsman every 10 turns instead of 5 (Wonders and Dynasties)
Programming
- AI no longer builds other projects in border cities if it can build walls
- AI now buys resources for unit upgrades
- AI no longer plans to expand against a player or tribe if it would otherwise have a zero percent chance to declare war against them
- AI improvements to handle worker blockades
- AI performance optimizations
- Many memory optimizations
- Mods can now have custom event art
UI
- Updated localization text
- No Events toggle moved to Event Level dropdown
- Improved road visibility on minimum terrain detail
- Added new hotkey (Ctrl+L) to toggle between the two most recently used languages
- General name is a now a link on the unit selection panel
- Adjusted spacing in unit tooltip bonus table
- Rural specialists on non-resource tiles are now shown on the resources/improvements overlay
- Improvement help reorganization. Added Potential Bonuses / Other Bonuses links to some improvement tooltips to help readability
- Added organized tribal unit concept and indication on unit tooltip
- Added notification icon for Occurrences (Era of Peace, Civil War etc)
- Laws screen now potentially scrollable (affects mods that add laws)
- Units can now be selected through world UI elements (Harvested icon, text from overlays)
- Attack preview tooltip prioritized over other world UI tooltips
- Improved handling of grammatical gender
- Tech cards display now updated when science stockpile changes
- Tile yield overlay now shows negative yield values (but does not include consumption)
- Moved All Characters list to the right side of character filters.
- Character list now sorts by family, with head at top and then by age
- Family and Religion heads now have their background highlighted in the character list
- Available DLC section added to menu
- Active DLC now shown in game parameters
- Added divider for CTRL-selection helptext for agent/governor button on city widget
- Simplified MP setup screen and added Advanced Options button
- Added games completed to Hall of Fame achievements page. Games won now shows games actually won
- Enhancements to coloring on recommended improvement widget
Bugs Fixed
- Fixed Garrison/Stronghold/Citadel stone upkeep issue in Barbarian Horde scenario
- Fixed occasionally-hidden yield costs on production buttons
- Fixed null reference in AI bonus value calculation for tribe cities
- Fixed artefacts at the edges of fog of war from some viewing angles
- Fixed stats breakdown tooltips
- Fixed Learn to Play menu scenario expansion
- Fixed simple setup screen not correctly applying the difficulty level from the options file
- Fixed a No Events event appearing incorrectly
- Fixed religion opinion tooltip issue
- Fixed reign years display for bypassed rightful heir
- Fixed autobuild cities sometimes not selecting something to build
- Fixed some issues with in-game language changing
- Fixed inland tribes setting for Continent map script
- Fixed some truncated link hovering issues
- Fixed AI not advancing to occupy a settlement
- Fix player power display in German
- Fixed truce and peace missions having no outcome in No Events mode
- Fixed preset game options from the previous game not being applied on starting a new game
- Fixed selection issues around city widget
- Fixed clicks on popups / menus affecting the map
- Fixed manage luxuries button sometimes closing city screen
- Fixed rebels not appearing if the player has no military tech
- Fixed several load/save errors
- Fixed Game of the week selecting invalid archetype and dynasty option combinations
- Fixed premade map MP setup screen with nations that are not enabled
- Fixed null reference on improvement tooltip
- Fixed AI not finishing Wonders left unfinished
- Fixed Tribes not moving when blocked by another unit that then moves
- Fixed some missing scenario options
- Fixed incorrect default nation selection on setup
- Fixed Barbarian sites no longer regenerating after the last Barbarian settlement eliminated
- Fixed some shaders failing to render on Macs
- Fixed law/improvement help indentation in tech tooltip
- Fixed a bug related to AI unit upgrading
- Fixed null ref in Hall of Fame when scenario doesn't have a scenario class
- Fixed religion opinion load/save error
- Fixed Event Browser scaling
- Fixed AI ignoring targets that are not reachable from its own territory
- Miscellaneous AI fixes
- Fixed Grand Vizier incorrectly triggering the "no councilors from our family" opinion penalty (Behind the Throne)
- Fixed border expansion preview for building a farm not taking into account the free farmer from the Jerwan Aqueduct (Wonders and Dynasties)
- Fixed specialist bug after capturing a city with the Jerwan Aqueduct (Wonders and Dynasties)
- Text and event fixes
[ 2024-07-24 20:38:31 CET ] [ Original post ]
Test Branch 1.0.73254 Test 2024-07-17
Design
- Civilian units (Workers, Caravans, etc) can no longer defend when in a city center and will get bounced out if attacked when the city has no HP
- Caravans can enter Anarchy-owned tiles
- Colosseum now creates a Swordsman every 10 turns instead of 5 (Wonders and Dynasties)
Programming
- AI improvements to handle worker blockades
- AI now buys resources for unit upgrades
- AI performance optimizations
- Reduced allocations from text icon scaling
- Reduced resolution on terrain heightmaps to reduce memory footprint
UI
- Added games completed to Hall of Fame achievements page. Games won now shows games actually won
- Enhancements to coloring on recommended improvement widget
Bugs Fixed
- Fixed specialist bug after capturing a city with the Jerwan Aqueduct
- Fixed incorrect default nation selection on setup
- Fixed Barbarian sites no longer regenerating after the last Barbarian settlement eliminated
- Fixed some shaders failing to render on Macs
- Fixed law/improvement help indentation in tech tooltip
- Fixed a bug related to AI unit upgrading
- Fixed null ref in Hall of Fame when scenario doesn't have a scenario class
- Fixed religion opinion load/save error
- Fixed Event Browser scaling
- Fixed AI ignoring targets that are not reachable from its own territory
- Miscellaneous AI fixes
- Text and event fixes
[ 2024-07-17 20:49:02 CET ] [ Original post ]
Old World is 30% off!
But that's not all! The DLCs for Old World are also on sale, offering even more content and depth to your gameplay experience.
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Features:
- Deep and immersive historical strategy gameplay
- Unique character-driven events and decisions
- Intricate city and empire management mechanics
- Dynamic events that shape the course of history
- Engaging tactical battles and military strategies
- Stunning visuals and detailed historical settings
- Don't miss out on this captivating strategy experience. Act fast and get Old World at 30% off during the sale!
Mohawk Games Socials
If you'd like to keep up to date with the latest news and announcements:
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[ 2024-07-16 19:00:02 CET ] [ Original post ]
Test Branch 1.0.73176 Test 2024-07-11
Design
- Game of the week now always has Hittites and Kush enabled with a 50% chance for each other DLC to be enabled (regardless of DLC ownership)
- Only Diplomat leaders can control the units of their national ally. All leaders can still control tribal allies units
- Cohorts now requires Manor instead of Land Consolidation
- Land units can no longer stun units on water tiles
- Stunned units now keep their Zone of Control
- Removed attack penalty for Tactician leader general
- Starting leaders now have more protection against dying in the first 20 turns (up from 10)
- Caravans no longer exist in 1v1 duels or games with one nation
- Truce with a tribe no longer costs legitimacy in some cases
Programming
- Many memory optimizations
UI
- Available DLC section added to menu
- Active DLC now shown in game parameters
- Added divider for CTRL-selection helptext for agent/governor button on city widget
- Simplified MP setup screen and added Advanced Options button
- Attack preview tooltip prioritized over other world UI tooltips
Bugs Fixed
- Fixed truce and peace missions having no outcome in No Events mode
- Fixed preset game options from the previous game not being applied on starting a new game
- Fixed selection issues around city widget
- Fixed clicks on popups / menus affecting the map
- Fixed manage luxuries button sometimes closing city screen
- Fixed rebels not appearing if the player has no military tech
- Fixed several load/save errors
- Fixed Game of the week selecting invalid archetype and dynasty option combinations
- Fixed premade map MP setup screen with nations that are not enabled
- Fixed null reference on improvement tooltip
- Fixed AI not finishing Wonders left unfinished
- Fixed Tribes not moving when blocked by another unit that then moves
- Fixed some missing scenario options
- Text and event fixes
[ 2024-07-11 17:10:14 CET ] [ Original post ]
A hotfix update to the main branch has been released today which is now 1.0.73138 release 2024-07-10 This hotfix fixes a bug with the Barbarian Horde scenario preventing the horde from appearing.
[ 2024-07-10 20:34:58 CET ] [ Original post ]
Test Branch 1.0.73024 Test 2024-07-03
Design
- Inland Sea map script no longer has desert and mountains at the top and bottom of the map
- Impious characters are no longer restricted from becoming Clergy (Sacred and Profane)
- Tweaks to eligible events for Minimal Event Level and No Events
- Kush Scouts with a Schemer leader are no longer invisible when building Forts
- Game of the Week will now use all dynasties from Wonders and Dynasties. Temporarily set GoTW to use the No Events setting.
Programming
- AI no longer builds other projects in border cities if it can build walls
- AI no longer plans to expand against a player or tribe if it would otherwise have a zero percent chance to declare war against them
- Mods can now have custom event art
- Eliminated per-frame heap memory allocations from glowing text
UI
- Updated localization text
- No Events toggle moved to Event Level dropdown
- Improved road visibility on minimum terrain detail
- Added new hotkey (Ctrl+L) to toggle between the two most recently used languages
- General name is a now a link on the unit selection panel
- Adjusted spacing in unit tooltip bonus table
- Rural specialists on non-resource tiles are now shown on the resources/improvements overlay
- Improvement help reorganization. Added Potential Bonuses / Other Bonuses links to some improvement tooltips to help readability
- Added organized tribal unit concept and indication on unit tooltip
- Added notification icon for Occurrences (Era of Peace, Civil War etc)
- Laws screen now potentially scrollable (affects mods that add laws)
- Units can now be selected through world UI elements (Harvested icon, text from overlays)
- Improved handling of grammatical gender
- Tech cards display now updated when science stockpile changes
- Tile yield overlay now shows negative yield values (but does not include consumption)
- Moved All Characters list to the right side of character filters.
- Character list now sorts by family, with head at top and then by age
- Family and Religion heads now have their background highlighted in the character list
Bugs Fixed
- Fixed Garrison/Stronghold/Citadel stone upkeep issue in Barbarian Horde scenario
- Fixed occasionally-hidden yield costs on production buttons
- Fixed null reference in AI bonus value calculation for tribe cities
- Fixed artefacts at the edges of fog of war from some viewing angles
- Fixed stats breakdown tooltips
- Fixed Learn to Play menu scenario expansion
- Fixed simple setup screen not correctly applying the difficulty level from the options file
- Fixed a No Events event appearing incorrectly
- Fixed religion opinion tooltip issue
- Fixed reign years display for bypassed rightful heir
- Fixed autobuild cities sometimes not selecting something to build
- Fixed some issues with in-game language changing
- Fixed border expansion preview for building a farm not taking into account the free farmer from the Jerwan Aqueduct
- Fixed inland tribes setting for Continent map script
- Fixed some truncated link hovering issues
- Fixed AI not advancing to occupy a settlement
- Fixed Barbarian Horde scenario sometimes not finding enough spawn tiles for the Horde
- Fix player power display in German
- Fixed Grand Vizier incorrectly triggering the "no councilors from our family" opinion penalty (Behind the Throne)
- Text and event fixes
[ 2024-07-03 20:51:52 CET ] [ Original post ]
Until July 11th, build your dynasty and lead your empire through generations in Old World at a 30% discount. Also, check out the fantastic discounts on all Hooded Horse titles during the Steam Summer Sale.
The Hooded Horse Summer Sale Has Arrived!
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Old World is a revolutionary historical strategy game where you lead your dynasty over generations, manage your court, wage wars, and build a legacy. Check out the latest DLC, Behind the Throne! [hr][/hr] [previewyoutube=N9ptnblA3u4;full][/previewyoutube]
From Today Until July 11th
The discounts on Old World and all other Hooded Horse games are available through July 11th perfect for enhancing your summer gaming experience. We're excited to see the worlds you build and the adventures you undertake. Happy gaming!
[ 2024-06-27 17:01:04 CET ] [ Original post ]
Main Branch 1.0.72907 Release 2024-06-26
Headline Changes
- Wonders have been rebalanced
- 5 new Crowning Ambitions added
- New game options, presets and defaults including an Introductory preset and No Events mode
- Grand Viziers can no longer be assigned manually and will only appear through events (Behind the Throne)
Design
Wonder rebalancing:
- Ishtar Gate: increased growth per culture level in the city from 1 to 2
- Necropolis: Now gives all cities 3 civics per pagan religion instead of 2 happiness per temple
- Royal Library: increased science output from connection to other teams, but reduced output from own team (Wonders and Dynasties)
- Al Khazneh: Now gives free silk, perfume, ebony, porcelain, and furs, and a Caravan every 5 turns. Removed money bonus and 3 instant Caravans (Wonders and Dynasties)
- Mausoleum: increased culture modifier from 40% to 50%
- Hagia Sophia: Now gives 2 happiness levels for every city on completion and 2 happiness per turn per culture level in the wonder city. Removed global happiness per turn
- Via Recta Souk: Now gives all on-map luxury resources. Replaced wonder city growth by 2 growth per culture level. Removed happiness per luxury and Caravans
- All improvements that produce units create one on the first turn they are built. Affects Holy Sites, Al Khazneh, Cothon and Colosseum
- Al Khazneh and Royal Library disabled in FFA games with two or fewer human players and no AI nations (Wonders and Dynasties)
New crowning ambitions added.
These are the 10th and final ambition you will be offered in order to claim an ambition victory:
- 6 cities with a positive happiness level
- 8 Elder specialists in each Family Seat
- Polytheism and 4 Elder Acolytes in each Family Seat
- Stockpile 2000 of each resource
- Send 20 luxuries
- Added game option preset Introductory and made it the default. This sets low events, low mortality and no AI development
- Added game option No Events. This disables all events except those necessary for game progression or for leaders' unique abilities.
- Renamed newer Inland Sea map script to Mediterranean and made it the default initial map for single player games. The original Inland Sea map script is no longer hidden
- Added game option to ignore premade map nation starting locations
- AI player starting city numbers are now capped at twice the average for the AI Development level
- Swapping the position of units now consumes a fatigue point for both units. Units that have used all their fatigue can use Force March to enabled them to be swapped
- The Formation effect (Greek UU) now gives +20% strength from having the same unit adjacent, not just +20% defense
- All retiring Generals now get the Retiring General trait, allowing them to become governors
- Relaxed restrictions on ambition validity when there are no valid ambitions of the correct tier available
- Improved east-west team starting location placement adjustment
- Team contact is now always symmetric, no longer possible to not be able to change diplomatic relations with a nation that you have met but hasn't met you
- Leader and heir now get an additional trait option that is not related to their current job when upgrading
- Raging tribes will now get a centralized AI whenever they have at least one city in their possession
- Doubled the effect of Righteous and Debauched traits
- Increased Harbor net adjacency bonus from 40% to 60%
- Units now always advance after kill when attacking camps that are not city sites
- Lowered order amount demanded by the AI when giving tribute for truce
- Grand Viziers can no longer be assigned manually and will only appear through events (Behind the Throne)
- Autonomous Rule now overrules the Grand Vizier (Autonomous Rule cities do not build units but can spend resources) (Behind the Throne)
- Ambushed by rebels trait no longer removes character job (Behind the Throne)
- The Found Religion project will now preferentially found Zoroastrianism for the Shapur dynasty (Wonders and Dynasties)
- Some dynasty starting characters now have the Rising Star and Power Hungry traits (Wonders and Dynasties / Behind the Throne)
- Darius now takes a -5 Legitimacy hit if he lets Bardiya take the throne (Wonders and Dynasties)
Programming
- Increased value AI places on gaining orders, AI value for garrisons lowered
- AI now attacks tribe settlements with a higher priority than roaming tribe units
- AI takes into account the strength of allies and enemies of both players when deciding whether to go to war or ask for truce
Tweaks to AI diplomacy with Ruthless AI set:
- AI will not accept a player mission to declare war on a third party, if it would not consider doing so independently
- AI will not accept truce from a player, if it has zero chance of initiating truce from its side
- AI will not automatically accept peace or truce when another AI player offers it
- Improved vizier city build management (Behind the Throne)
- Steam now respects the DLC checkboxes in the Steam library, treating any DLCs disabled there as unowned.
- Steam now uses rich presence and displays information about the current game state
- Mod Browser change to ensure Mod.io website mod commenting is enabled properly on mods
- Added the Behind the Throne XML files to the Reference folder
- Added setsafe console command which sets characterID safe (not able to die) for numberOfTurns
- Added SUBJECT_CHARACTER_WORLD_RELIGION for use by modders
- AI is more mindful of danger when moving units from one location to another, if it can't get there on the same turn
- Removed UI XML hotloading
- Possible fix for occasional reconnection failures in MP
- Added some logging to better identify reconnection failures
- Mapscript mods consisting of a source file are now deprecated and will show warning message in Manage mods screen
UI
- Added turn summary entry for new techs and consolidated some categories
- Added loading hourglass cursor to menu screens
- Game option positions in setup menu re-organised
- Split "Show Single Objects" into "Show Single Units" and "Show Single Resources" in graphics options
- Added "Increase Border Visibility" to accessibility
- Unit effects now show both the general trait and promotion icons when the unit has the same effect from both
- Notification reminder button now bigger and shine effect applied
- Updated Learn by Playing scenario icon
- Agent candidates are now shown on the Assign Agent tooltip even when they cannot be assigned due to no Spymaster
- Revised description of traits that do not allow any jobs (e.g. Ascetic) to dynamically include all jobs
- Changed the art for Shrine of Serapis (Ptolemy's unique shrine) so that the dynasties shrines art are unique (Heroes of the Aegean)
- Border expansion preview now contains city territory information so that players know which city will get which tile
- Updated display of rivers when using Minimal graphics setting
- Border expansion now shown when hovering over the unit widget of a worker constructing an improvement
- Changed 'Default Settings' Option Preset name to 'Standard Settings' to reflect it no longer being the default
- City founding previews now update only borders, rather than all terrain. Borders now only update vegetation when "increase border visibility" is enabled
- Ignore to-be-occupied tile for calculating potential bounces during attack preview
- Tweaks to notification tooltip for Steam Deck
Bugs Fixed
- Fixed a nested link issue with council characters
- Fixed some AI issues where it had trouble getting out of its own way
- Fixed particle sound effects firing too often
- Fixed duplicate crest in notification text for units killed or captured
- Fixed doubled pillage/burn buttons for allied tribe units
- Fixed bug allowing fort or road construction in non-allied tribe city territory, including territory of cities being captured
- Fixed resource improvement pings not always setting the location for resources for some events that add them
- Fixed time victory not being disabled by default in some of the game option presets
- Fixed mod browser tooltips not showing for picture & changelog edit boxes, and dependency/incompatibility/whitelist buttons on mod upload screen
- Fixed unrevealed tiles being targetable with ranged units
- Fixed bug with tile distance pathfinder that caused nations to be placed too close together
- Fixed bug with SUBJECT_CITY_DAMAGED
- Fixed unit combat animations pausing when offscreen and resuming when in view again
- Fixed heir naming relation tooltip
- Fixed autobuild governor not honoring items that it had previously queued
- Fixed bug with events that remove citizens
- Fixed gender prerequisites not showing in event options
- Fixed locked tooltips causing issues on SP setup screen
- Fixed issue where selecting things between turns could lead to UI issues
- Fixed ask to declare war mission sometimes failing to lead to a result
- Fixed resource display issue in the Map Editor
- Fixed some traits causing the trait display to be inaccurate
- Fixed Seaside map script help text (no longer default)
- Fixed turn summary popup scrolling
- Fixed raiders sometimes not finding the city they are supposed to raid
- Fixed replay for server games
- Fixed rare bug that could cause city sites to be joined on the Imperium Romanum map
- Fixed game failing to start correctly when username can't be set
- Fixed links breaking in turn summary
- Fixed city health bars sometimes not displaying properly after undo
- Fixed bug where Developing wonders would grant AI the Weak legitimacy bonus, +2 instead of +4
- Fixed diplomatic status icon not being removed from city widget when city is no longer owned by a tribe
- Fixed default setup options sometimes not displaying correctly
- Fixed cloud game state being able to be changed by non-active players
- Pharaohs of the Nile scenario 3 raider and unit bounce fixes
- Fixed opinion boost from Opulence not showing in the Encyclopedia (Behind the Throne)
- Fixed Heroes of the Aegean scenario 4 intrigue techs sometimes not triggering events (Heroes of the Aegean)
- Fixed Nero wiki link (Wonders and Dynasties)
- Fixed reform eras getting stuck from imprisoned or exiled viziers (Behind the Throne)
- Fixed wine harvest goal not failing in event of death or divorce of spouse (Behind the Throne)
- Fixed delay in victory triggering when final VP came from Opulence project (Behind the Throne)
- Fixed Behind the Throne being unavailable in World Map and Barbarian Horde scenarios
- Text and event fixes
[ 2024-06-26 20:52:21 CET ] [ Original post ]
Test Branch 1.0.72825 Test 2024-06-19
Design
- Added advanced setup option No Events. This disables all events except those necessary for game progression or for leaders' unique abilities.
- 8 Elder specialists in each Family Seat
- Polytheism and 4 Elder Acolytes in each Family Seat
- Stockpile 2000 of each resource
- Send 20 luxuries
- Amended crowning ambition 'Six Strong cities with positive happiness' to Six cities with positive happiness'
- Leader and heir now get an additional trait option that is not related to their current job when upgrading
- Raging tribes will now get a centralized AI whenever they have at least one city in their possession
- Doubled the effect of Righteous and Debauched traits
- Increased Harbor net adjacency bonus from 40% to 60%
- Units now always advance after kill when attacking camps that are not city sites
- Lowered order amount demanded by the AI when giving tribute for truce
- Darius now takes a -5 Legitimacy hit if he lets Bardiya take the throne (Wonders and Dynasties)
- Autonomous Rule now overrules the Grand Vizier (Autonomous Rule cities do not build units but can spend resources) (Behind the Throne)
Programming
- AI value for garrisons lowered
- AI is more mindful of danger when moving units from one location to another, if it can't get there on the same turn
- Removed UI XML hotloading
- Added more multiplayer client logging
- Possible fix for occasional reconnection failures in MP
- Mapscript mods consisting of a source file are now deprecated and will show warning message in Manage mods screen
UI
- Added turn summary entry for new techs and consolidated some categories
- Border expansion now shown when hovering over the unit widget of a worker constructing an improvement
- Changed 'Default Settings' Option Preset name to 'Standard Settings' to reflect it no longer being the default
- Added loading hourglass cursor to scenario menu
- City founding previews now update only borders, rather than all terrain. Borders now only update vegetation when "increase border visibility" is enabled
- Ignore to-be-occupied tile for calculating potential bounces during attack preview
- Tweaks to notification tooltip for Steam Deck
Bugs Fixed
- Fixed some traits causing the trait display to be inaccurate
- Pharaohs of the Nile scenario 3 raider and unit bounce fixes
- Fixed Seaside map script help text (no longer default)
- Fixed turn summary popup scrolling
- Fixed raiders sometimes not finding the city they are supposed to raid
- Fixed replay for server games
- Fixed rare bug that could cause city sites to be joined on the Imperium Romanum map
- Fixed game failing to start correctly when username can't be set
- Fixed links breaking in turn summary
- Fixed city health bars sometimes not displaying properly after undo
- Fixed bug where Developing wonders would grant AI the Weak legitimacy bonus, +2 instead of +4
- Fixed diplomatic status icon not being removed from city widget when city is no longer owned by a tribe
- Fixed default setup options sometimes not displaying correctly
- Fixed opinion boost from Opulence not showing in the encyclopedia (Behind the Throne)
- Text and event fixes
[ 2024-06-19 20:39:28 CET ] [ Original post ]
Test Branch 1.0.72692 Test 2024-06-10
Design
Wonder rebalancing:
- Ishtar Gate: increased growth per culture level in the city from 1 to 2
- Necropolis: Now gives all cities 3 civics per pagan religion instead of 2 happiness per temple
- Royal Library: increased science output from connection to other teams, but reduced output from own team (Wonders and Dynasties)
- Al Khazneh: Now gives free silk, perfume, ebony, porcelain, and furs, and a Caravan every 5 turns. Removed money bonus and 3 instant Caravans (Wonders and Dynasties)
- Mausoleum: increased culture modifier from 40% to 50%
- Hagia Sophia: Now gives 2 happiness levels for every city on completion and 2 happiness per turn per culture level in the wonder city. Removed global happiness per turn
- Via Recta Souk: Now gives all on-map luxury resources. Replaced wonder city growth by 2 growth per culture level. Removed happiness per luxury and Caravans
- All improvements that produce units create one on the first turn they are built. Affects Holy Sites, Al Khazneh, Cothon and Colosseum
- Al Khazneh and Royal Library disabled in FFA games with two or fewer human players and no AI nations (Wonders and Dynasties)
- Added game option preset Introductory and made it the default. This sets low events, low mortality and no AI development
- Renamed newer Inland Sea map script to Mediterranean and made it the default initial map for single player games. The original Inland Sea map script is no longer hidden
- Added game option to ignore premade map nation starting locations
- Swapping the position of units now consumes a fatigue point for both units. Units that have used all their fatigue can use Force March to enabled them to be swapped
- The Formation effect (Greek UU) now gives +20% strength from having the same unit adjacent, not just +20% defense
- All retiring Generals now get the Retiring General trait, allowing them to become governors
- Relaxed restrictions on ambition validity when there are no valid ambitions of the correct tier available
- Improved east-west team starting location placement adjustment
- New crowning ambition added: six Strong cities with positive happiness
- Team contact is now always symmetric
- Grand Viziers can no longer be assigned manually and will only appear through events (Behind the Throne)
- Ambushed by rebels trait no longer removes character job (Behind the Throne)
- The Found Religion project will now preferentially found Zoroastrianism for the Shapur dynasty (Wonders and Dynasties)
- Some dynasty starting characters now have the Rising Star and Power Hungry traits (Wonders and Dynasties / Behind the Throne)
Programming
- Increased value AI places on gaining orders
- AI now attacks tribe settlements with a higher priority than roaming tribe units
- AI takes into account the strength of allies and enemies of both players when deciding whether to go to war or ask for truce
Tweaks to AI diplomacy with Ruthless AI set:
- AI will not accept a player mission to declare war on a third party, if it would not consider doing so independently
- AI will not accept truce from a player, if it has zero chance of initiating truce from its side
- AI will not automatically accept peace or truce when another AI player offers it
- Improved vizier city build management (Behind the Throne)
- Steam now respects the DLC checkboxes in the Steam library, treating any DLCs disabled there as unowned.
- Steam now uses rich presence and displays information about the current game state
- Mod Browser change to ensure Mod.io website mod commenting is enabled properly on mods
- Added the Behind the Throne XML files to the Reference folder
- Added setsafe console command which sets characterID safe (not able to die) for numberOfTurns
- Added some logging to better identify client reconnection failures
- Added SUBJECT_CHARACTER_WORLD_RELIGION for use by modders
UI
- Game option positions in setup menu re-organised
- Split "Show Single Objects" into "Show Single Units" and "Show Single Resources" in graphics options
- Added "Increase Border Visibility" to accessibility
- Unit effects now show both the general trait and promotion icons when the unit has the same effect from both
- Notification reminder button now bigger and shine effect applied
- Updated Learn by Playing scenario icon
- Agent candidates are now shown on the Assign Agent tooltip even when they cannot be assigned due to no Spymaster
- Revised description of traits that do not allow any jobs (e.g. Ascetic) to dynamically include all jobs
- Changed the art for Shrine of Serapis (Ptolemy's unique shrine) so that the dynasties shrines art are unique (Heroes of the Aegean)
- Border expansion preview now contains city territory information so that players know which city will get which tile
- Updated display of rivers when using Minimal graphics setting
Bugs Fixed
- Fixed a nested link issue with council characters
- Fixed some AI issues where it had trouble getting out of its own way
- Fixed particle sound effects firing too often
- Fixed duplicate crest in notification text for units killed or captured
- Fixed doubled pillage/burn buttons for allied tribe units
- Fixed bug allowing fort or road construction in non-allied tribe city territory, including territory of cities being captured
- Fixed resource improvement pings not always setting the location for resources for some events that add them
- Fixed time victory not being disabled by default in some of the game option presets
- Fixed mod browser tooltips not showing for picture & changelog edit boxes, and dependency/incompatibility/whitelist buttons on mod upload screen
- Fixed unrevealed tiles being targetable with ranged units
- Fixed bug with tile distance pathfinder that caused nations to be placed too close together
- Fixed bug with SUBJECT_CITY_DAMAGED
- Fixed unit combat animations pausing when offscreen and resuming when in view again
- Fixed heir naming relation tooltip
- Fixed autobuild governor not honoring items that it had previously queued
- Fixed bug with events that remove citizens
- Fixed gender prerequisites not showing in event options
- Fixed locked tooltips causing issues on SP setup screen
- Fixed issue where selecting things between turns could lead to UI issues
- Fixed ask to declare war mission sometimes failing to lead to a result
- Fixed resource display issue in the Map Editor
- Fixed Heroes of the Aegean scenario 4 intrigue techs sometimes not triggering events (Heroes of the Aegean)
- Fixed Nero wiki link (Wonders and Dynasties)
- Fixed reform eras getting stuck from imprisoned or exiled viziers (Behind the Throne)
- Fixed wine harvest goal not failing in event of death or divorce of spouse (Behind the Throne)
- Fixed delay in victory triggering when final VP came from Opulence project (Behind the Throne)
- Fixed Behind the Throne being unavailable in World Map and Barbarian Horde scenarios
- Text and event fixes
[ 2024-06-10 19:41:46 CET ] [ Original post ]
A hotfix update to the main branch has been released today which is now 1.0.72492 release 2024-05-29 This hotfix updates the version number to the same across all platforms to allow cross platform multiplayer
[ 2024-05-30 08:40:54 CET ] [ Original post ]
Do you love history and its many legends? Look no further than the Old World and its DLCs!
Everything is on sale until June 11th, and you can check out the most recent DLC, Behind the Throne! https://store.steampowered.com/app/597180/Old_World/
Embark on a grand journey through history with Old World, a strategy game where you guide an empire across generations. Command legendary figures, from warriors to philosophers, and navigate the intricate politics of family and power.
In Old World, the landscape is rife with opportunities and threatsfrom unsettled tribes and barbarian marauders to ancient ruins holding relics of past heroes. Engage in over 3,000 events inspired by history and mythology, where your interactions with foreign dignitaries can spur vast story arcs and intense courtroom dramas.
Old World also supports a variety of multiplayer modes, allowing you to test your strategic acumen against friends and foes alike. Complement your gameplay with a Grammy-nominated soundtrack that merges traditional and modern musical elements, and customize your experience with extensive mod support to create new scenarios and realms. [previewyoutube=hnX294_TeQc;full][/previewyoutube]
This sale is the perfect opportunity to step into the role of a historical leader. Whether you're revisiting the Punic Wars as Hannibal or carving a new path for your dynasty, Old World offers a rich, strategic experience that challenges conventional 4X gameplay. Grab the game and its DLCs now at a reduced price and start building your empire's enduring legacy today!
[ 2024-05-28 21:20:18 CET ] [ Original post ]
The royal court is now in session, and the game of power has never been more compelling. Today marks the arrival of Old World - Behind the Throne, our latest DLC that introduces you to the unseen layers of strategy and manipulation that simmer beneath the surface of regal authority.
Get "Behind the Throne" at a launch discount! Plus, enjoy discounts on Old World and all its DLCs!
https://store.steampowered.com/app/2587420/Old_World__Behind_the_Throne/
Unravel New Dynamics in the Royal Court:
'Behind the Throne' introduces you to the delicate balance of power among new historical figures advisors, viziers, aristocrats, and courtiers.
Each bringing their unique ambitions and motivations to your empire. Will you navigate these treacherous waters to maintain control over your throne, or will the political undercurrents prove too volatile?
Key Features to Explore:
- 350+ New Events: Engage in scenarios brimming with court politics, intrigue, and the personal ambitions of those closest to you.
- Notable Historical Figures: From Alcibiades, the cunning Athenian statesman, to Avicenna, the revered Persian philosopher, each character will challenge your governance in unique ways.
Innovative Projects and Improvements:
- Estates and Opulence: Establish estates that showcase your kingdoms splendor and undertake the Opulence project to increase your influence and victory points.
- Slums: These new areas accelerate population growth but come with the increased risk of rebellion.
New Gameplay Mechanics:
- Rising Stars: Watch as non-leader characters become either your most valued assets or your fiercest adversaries as they gain influence within your realm.
- The Grand Vizier: Outsource city management to Viziers. But be cautious, as their growing power might inspire them to look towards your throne.
- Political Eras: Adapt your strategy through times of civil war, grand reforms, and decadence, each bringing significant challenges to your leadership.
- Stress & Revelry: Manage the rulers stress through various activities. The choices you make here can strengthen or weaken your grip on power.
To the Community
History is filled with incredible figures and the stories they've lived. Thanks to your continued support of Old World and your passion for history, we can continue combining our love for history with our passion for making games. As you explore the new challenges in 'Old World: Behind the Throne,' please take a moment to leave us a review on Steam. Your insights are invaluable and guide our continuous improvement. Now, enjoy your plotting! ~Mohawk Studios
[ 2024-05-28 17:01:36 CET ] [ Original post ]
Main Branch: 1.0.72483 Release 2024-05-27 This is a bug fix only update in the lead up to the Behind the Throne DLC release on the 28th May. More design changes to come post DLC!
Bugs Fixed
- Fixed missing Game of the Week menu tooltip
- Fixed units sometimes not deselecting
- Fixed bug with resource placement from improvement pings
- Fixed Pharaohs of the Nile scenario 5 goal help
- Fixed Pharaohs of the Nile scenario 5 crash
- Fixed Rise of Carthage scenario 1 Bireme goal becoming impossible
- Fixed missing syntax in Rise of Carthage scenario 1 Spanish translation
- Fixed errors viewing Rise of Carthage scenario events in event browser
- Fixed Mod Browser missing tooltips
- Fixed flickering on tribe widget
- Fixed dynasty dropdown with random nation selected
- Fixed options toggles not showing tooltips on setup screens
- Text and event fixes
[ 2024-05-27 21:07:17 CET ] [ Original post ]
Test Branch 1.0.72435 Test 2024-05-22
Bugs Fixed
- Fixed missing Game of the Week menu tooltip
- Fixed units sometimes not deselecting
- Fixed bug with resource placement from improvement pings
- Fixed Pharaohs of the Nile scenario 5 goal help
- Fixed Pharaohs of the Nile scenario 5 crash
- Fixed Rise of Carthage scenario 1 Bireme goal becoming impossible
- Fixed missing syntax in Rise of Carthage scenario 1 Spanish translation
- Fixed errors viewing Rise of Carthage scenario events in event browser
- Fixed Mod Browser missing tooltips
- Fixed flickering on tribe widget
- Fixed dynasty dropdown with random nation selected
- Fixed options toggles not showing tooltips on setup screens
- Text and event fixes
[ 2024-05-22 20:32:35 CET ] [ Original post ]
Main Branch: 1.0.72357 Release 2024-05-15
Headline Changes
- Allowed buying water tiles adjacent to land
- Improvement adjacency restrictions removed
- Added Resource improvement ping
- AI improvements
Design
- You can now buy water tiles that are adjacent to land in the same way as land tiles (with Colonies / Landowners seat)
- Removed restriction on Shrines not being adjacent and the adjacency requirements for Cathedrals and the Courthouse line of improvements
- Temples now give +1 happiness per adjacent Cathedral
- Unit vision is now consistently equal to their movement plus 2
- Removed VP cap. Large and Huge maps with few players can now have a victory point requirement of more than 100 VPs on Normal Points to Win setting
- The AI now builds fewer units at the lower aggression settings
Programming
- AI now takes into account improvements and specialists already being built when evaluating border expansions
- AI now saves kills for units that can gain XP, all else being equal
- AI now less eager to replace improvements
- AI no longer swaps unit positions
- AI no longer treats vacant city sites as available to settle unless it has visibility, or unless they are reserved sites
- Fixed AI valuation of Divine Rule
- Fixed AI effectCity valuation for units that require resources
- Better recovery from network games being unlisted from Unity's relay servers
UI
- Added a new improvement ping 'Resource' for specifying the location of new resources (i.e. from Riders Import Horses project)
- Moved Scenario button from single player to main menu
- Added button to start multiplayer scenario games to the scenario screen
- World map scenarios now have all game options available
- Multiplayer specific game options are now always available for MP scenarios
- Moved map options up so that they are next to the scenario dropdown in the MP setup screen
- MP scenario setup screen defaults to having the maximum number of teams and players for the scenario, with players assigned to random nations.
- Connected foreign cities at Peace now show an icon, its tooltip lists connection yields
- Clicking on a gift unit/city notification now pans the camera to the location of the gift
- Tooltip behavior when hovering over links now more consistent
- Tooltip now warns if a character who's about to leave a job is currently running a mission
- Added suitor opinion to marriage tooltip
- Moved land unit vision bonuses to effectUnits, so that they are more visible on the UI
- VP breakdown now combines endgame techs as one line
- Disabled word wrapping for city production button cost line for potential mods with additional costs
- History values for military power and yield rates are now set to zero on the turn a player is eliminated so they display correctly on the Records screen after the game has finished
- Expanded river clutter splats to improve river visibility in vegetation
Bugs Fixed
- Units from eliminated players that are inside another player's borders are bumped before turning into Rebels
- Fixed improvement pings producing log entries and sound effects for teammates
- Fixed turn style and turn timer dropdowns bug
- Fixed hotseat selection cycling
- Fixed Fortify and Testudo actions not immediately triggering the relevant unit animation
- Fixed default teams on MP Scenario setup screen
- Fixed Opulence VPs showing in the VP tooltip if Behind the Throne isn't active
- Fixed council conversion ambitions counting council slots from unavailable DLCs
- Fixed language mods not displaying some icons on first load
- Fixed encyclopedia vision value
- Fixed missing links in turn summary and notifications
- Fixed portrait editor failing to load portraits on second load
- Fixed culture reduction bug in game editor
- Fixed Destroy Fleet goal not completing in Heroes of the Aegean scenario 2
- Fixed Carthage 2 resource goal not completing
- Fixed Carthage 3 scenario Epic victory not being granted if Messana is not owned
- Fixed multiple influence icons showing in events and goals in Learn to Play 3
- Fixed unset player language causing Unity text asset unload from worker thread
- Fixed a nested link issue with council characters
- Fixed load save inconsistency
- Fixed characters getting dynasty specific traits in Pharaohs of the Nile scenario 4
- Fixed some Occurrence bugs
- Fixed tile issue in Dead Sea Duel map
- Text and event fixes
[ 2024-05-15 20:32:55 CET ] [ Original post ]
Test Branch: 1.0.72342 Test 2024-05-14
Bugs Fixed
- Fixed a nested link issue with council characters
- Fixed load save inconsistency
- Fixed characters getting dynasty specific traits in Pharaohs of the Nile scenario 4
- Fixed some Occurrence bugs
- Fixed tile issue in Dead Sea Duel map
- Text and event fixes
[ 2024-05-14 20:27:35 CET ] [ Original post ]
Test Branch: 1.0.72276 Test 2024-05-08
Design
- You can now buy water tiles that are adjacent to land in the same way as land tiles (with Colonies / Landowners seat)
- Removed restriction on Shrines not being adjacent and the adjacency requirements for Cathedrals and the Courthouse line of improvements
- Temples now give +1 happiness per adjacent Cathedral
- Unit vision is now consistently equal to their movement plus 2
- Removed VP cap. Large and Huge maps with few players can now have a victory point requirement of more than 100 VPs on Normal Points to Win setting
- The AI now builds fewer units at the lower aggression settings
Programming
- AI now takes into account improvements and specialists already being built when evaluating border expansions
- AI now saves kills for units that can gain XP, all else being equal
- AI now less eager to replace improvements
- AI no longer swaps unit positions
- AI no longer treats vacant city sites as available to settle unless it has visibility, or unless they are reserved sites
- Fixed AI valuation of Divine Rule
- Fixed AI effectCity valuation for units that require resources
- Better recovery from network games being unlisted from Unity's relay servers
UI
- Added a new improvement ping 'Resource' for specifying the location of new resources (i.e. from Riders Import Horses project)
- Moved Scenario button from single player to main menu
- Added button to start multiplayer scenario games to the scenario screen
- World map scenarios now have all game options available
- Multiplayer specific game options are now always available for MP scenarios
- Moved map options up so that they are next to the scenario dropdown in the MP setup screen
- MP scenario setup screen defaults to having the maximum number of teams and players for the scenario, with players assigned to random nations.
- Connected foreign cities at Peace now show an icon, its tooltip lists connection yields
- Clicking on a gift unit/city notification now pans the camera to the location of the gift
- Tooltip behavior when hovering over links now more consistent
- Tooltip now warns if a character who's about to leave a job is currently running a mission
- Added suitor opinion to marriage tooltip
- Moved land unit vision bonuses to effectUnits, so that they are more visible on the UI
- VP breakdown now combines endgame techs as one line
- Disabled word wrapping for city production button cost line for potential mods with additional costs
- History values for military power and yield rates are now set to zero on the turn a player is eliminated so they display correctly on the Records screen after the game has finished
- Expanded river clutter splats to improve river visibility in vegetation
Bugs Fixed
- Units from eliminated players that are inside another player's borders are bumped before turning into Rebels
- Fixed improvement pings producing log entries and sound effects for teammates
- Fixed turn style and turn timer dropdowns bug
- Fixed hotseat selection cycling
- Fixed Fortify and Testudo actions not immediately triggering the relevant unit animation
- Fixed default teams on MP Scenario setup screen
- Fixed Opulence VPs showing in the VP tooltip if Behind the Throne isn't active
- Fixed council conversion ambitions counting council slots from unavailable DLCs
- Fixed language mods not displaying some icons on first load
- Fixed encyclopedia vision value
- Fixed missing links in turn summary and notifications
- Fixed portrait editor failing to load portraits on second load
- Fixed culture reduction bug in game editor
- Fixed Destroy Fleet goal not completing in Heroes of the Aegean scenario 2
- Fixed Carthage 2 resource goal not completing
- Fixed Carthage 3 scenario Epic victory not being granted if Messana is not owned
- Fixed multiple influence icons showing in events and goals in Learn to Play 3
- Fixed unset player language causing Unity text asset unload from worker thread
- Text and event fixes
[ 2024-05-08 20:54:24 CET ] [ Original post ]
Main Branch: 1.0.72162 Release 2024-05-01
Headline Changes
- Archipelago map script improvements
- Event tweaks and improvements
- Changes to how players starting reserved city sites are calculated and displayed
Design
- Archipelago map script improvements. Maps are now 20% bigger than normal maps (down from 40%), large islands are bigger and added Water Size map option
- The number of reserved city sites (sites near start location not occupied by Tribes) is now set by the Tribal Strength setting
- The percentage of reserved city sites that are occupied by Barbarians is set by Difficulty
- Empty reserved sites are revealed on founding your capital
- Many events restructured and tweaked
- Events that offer ambitions are no longer canceled if the ambition is completed before dealing with the event
- Most missions that can result in an event no longer do so on Minimal event level
- Launch Offensive now costs 800 training, up from 600
- Peaceful nations borders now count as neutral instead of friendly territory for the purposes of healing
- Tribal invasions can occur only if one of the player's cities is reachable from one of the tribe's settlements
- Minor Cities now give +10% defense and no longer give Discontent
- Removed Cult events from Competitive mode (Sacred and Profane)
- Removed Kush's nation opinion modifier with Egypt
- Added difficulty restriction (minimum the Just) for some events that might contain only war options
- Improvements now allowed to be replaced by improvements of the same class (relevant for shrines)
Programming
- Increased AI value for walls
- Added InfoCulture.mePrevCulture/meNextCulture so culture levels are properly moddable.
- Game editor can now decrease city culture by right-clicking
- City starting culture now properly defined through InfoGlobals (for modders use)
- Added bAbandonCity bonus (for modders use)
- Better network match check logging
- Added GreeceCampaign source folder and LearnByPlaying xml folders to the public reference folders
- Recommended builds performance optimization
UI
- Turn summary now always shows birth of royal children
- Events are now included in cloud game turn summary emails
- Changed attack preview UI to be a tooltip so it can be locked
- Removed redundant job line in character tooltip
- Character tooltip no longer shows agent status for characters on other teams
- Added new construction states for the Great Cothon and the Colosseum
- Player turn text now shown in cooperative MP games
- Cloud game descriptions now stored in the correct language for each player
- Increased text ping character limit from 40 to 255
- Removed heir-naming popup when the leader is not the parent
- Notification header text can no longer wrap to a new line
- Technology display is now right justified
- Tooltip verbosity and formatting improvements
- Changed 'no worker suggestions' option to 'no action suggestions'. Enabling this option removes all unit, city and research recommendations.
- Improvement ping dropdown improvements
- In-game options popup shows the email address for that game, can be different per save
- UI now updates after you kick a player from a cloud game through host settings
- Added Occurrence log category for notifications and PBC emails
- Tribal cities (not camps) now show player diplomacy status icon on the city banner
- The power/knowledge display is now unambiguous in who it refers to
- Help text for the spread religion option now shows yields that will be gained (from the Oracle, Tolerance etc)
- Improved display of dropdowns on setup screen when scrolling
Bugs Fixed
- Fixed issue with animated resource display on AMD GPUs
- Fixed some family icon issues
- Fixed bonus ship cards not being shown on tooltips and the tech tree when the player has no coastal cities
- Fixed automate button being shown in non-player cities
- Fixed some UI interactions with canceling missions
- Fixed null reference on religious council goal helptext
- Fixed AI assigning a governor upon settling a new city, when it doesn't have the orders to do so
- Fixed enter/return not interacting with save browser prompts
- Fixed Disjunction One Continent per Team maps sometimes having multiple teams on the same continent
- Fixed duplicated tech prereq indicators
- Fixed newly arrived characters past the fertility age being fertile
- Fixed some asserts and null references when converting a cloud game to network
- Fixed city links not spawning tooltips in some cases
- Player and game names can no longer include multiple lines
- Fixed children sometimes becoming infertile before adulthood (introduced in last weeks test update)
- Fixed difficulty level tooltip
- Fixed issues preventing missions from being canceled
- Fixed mini tech display button not respecting tech tree settings
- Fixed build recommendation stars not appearing
- Fixed map script boundary tiles sometimes blocking out important sections of the map
- Fixed Pharaohs of the Nile scenario 3 major victory not triggering on turn 40
- No longer possible to rewind a cloud game to a surrendered player
- Fixed Alt key sometimes getting stuck down, preventing keyboard shortcuts from working correctly
- Fixed city screen recommendation assert errors
- Fixed Arid Plateau random map settings
- Fixed councilors not being selectable if slot is disabled (i.e. Spymasters after Agrippina dies)
- Fixed city sort issues
- Fixed city build recommendations and improvement ping icons not always updating immediately
- Fixed lateral and dynastic succession when the founder is not related to the current leader
- Fixed leader tooltip not locking on timeline screen
- Text and event fixes
[ 2024-05-01 20:49:39 CET ] [ Original post ]
Test Branch: 1.0.72075 Test 2024-04-24
Design
- More Archipelago map script changes, large islands are bigger and added Water Size map option
- Most missions that can result in an event no longer do so on Minimal event level
Programming
- Recommended builds performance optimization
UI
- The power/knowledge display is now unambiguous in who it refers to
- Help text for the spread religion option now shows yields that will be gained (from the Oracle, Tolerance etc)
- Improved display of dropdowns on setup screen when scrolling
Bugs Fixed
- Fixed Alt key sometimes getting stuck down, preventing keyboard shortcuts from working correctly
- Fixed city screen recommendation assert errors
- Fixed Arid Plateau random map settings
- Fixed councilors not being selectable if slot is disabled (i.e. Spymasters after Agrippina dies)
- Fixed city sort issues
- Fixed city build recommendations and improvement ping icons not always updating immediately
- Fixed lateral and dynastic succession when the founder is not related to the current leader
- Fixed leader tooltip not locking on timeline screen
- Text and event fixes
[ 2024-04-24 20:43:52 CET ] [ Original post ]
Test Branch: 1.0.71978 Test 2024-04-17
Design
- Added difficulty restriction (minimum the Just) for some events that might contain only war options
- Improvements now allowed to be replaced by improvements of the same class (relevant for shrines)
- Archipelago map script improvements. Maps are now 20% bigger than normal maps (down from 40%)
Programming
- Increased AI value for walls
- Added InfoCulture.mePrevCulture/meNextCulture so culture levels are properly moddable.
- Game editor can now decrease city culture by right-clicking
UI
- Technology display is now right justified
- Tooltip verbosity and formatting improvements
- Changed 'no worker suggestions' option to 'no action suggestions'. Enabling this option removes all unit, city and research recommendations.
- Improvement ping dropdown improvements
- In-game options popup shows the email address for that game, can be different per save
- UI now updates after you kick a player from a cloud game through host settings
- Added Occurrence log category for notifications and PBC emails
- Tribal cities (not camps) now show player diplomacy status icon on the city banner
Bugs Fixed
- Fixed children sometimes becoming infertile before adulthood (introduced in last weeks test update)
- Fixed difficulty level tooltip
- Fixed issues preventing missions from being canceled
- Fixed mini tech display button not respecting tech tree settings
- Fixed build recommendation stars not appearing
- Fixed map script boundary tiles sometimes blocking out important sections of the map
- Fixed Pharaohs of the Nile scenario 3 major victory not triggering on turn 40
- No longer possible to rewind a cloud game to a surrendered player
- Text and event fixes
Known Issues
- Assert error messages can occur on the city screen with action suggestions enabled
[ 2024-04-17 20:50:29 CET ] [ Original post ]
With the upcoming DLC for Old World, Behind the Throne coming out on May 28. This is a great time to carve out your empire in Old World with a 30% discount until April 19. Lead through generations, managing not just territories but royal lineages. Politics, legacy, and personal drama intertwine in a deep historical strategy experience. Craft your dynasty in a world where every leader has the chance to rise to glory or fall to infamy. You can check out Old World: Behind the Throne's trailer here. [previewyoutube=N9ptnblA3u4;full][/previewyoutube] https://store.steampowered.com/app/597180/Old_World/
[ 2024-04-11 20:42:35 CET ] [ Original post ]
Test Branch: 1.0.71896 Test 2024-04-10
Design
- The number of reserved city sites (sites near start location not occupied by Tribes) is now set by the Tribal Strength setting
- The percentage of reserved city sites that are occupied by Barbarians is set by Difficulty
- Empty reserved sites are revealed on founding your capital
- Launch Offensive now costs 800 training, up from 600
- Peaceful nations borders now count as neutral instead of friendly territory for the purposes of healing
- Events that offer ambitions are no longer canceled if the ambition is completed before dealing with the event
- Tribal invasions can occur only if one of the player's cities is reachable from one of the tribe's settlements
- Minor Cities now give +10% defense and no longer give Discontent
- Removed Cult events from Competitive mode (Sacred and Profane)
- Removed Kush's nation opinion modifier with Egypt
- Many events restructured and tweaked
Programming
- City starting culture now properly defined through InfoGlobals (for modders use)
- Added bAbandonCity bonus (for modders use)
- Better network match check logging
- Added GreeceCampaign source folder and LearnByPlaying xml folders to the public reference folders
UI
- Turn summary now always shows birth of royal children
- Events are now included in cloud game turn summary emails
- Changed attack preview UI to be a tooltip so it can be locked
- Removed redundant job line in character tooltip
- Character tooltip no longer shows agent status for characters on other teams
- Added new construction states for the Great Cothon and the Colosseum
- Player turn text now shown in cooperative MP games
- Cloud game descriptions now stored in the correct language for each player
- Increased text ping character limit from 40 to 255
- Removed heir-naming popup when the leader is not the parent
- Notification header text can no longer wrap to a new line
Bugs Fixed
- Fixed issue with animated resource display on AMD GPUs
- Fixed some family icon issues
- Fixed bonus ship cards not being shown on tooltips and the tech tree when the player has no coastal cities
- Fixed automate button being shown in non-player cities
- Fixed some UI interactions with canceling missions
- Fixed null reference on religious council goal helptext
- Fixed AI assigning a governor upon settling a new city, when it doesn't have the orders to do so
- Fixed enter/return not interacting with save browser prompts
- Fixed Disjunction One Continent per Team maps sometimes having multiple teams on the same continent
- Fixed duplicated tech prereq indicators
- Fixed newly arrived characters past the fertility age being fertile
- Fixed some asserts and null references when converting a cloud game to network
- Fixed city links not spawning tooltips in some cases
- Player and game names can no longer include multiple lines
- Text and event fixes
[ 2024-04-10 20:46:56 CET ] [ Original post ]
Old World's latest DLC, Behind the Throne, will be available on May 28. It's all about burrowing into the court's heart, where ambition thrives and rivalries run as deep as the history books. Revealed at the Triple-i Initiative showcase, this DLC is set to shake things up with a fresh layer of politics and personal agendas. [previewyoutube=N9ptnblA3u4;full][/previewyoutube] It's a new playground for those who love the intricate dance of court life. We're bringing to the table mechanics that spotlight the characters' ambitions and the high stakes of court politics. Expect to tackle the challenges of keeping your ruler's rivals in check, all while managing the stresses that come with power. And yes, there's revelry involved because what's court life without a bit of scandalous fun? But there's more:
- Over 350 new events focused on intrigue, personal ambitions, and the complex politics of court life.
- More than ten new character traits, including Stressed, Impulsive, and Unpopular, add new layers to character dynamics.
- Introduction of goals and ambitions that reflect the deep motivations and desires of your court's key figures.
- Strategic projects like Estates, Slums, and the Opulence project provide new ways to expand and enrich your kingdom.
- Six historical characters introduced as Rising Stars, who can either become indispensable allies or formidable rivals.
- New character portraits and event art enhance game immersion, vividly bringing the stories and characters of Old World to life.
[ 2024-04-10 17:33:25 CET ] [ Original post ]
Another hotfix to the main branch today which is now 1.0.71865 Release 2024-04-09
Bugs Fixed
- Fixed premade maps failing to generate without DLC
- Fixed AI claiming free city sites before it should
[ 2024-04-09 14:00:41 CET ] [ Original post ]
Small hotfix update to the main branch which is now 1.0.71814 Release 2024-04-04
Bugs Fixed
- Fixed network game relist bug
[ 2024-04-05 09:26:27 CET ] [ Original post ]
Main Branch: 1.0.71795 Release 2024-04-04
Headline changes
- New game setting for player starting development in MP and new Victory Point setting option
- Balance changes to bonus tech cards, families and dynasties
- Lowered apparent age of character portraits when using portrait interpolation
- 9 new events
Design
- Added per player Development setting to multiplayer setup. All players, Human and AI, can have their own development setting, which gives additional starting cities and techs.
- Added new victory point setting: Very High. This increases the VP required for winning by 50%. The previous High setting now increases the VP required by 25%.
- Bonus tech cards position and cost in the tech tree reorganized
- Free units now unlocked on a different tech than the one that would allow that unit to be built. Free Longbowmen, Crossbowmen and Dromon cards now grant 2 units.
- Rider family seat now gives 1 Order / turn
- Sages no longer have +25% science in their seat
- Patrons now get a +25% city culture bonus per Precious Resource instead of the flat +4. Patrons seat now gets 2 happiness levels per culture event instead of 1.
- Khufu's wonder cost reduction lowered from 50% to 25% (Wonders and Dynasties)
- Marius' enrolment post now gives -25% for warriors only instead of all infantry, training cost for project removed. Sulla now more likely to cause Marius problems. (Wonders and Dynasties)
- Hannibal now gets -20 family opinions and an increased legitimacy penalty in some Hannibal specific events (Wonders and Dynasties)
- Added preferred families for more dynasty leaders (Wonders and Dynasties)
- Sulla's Dictator trait now included in Terrifying trait group (Wonders and Dynasties)
- Agrippina unlocking a spymaster is now tied to a trait, the current one will stay if she dies but a new one cannot be appointed (Wonders and Dynasties)
- Legitimacy cost for adoption reduced from 4 to 2
- Miserable trait has a chance per turn of being removed
- Competitive mode back to giving a flat rate of science, civics, training, and money
- Improved city site resource placement so that it is less likely that one of them is unreachable
- Old World pre-made map tweaks. Extended map one tile north, fixed some resources and ruins that were out of borders. Added Lavender to several locations on map.
- You can now shift-click a law to abolish it without replacing it. This will increase the cost of establishing a law in that pair by 100.
- When moving allied units, the moving player now gets exploration and ruins yields instead of the unit owner. Moving allied units can no longer trigger events.
- Events giving a free siege unit will now give an Onager instead of a Ballista if the player has not yet researched Hydraulics
- Can no longer invalidate an ambition offer just by getting a bit closer during the turn in which it was offered
- Event trait delay no longer happens when there is no undo
- Swapped names of Persian Cleric and Rider families (for historical accuracy)
- Changed improvement adjacency requirements to be fulfilled in team territory, to be consistent with adjacency bonuses
- Improved scaling of diplomatic event chance with number of AIs
- Marriage events now only occur for the leader and their children
- Added Greedy to Seven Sins trait group and removed Extravagant
- Removed turn delay on more event bonuses when No Undo is enabled
- Heroes of the Aegean scenario 5 tweaks - boost science and units on Easy difficulty and limit Persian tech. Persia can no longer build ships. Parsa renamed to Persepolis
New Events
- A More Disciplined Approach
- Battle Diary
- Emergency War Taxes
- Enough Missiles to Block the Sun
- Learning From Our Mistakes
- Masquerade
- Taking the Reins
- The Fluffy Bunny
- Whispers from the Gods
Programming
- Worker AI improvements
- AI saves yields for Wonders less aggressively, allowing them to spend more developing their economy
- Improved AI consideration for connecting its cities to foreign cities
- AI no longer spends orders to place military units on city sites when it has not yet met any opponents
- AI now purposely builds ships in specific water areas, like humans can
- Moved map scripts to their own folder
- Network code cleanup
- Adjusted character portrait selection to be more likely to choose same portraits if characters' age difference is large, all else being equal
- Fallback for DLL mods that fail to load. A message will be shown and mods disabled.
- Map files now support DynastySites in the tile data. Mods can append nation start tiles to premade maps
- Hotseat with one human player now behaves like single player for achievements, save files, discord, death with no heir, tutorial, hall of fame, etc
- Portrait Editor now automatically attempts to regenerate portraits without feature points
- Network connection improvements
- Dynasty start sites are now definable directly in map files
- Removed explicit construction states asset definitions for wonders that shouldn't have one
UI
- Adjusted mapping between portrait ages and rendered portraits. This lowers the apparent age of characters portraits when using Portrait Age Interpolation.
- Clicking a link within a mission button will activate the mission rather than opening the link
- Popups and tooltips now have scrollbars when needed, will no longer make text smaller to fit
- Adjusted floating text to better accommodate some bonuses
- HUD changes to prevent overlap. Research is now centered according to the other HUD elements rather than the center of the screen
- Added founded turn to city sort. This was always the default sort and can now be selected again after changing the sort order
- City screen (F7) now applies default founding turn sort when clicking the city name column
- Added connected icon to cities tab
- Moved family/religion actions to bottom of selection panel
- Added per-culture level limits to improvement Encyclopedia entries
- Ships show a text status while anchoring
- Raider unit tooltips now show original tribe
- Unit tooltips now show original unit owner
- Improvements to unit range tooltips. Fixed range now indicated in the unit's tooltip
- Improvement yield modifiers are shown even if they sum to zero
- Trait gain / loss bonus helptext now shows yield change for traits with leader effects
- Added popup for when connection is restored in network multiplayer
- Changed Mod Browser resources link to Modding Guide page
- Added button with link to documentation to Portrait Editor
- Added Turns to Hall of Fame and allowed sorting by Legitimacy, VPs, Turns and Ambitions
- Show character subject requirements in red when no valid characters found for a mission
- Allow deselection on inheritance screen by clicking background
- Aligned ping popup dropdown/input field
- Added a hint about customizing opponent player parameters in a single player game
- Former regents now included in turn summary
- Improvement helptext displays when max improvement count is 1 for a city
- Updated National Alliance helptext to include that players can move and attack with allied units
- Added descriptions to Make Clergy and Pagan Sacrifice missions
- Add Road button now shown on invalid terrain
- Wonders now shown on city Improvements tooltip
- Negative penalty for missing family luxuries shown on send luxury to family button
- Added email reminder to non-strict turnstyle team server and cloud games for the last player to take their turn
- Added unsubscribe instructions to multiplayer turn emails
- Mod browser speed improvements
- Display the build's date in unambiguous international format instead of American
- Character name is now always show in character help tooltip to give a link for selection
- Player option to follow moves of AI at war no longer includes civilian units
- Added target/prereq icons to techs tooltip while hovering over tech tree button
- Killed unit log entry now includes the killed unit's promotions
- Added reminders for clergy missions
- Research choice event no longer appears. Research popup shown on trying to end turn without having selected anything to research.
- Map Editor now handles setting DynastySites for defining where a dynasty will start from
- Improved Hall of Fame column header formatting
- Improved tooltip for heir naming options
- Renamed Enlist Next to Enlist Next Kill
- Units that level up no longer wake up. This fixes auto-heal getting canceled on level up.
Bugs Fixed
- Ship build water area now takes priority over city territory
- Fixed units incorrectly advancing when rout not possible
- Fixed event level not being visible in scenario MP screen
- Fixed missing Resource density, city site density, and city site number options on some map scripts
- Fixed some mod load/unload issues
- Fixed DLL mods not shutting down when loading a save in-game
- Mod assemblies are now reference counted to fix DLL load/unload issues
- Fixed inconsistent header sizing on tab panel
- Fixed unit action buttons not appearing for units of allied nations
- Fix tile yield calculation with maiYieldRateSpecialistUrban only getting counted once per EffectCity
- Fixed assert error in Heroes of the Aegean scenario 5
- Fixed double mission display in Hero tooltip with Shammuramat selected (Wonders and Dynasties)
- Fixed unit harvest tooltip to display yields gained for allied units
- Fixed initialization of mod browser scrollbar on manage mod list.
- Fixed clicking some input fields (text ping, bug report screen) selecting all text
- Fixed settlement religion icon update on undo
- Fixed bug where raiders could raid the wrong player
- Fixed fortification bar for AI units showing even when they are moving
- Fixed leader background not being updated when switching due to premade map
- Fixed heir naming popup title
- Fixed overlap on dynasty portraits in SP setup
- Fixed free ships spawning on smaller bodies of water when a larger one is available
- Fixed missing options menu tooltips
- Fixed city luxury list tooltip not appearing
- Fixed an AI-related UI assert
- Fixed an assert for automated human units
- Fixed leader tooltip overlap with actions menu
- Fixed dynasty dropdowns not populating correctly on scenario setup screen
- Fixed decision update bug for MP games
- Fixed assign general audio level
- Fixed some team contact issues
- Fixed a movement bug where you could spend orders but not complete the entire move
- Fixed mixed language text appearing in cloud games
- Fixed difficulty dropdown in SP advanced setup
- Fixed tribes entering their own camp getting credit for capturing a settlement
- Fixed highlighted tiles for selected Disciples
- Fixed human development not applying due to defaults
- Fixed empty parenthesis on trait loss when no ratings change involved
- Fixed some button links still activating on click
- Fixed some settings getting reverted to default
- Development fix in event editor
- Portrait Editor fixes
- Heroes of the Aegean scenario 5 fixes
- Fixed Rome over expanding in Learn to Play 5
- Fixed raiders sometimes not raiding
- Fixed missing option defaults in Safe Mode
- Fixed hotkey rebinding in Safe Mode
- Fixed tooltip locking on inheritance screen
- Fixed some cases where border preview showed the wrong color
- Fixed tooltip positioning issues
- Fixed missing UI elements in Carthage and Pharaohs scenarios
- Fixed Exodus events not triggering in Pharaohs scenario 5 when loading from a save
- Fixed road pathfinder error when used on tiles where roads cannot be built
- Fixed two character different character portraits actually referring to the same art
- Fixed clergy reminder text reference
- Fixed network multiplayer with non-internal mods
- Fixed an issue with loading modded games for network play
- Fixed issue with premade maps where all dynasty sites were given to an AI nation rather than random city sites based on development
- Fixed some button clicks not triggering button audio
- Fixed errors on leader selection screen after coming from the scenario selection screen
- Fixed single player start menu sometimes not showing character portraits
- Fixed an issue with the way player starting tiles are picked to include any dynasty starting tiles
- Fixed automated icon showing on city list
- Fixed free extra action effectUnit load/save inconsistency
- Fixed mod error notification when no mods loaded
- Fixed null exception on shutdown in hotkey manager
- Fixed yield modifier bug
- Fixed invalid index exception
- Fixed text preventing tooltips from locking in some cases
- Fixed tooltips incorrectly stating that the Pious trait increases the chance of a pagan religion spreading
- Fixed techs being able to give invalid bonuses i.e. courtiers in No Characters mode
- Fixed Capture Buhen goal in Pharaohs of the Nile scenario 1 not triggering when moving a unit into the city when it has no HP
- City tooltip fixes
- Added Victory point level backwards compatibility (so that existing games don't have their VPs changed)
- Default AI Dynasties option is hidden when No Characters is enabled
- Text and event fixes
[ 2024-04-04 14:23:31 CET ] [ Original post ]
Test Branch: 1.0.71689 Test 2024-03-27
Design
- Bonus tech cards position and cost in the tech tree reorganized
- Free units now unlocked on a different tech than the one that would allow that unit to be built. Free Longbowmen, Crossbowmen and Dromon cards now grant 2 units.
- Improved scaling of diplomatic event chance with number of AIs
- Marriage events now only occur for the leader and their children
- Added Greedy to Seven Sins trait group and removed Extravagant
- Removed turn delay on more event bonuses when No Undo is enabled
New Events
- A More Disciplined Approach
- Battle Diary
- Emergency War Taxes
- Enough Missiles to Block the Sun
- Learning From Our Mistakes
- Masquerade
- Taking the Reins
- The Fluffy Bunny
- Whispers from the Gods
Programming
- Worker AI improvements
- Improved AI consideration for connecting its cities to foreign cities
- AI no longer spends orders to place military units on city sites when it has not yet met any opponents
- Removed explicit construction states asset definitions for wonders that shouldn't have one
UI
- Research choice event no longer appears. Research popup shown on trying to end turn without having selected anything to research.
- Map Editor now handles setting DynastySites for defining where a dynasty will start from
- Improved Hall of Fame column header formatting
- Improved tooltip for heir naming options
- Renamed Enlist Next to Enlist Next Kill
- Units that level up no longer wake up. This fixes auto-heal getting canceled on level up.
Bugs Fixed
- Fixed clergy reminder text reference
- Fixed network multiplayer with non-internal mods
- Fixed an issue with loading modded games for network play
- Fixed issue with premade maps where all dynasty sites were given to an AI nation rather than random city sites based on development
- Fixed some button clicks not triggering button audio
- Fixed errors on leader selection screen after coming from the scenario selection screen
- Fixed single player start menu sometimes not showing character portraits
- Fixed an issue with the way player starting tiles are picked to include any dynasty starting tiles
- Fixed automated icon showing on city list
- Fixed free extra action effectUnit load/save inconsistency
- Fixed mod error notification when no mods loaded
- Fixed null exception on shutdown in hotkey manager
- Fixed yield modifier bug
- Fixed invalid index exception
- Fixed text preventing tooltips from locking in some cases
- Fixed tooltips incorrectly stating that the Pious trait increases the chance of a pagan religion spreading
- Fixed techs being able to give invalid bonuses i.e. courtiers in No Characters mode
- Fixed Capture Buhen goal in Pharaohs of the Nile scenario 1 not triggering when moving a unit into the city when it has no HP
- City tooltip fixes
- Added Victory point level backwards compatibility (so that existing games don't have their VPs changed)
- Default AI Dynasties option is hidden when No Characters is enabled
- Text and event fixes
[ 2024-03-27 20:46:19 CET ] [ Original post ]
Test Branch: 1.0.71580 Test 2024-03-20
Design
- Added new victory point setting: Very High. This increases the VP required for winning by 50%. The previous High setting now increases the VP required by 25%.
- Sages no longer have +25% science in their seat
- Patrons now get a +25% city culture bonus per Precious Resource instead of the flat +4. Patrons seat now gets 2 happiness levels per culture event instead of 1.
- Events giving a free siege unit will now give an Onager instead of a Ballista if the player has not yet researched Hydraulics
- Can no longer invalidate an ambition offer just by getting a bit closer during the turn in which it was offered
- Heroes of the Aegean scenario 5 tweaks - boost science and units on Easy difficulty and limit Persian tech. Persia can no longer build ships.
- Ship build water area now takes priority over city territory (ships will spawn in selected ocean even if there is no space within player borders)
- Event trait delay no longer happens when there is no undo
- Swapped names of Persian Cleric and Rider families (for historical accuracy)
- Changed improvement adjacency requirements to be fulfilled in team territory, to be consistent with adjacency bonuses
Programming
- Portrait Editor now automatically attempts to regenerate portraits without feature points
- Network connection improvements
- AI saves yields for Wonders less aggressively
- Dynasty start sites are now definable directly in map files
UI
- Adjusted mapping between portrait ages and rendered portraits. This lowers the apparent age of characters portraits when using Portrait Age Interpolation.
- Character name is now always show in character help tooltip to give a link for selection
- Player option to follow moves of AI at war no longer includes civilian units
- Added target/prereq icons to techs tooltip while hovering over tech tree button
- Killed unit log entry now includes the killed unit's promotions
- Added reminders for clergy missions
Bugs Fixed
- Fixed some team contact issues
- Fixed a movement bug where you could spend orders but not complete the entire move
- Fixed mixed language text appearing in cloud games
- Fixed difficulty dropdown in SP advanced setup
- Fixed tribes entering their own camp getting credit for capturing a settlement
- Fixed highlighted tiles for selected Disciples
- Fixed human development not applying due to defaults
- Fixed empty parenthesis on trait loss when no ratings change involved
- Fixed some button links still activating on click
- Fixed some settings getting reverted to default
- Development fix in event editor
- Portrait Editor fixes
- Heroes of the Aegean scenario 5 fixes
- Fixed Rome over expanding in Learn to Play 5
- Fixed raiders sometimes not raiding
- Fixed missing option defaults in Safe Mode
- Fixed hotkey rebinding in Safe Mode
- Fixed tooltip locking on inheritance screen
- Fixed some cases where border preview showed the wrong color
- Fixed tooltip positioning issues
- Fixed missing UI elements in Carthage and Pharaohs scenarios
- Fixed Exodus events not triggering in Pharaohs scenario 5 when loading from a save
- Fixed road pathfinder error when used on tiles where roads cannot be built
- Fixed two character different character portraits actually referring to the same art
- Text and event fixes
[ 2024-03-20 20:53:19 CET ] [ Original post ]
Hello! From now until March 21st, you can save 30% on Old World, and get great deals on all other games published by Hooded Horse during the Steam Spring Sale. Come check the game out!
[previewyoutube=8dOPJ58QlQU;full][/previewyoutube]
[ 2024-03-14 21:00:30 CET ] [ Original post ]
Test Branch: 1.0.71462 Test 2024-03-13
Design
- Added per player Development setting to multiplayer setup. All players, Human and AI, can have their own development setting, which gives additional starting cities and techs.
- Rider family seat now gives 1 Order / turn
- Legitimacy cost for adoption reduced from 4 to 2
- Miserable trait has a chance per turn of being removed
- Competitive mode back to giving a flat rate of science, civics, training, and money
- Improved city site resource placement so that it is less likely that one of them is unreachable
- Old World premade map tweaks. Extended map one tile north, fixed some resources and ruins that were out of borders. Added Lavender to several locations on map.
- You can now shift-click a law to abolish it without replacing it. This will increase the cost of establishing a law in that pair by 100.
- When moving allied units, the moving player now gets exploration and ruins yields instead of the unit owner. Moving allied units can no longer trigger events.
- Khufu's wonder cost reduction lowered from 50% to 25% (Wonders and Dynasties)
- Marius' enrolment post now gives -25% for warriors only instead of all infantry, training cost for project removed. Sulla now more likely to cause Marius problems. (Wonders and Dynasties)
- Hannibal now gets -20 family opinions and an increased legitimacy penalty in some Hannibal specific events (Wonders and Dynasties)
- Added preferred families for more dynasty leaders (Wonders and Dynasties)
- Sulla's Dictator trait now included in Terrifying trait group (Wonders and Dynasties)
- Agrippina unlocking a spymaster is now tied to a trait, the current one will stay if she dies but a new one cannot be appointed (Wonders and Dynasties)
- Parsa renamed to Persepolis in Heroes of the Aegean scenario 5
Programming
- Moved map scripts to their own folder
- Network code cleanup
- Adjusted character portrait selection to be more likely to choose same portraits if characters' age difference is large, all else being equal
- Fallback for DLL mods that fail to load. A message will be shown and mods disabled.
- AI now purposely builds ships in specific water areas, like humans can
- Map files now support DynastySites in the tile data. Mods can append nation start tiles to premade maps
- Hotseat with one human player now behaves like single player for achievements, save files, discord, death with no heir, tutorial, hall of fame, etc
UI
- Clicking a link within a mission button will activate the mission rather than opening the link
- Popups and tooltips now have scrollbars when needed, will no longer make text smaller to fit
- Adjusted floating text to better accommodate some bonuses
- HUD changes to prevent overlap. Research is now centered according to the other HUD elements rather than the center of the screen
- Added founded turn to city sort. This was always the default sort and can now be selected again after changing the sort order
- City screen (F7) now applies default founding turn sort when clicking the city name column
- Added connected icon to cities tab
- Moved family/religion actions to bottom of selection panel
- Added per-culture level limits to improvement Encyclopedia entries
- Ships show a text status while anchoring
- Raider unit tooltips now show original tribe
- Unit tooltips now show original unit owner
- Improvements to unit range tooltips. Fixed range now indicated in the unit's tooltip
- Improvement yield modifiers are shown even if they sum to zero
- Trait gain / loss bonus helptext now shows yield change for traits with leader effects
- Added popup for when connection is restored in network multiplayer
- Changed Mod Browser resources link to Modding Guide page
- Added button with link to documentation to Portrait Editor
- Added Turns to Hall of Fame and allowed sorting by Legitimacy, VPs, Turns and Ambitions
- Show character subject requirements in red when no valid characters found for a mission
- Allow deselection on inheritance screen by clicking background
- Aligned ping popup dropdown/input field
- Added a hint about customizing opponent player parameters in a single player game
- Former regents now included in turn summary
- Improvement helptext displays when max improvement count is 1 for a city
- Updated National Alliance helptext to include that players can move and attack with allied units
- Added descriptions to Make Clergy and Pagan Sacrifice missions
- Add Road button now shown on invalid terrain
- Wonders now shown on city Improvements tooltip
- Negative penalty for missing family luxuries shown on send luxury to family button
- Added email reminder to non-strict turnstyle team server and cloud games for the last player to take their turn
- Added unsubscribe instructions to multiplayer turn emails
- Mod browser speed improvements
- Display the build's date in unambiguous international format instead of American
Bugs Fixed
- Fixed units incorrectly advancing when rout not possible
- Fixed event level not being visible in scenario MP screen
- Fixed missing Resource density, city site density, and city site number options on some map scripts
- Fixed some mod load/unload issues
- Fixed DLL mods not shutting down when loading a save in-game
- Mod assemblies are now reference counted to fix DLL load/unload issues
- Fixed inconsistent header sizing on tab panel
- Fixed unit action buttons not appearing for units of allied nations
- Fix tile yield calculation with maiYieldRateSpecialistUrban only getting counted once per EffectCity
- Fixed assert error in Heroes of the Aegean scenario 5
- Fixed double mission display in Hero tooltip with Shammuramat selected (Wonders and Dynasties)
- Fixed unit harvest tooltip to display yields gained for allied units
- Fixed initialization of mod browser scrollbar on manage mod list.
- Fixed clicking some input fields (text ping, bug report screen) selecting all text
- Fixed settlement religion icon update on undo
- Fixed bug where raiders could raid the wrong player
- Fixed fortification bar for AI units showing even when they are moving
- Fixed leader background not being updated when switching due to premade map
- Fixed heir naming popup title
- Fixed overlap on dynasty portraits in SP setup
- Fixed free ships spawning on smaller bodies of water when a larger one is available
- Fixed missing options menu tooltips
- Fixed city luxury list tooltip not appearing
- Fixed an AI-related UI assert
- Fixed an assert for automated human units
- Fixed leader tooltip overlap with actions menu
- Fixed dynasty dropdowns not populating correctly on scenario setup screen
- Fixed decision update bug for MP games
- Fixed assign general audio level
- Text and event fixes
[ 2024-03-13 20:47:46 CET ] [ Original post ]
Small hotfix update to the main branch which is now 1.0.71427 Release 03/12/2024
Bugs Fixed
- Fixed crash to desktop from new game screen with random nation selected
- Fixed scenario loading in MP
- Fixed worker value AI bug
- Possible fix for joining network games with mods
- Fixed Heroes of the Aegean scenario 3 Thessaly goal
- Added Safe Mode launch option for Steam
[ 2024-03-12 17:29:52 CET ] [ Original post ]
Welcome! We've implemented a brand new feature with the latest update to Old World that will help bring the games impressive cast of characters to life like never before.
Portrait Interpolation
While the Portrait Editor is a great tool for modders, players will already be able to reap the benefits of the new content we've put in place, as in-game characters not only age gradually, but their facial expressions will change dynamically based on that character's opinion of the player's faction leader. Let's look at these two concepts in a bit more detail! Aging In Old World, portraits are organized into sets of five, representing Baby (ages 2-6), Youth (6-15), Teenager (15-23), Adult (23-60), and Senior (60 and up). Previously, these images would be static, and only change when a character moves from one age bracket to another. With the new Interpolation features, a combination of crossfading and subtle modification allows a pair of sequential age groups to merge together into a single image, which changes over time as a character progresses from one age group to another. Once a character shifts into the next bracket, the process starts again with the new "current" age-group portrait and one after that, and so on. Opinion Portraits now also display a character's expression based on their opinion modifier of the player's faction leader. These portraits are configured with these expressions to show that character's most extreme negative expression (Furious) at -200 opinion, and most extreme positive opinion (Friendly) at +200 opinion. With these two extremes set, the game then blends between the two (much like how it does with aging), so that you can get a range of expressions based on where within that spectrum a character is sitting at any given time.
We've prepared a more in-depth guide for any modders who want to create custom portraits for their games. The new update is available now and comes with the usual round of bug fixes and tweaks, which you can read here. https://store.steampowered.com/app/597180/Old_World/
[ 2024-03-06 22:00:26 CET ] [ Original post ]
Main Branch: 1.0.71309 Release 03/06/2024
Headline changes
- Portrait Interpolation enabled. Character portraits will gradually age each year instead of having fixed ages at which they change. They will also change depending on their opinion of you. This can be enabled and disabled in the Graphics Options menu.
- New map script, turn scale and game options
- City production can now be automated
Design
- New map script 'Lakes and Gulfs'
- New turn scale 'Seasons'
- New game option 'Random Improvements', which randomizes the unique improvements (Shrines) for each nation
- New game option Revealed Map, which reveals the map on game start but regular visibility rules apply
- Artisans no longer get the Ingenuity promotion for Ship and Siege units, instead get a 25% resource cost reduction on these units
- Promotion options of a general no longer include invalid effects for their unit
- The Jerwan Aqueduct gives free Farmers even to new farms after it has been built
- Added +6 Culture/turn to Necropolis
- Added Player Start Location map option to Seaside map script
- Improved multiplayer start location selection, especially for team games
- Tribal raiders are now willing to take a long path to their target if they cannot do anything else
- Damaged cities can only be gifted to a teammate or their original owner
- Regents no longer get a suffix
- Added multiple selection to the build queue for ships in cities with borders in multiple bodies of water to allow selection of where to build the ship
- When hovering over unit production the tile it will appear in will be highlighted
- Some Dynasty leaders now have a preferred family and will convert to that family if it is founded
- Carthage scenario 3 tweaks
- Added Theagenes as a historically correct general to the Sacred Band unit in Heroes of the Aegean scenario 3
Programming
- Unity upgrade to 2021.3.34
- Refactor non-event legitimacy for completing wonders so the AI understands it
- AI now takes better advantage of the Jerwan Aqueduct
- Added AI for new Rider ability
- AI expansion improvements
- Improved AI luxury strategy
- AI cache memory optimization
- Sprite repo optimization
- XML reading optimization
- Compressed MeshAnimator animations
- Improved performance of scenario menu when switching scenarios
- Fall back to using default nation/dynasty if the player options file contains a disabled nation
- AI economy improvements
- Infos and validation refactor
- Enabled parallel loading of Infos
- Persistent text asset cache for internal mods
- AI performance optimizations
- Improved speed of scenario selection
UI
- Portrait Interpolation enabled. Character portraits will gradually age each year instead of having fixed ages at which they change. They will also change depending on their opinion of you. This can be enabled and disabled in the Graphics Options menu.
- Portrait Editor added to Extras menu
- City production can now be automated
- Worker icon replaced with a shovel (to disambiguate it from Axemen)
- Added Current Tile worker filter and made it the default. Valid Improvements filter now ignores terrain requirements
- Research popup no longer always appears at the start of the turn and follows the priority set for events
- Visual improvements for Royal Library, Jerwan Aqueducts, Hanging Gardens, Hovel and Range Improvements
- Added action menu when right clicking military units in the Units tab
- F1 will now always open the encyclopedia even if no related tooltip showing
- Encyclopedia now defaults to a random Hints page instead of a completely random page
- Hid "F1 to open encyclopedia entry" helptext for hidden projects
- Added Encyclopedia category for "Traits (Items)"
- Removed obsolete warnings about losing the game due to having no heirs
- Improved Riders family helptext
- Converted bug report screen to use TextTypes (for future localization)
- Removed popup warning about losing progress when exiting a cloud game, as progress is automatically saved
Bugs Fixed
- Potential fix for Multiplayer disconnect issues
- Fixed history generator not showing for SP games
- Fixed game of the week using the premade map in the options file
- Fixed razed city undo/redo visibility issue
- Fixed LAN menu being unavailable with no internet connection
- Fixed non-host cloud game deleting
- Fixed username field in cloud setup screen not being copyable
- Fixed cloud load null reference
- Fixed "Join as any player" multiplayer game option
- Fixed player team assignments not getting saved
- Fixed heir name in notable events
- Fixed case where heir could have the same name as a sibling
- Fixed AI stun consideration bug
- Fixed AI passively healing when it would be better to attack
- Fixed some AI improvement selection bugs
- Fixed AI specialist value calculation
- Fixed AI yields values
- Fixed bug with AI not realizing that adjacent unit bonus applies only for the same type of units
- Fixed worker AI that resulted in sub-optimal improvement placement decisions
- Fixed AI wasting orders shuffling their units around
- Fixed rout indicator issues
- Fixed an issue with undo/redo in hotseat and cloud games
- Fixed theology effects help text
- Fixed regent legitimacy bug where leaders after a regent would pass down too much legitimacy
- Fixed Regent / Usurper bugs
- Fixed remote server host controls sometimes not working
- Fixed misleading Ruthless AI tooltip
- Fixed lower tier ambitions being offered as crowning ambitions when higher tier ambitions are still valid
- Fixed null reference on start when default dynasty in saved player options is random
- Fixed trait helptext not displaying rating change in some cases
- Fixed character rename undo bug
- Fixed game restart on premade maps
- Fixed city right-click menu clipping
- Heir name popup gets invalidated when the character is no longer the heir
- Fixed bug with Carthage scenario 3 calculation for ship damage goal
- Fixed bug that prevented units in their own territory from bumping other units out of the way
- Fixed Portrait Editor behavior when a selected mod has no portraits
- Fixed game load exception
- Fixed for team color slider not working
- Fixed unit religion not being preserved upon upgrade
- Tab panel layout fixes
- Fixed Heroes of the Aegean scenario 3 bug where the Control Thessaly cities goal did not complete if the final city was acquired peacefully
- Premade maps with tiles that have no terrain now load and terrain is treated as out of bounds instead of causing map load to fail
- Fixed Clergy opinion calculation bug
- Fixed generic ping null reference
- Fixed null reference from razing a city near the map boundary
- Fixed city production icon not showing correctly on loading save
- Fixed division by zero on tile mouseover
- Fixed divide-by-zero client exception
- Fixed bug report text appearing on game load
- Fixed load/save error related to Jerwan Aqueduct
- Fixed XML first-entry validation for mods that derive from existing Infos and add new fields
- Fixed empty text sometimes not updating properly in Encyclopedia
- Fixed clicking on preset character links in Encyclopedia not going to character page
- Fixed bugs with when African Elephants are valid to build in Carthage scenario 4
- Fixed Donut mascript sometimes generating maps with a square hole
- Fixed missing platform DLL on GOG Mac build
- Fixed rare game freeze when exiting to main men
- Text and event fixes
[ 2024-03-06 21:38:18 CET ] [ Original post ]
Test Branch: 1.0.71221 Test 03/01/2024 This is a small bug-fix only patch in preparation for an upcoming release build.
Bugs Fixed
- Fixed missing unit production tooltips
- Fixed resource model animations on Radeon graphics cards
- Fixed Map Editor null references
- Fixed Map Editor not using specified size for generating maps
- Fixed missing platform DLL on GOG Mac build
- Fixed rare game freeze when exiting to main menu
- Fixed context buttons sometimes incorrectly showing character portraits
- Fixed loading with Revealed Map option
- Potential fix for Multiplayer disconnect issues
[ 2024-03-01 21:41:26 CET ] [ Original post ]
The Old World test branch has been updated and is now version 1.0.71033 Test 02/21/2024
Design
- New game option Revealed Map
- Added multiple selection to the build queue for ships in cities with borders in multiple bodies of water to allow selection of where to build the ship
- When hovering over unit production the tile it will appear in will be highlighted
- Some Dynasty leaders now have a preferred family and will convert to that family if it is founded
- Carthage scenario 3 tweaks
- Added Theagenes as a historically correct general to the Sacred Band unit in Heroes of the Aegean scenario 3
Programming
- AI economy improvements
- AI performance optimizations
- Improved speed of scenario selection
UI
- Added Current Tile worker filter and made it the default. Valid Improvements filter now ignores terrain requirements.
- F1 will now always open the encyclopedia even if no related tooltip showing.
Bugs Fixed
- Fixed Clergy opinion calculation bug
- Fixed generic ping null reference
- Fixed null reference from razing a city near the map boundary
- Fixed city production icon not showing correctly on loading save
- Fixed division by zero on tile mouseover
- Fixed divide-by-zero client exception
- Fixed bug report text appearing on game load
- Fixed load/save error related to Jerwan Aqueduct
- Fixed XML first-entry validation for mods that derive from existing Infos and add new fields
- Fixed empty text sometimes not updating properly in Encyclopedia
- Fixed clicking on preset character links in Encyclopedia not going to character page
- Fixed bugs with when African Elephants are valid to build in Carthage scenario 4
- Fixed Donut mascript sometimes generating maps with a square hole
- Text and event fixes
[ 2024-02-21 21:45:07 CET ] [ Original post ]
The Old World test branch has been updated and is now version 1.0.70906 Test 02/14/2024
Design
- Rider family import resource projects civics cost reduced from 40 to 20
Programming
- AI economy improvements
- Infos and validation refactor
- Enabled parallel loading of Infos
- Persistent text asset cache for internal mods
UI
- Improved Riders family helptext
- Converted bug report screen to use TextTypes (for future localization)
- Removed popup warning about losing progress when exiting a cloud game, as progress is automatically saved
Bugs Fixed
- Fixed bug that prevented units in their own territory from bumping other units out of the way
- Fixed Portrait Editor behavior when a selected mod has no portraits
- Fixed game load exception
- Fixed for team color slider not working
- Fixed unit religion not being preserved upon upgrade
- Tab panel layout fixes
- Fixed Heroes of the Aegean scenario 3 bug where the Control Thessaly cities goal did not complete if the final city was acquired peacefully
- Premade maps with tiles that have no terrain now load and terrain is treated as out of bounds instead of causing map load to fail
- Text and event fixes
[ 2024-02-14 21:26:45 CET ] [ Original post ]
The Old World test branch has been updated and is now version 1.0.70827 Test 02/09/2024
Design
- New turn scale 'Seasons'
- New game option 'Random Improvements', which randomizes the unique improvements (Shrines) for each nation
- New map script 'Lakes and Gulfs'
- Artisans no longer get the Ingenuity promotion for Ship and Siege units, instead get a 25% resource cost reduction on these units
- Promotion options of a general no longer include invalid effects for their unit
- The Jerwan Aqueduct gives free Farmers even to new farms after it has been built
- Added +6 Culture/turn to Necropolis
- Added Player Start Location map option to Seaside map script
- Improved multiplayer start location selection, especially for team games
- Tribal raiders are now willing to take a long path to their target if they cannot do anything else
- Damaged cities can only be gifted to a teammate or their original owner
- Regents no longer get a suffix
Programming
- Unity upgrade to 2021.3.34
- Refactor non-event legitimacy for completing wonders so the AI understands it
- AI now takes better advantage of the Jerwan Aqueduct
- Added AI for new Rider ability
- AI expansion improvements
- Improved AI luxury strategy
- AI cache memory optimization
- Sprite repo optimization
- XML reading optimization
- Compressed MeshAnimator animations
- Improved performance of scenario menu when switching scenarios
- Fall back to using default nation/dynasty if the player options file contains a disabled nation
UI
- Portrait Interpolation enabled. Character portraits will gradually age each year instead of having fixed ages at which they change. They will also change depending on their opinion of you. This can be enabled and disabled in the Graphics Options menu.
- Portrait Editor added to Extras menu
- City production can now be automated
- Worker icon replaced with a shovel (to disambiguate it from Axemen)
- Research popup no longer always appears at the start of the turn and follows the priority set for events
- Visual improvements for Royal Library, Jerwan Aqueducts, Hanging Gardens, Hovel and Range Improvements
- Added action menu when right clicking military units in the Units tab
- Hid "F1 to open encyclopedia entry" helptext for hidden projects
- Added Encyclopedia category for "Traits (Items)"
- Encyclopedia now defaults to a random Hints page instead of a completely random page
- Removed obsolete warnings about losing the game due to having no heirs
Bugs Fixed
- Fixed history generator not showing for SP games
- Fixed game of the week using the premade map in the options file
- Fixed razed city undo/redo visibility issue
- Fixed LAN menu being unavailable with no internet connection
- Fixed non-host cloud game deleting
- Fixed username field in cloud setup screen not being copyable
- Fixed cloud load null reference
- Fixed "Join as any player" multiplayer game option
- Fixed player team assignments not getting saved
- Fixed heir name in notable events
- Fixed case where heir could have the same name as a sibling
- Fixed AI stun consideration bug
- Fixed AI passively healing when it would be better to attack
- Fixed some AI improvement selection bugs
- Fixed AI specialist value calculation
- Fixed AI yields values
- Fixed bug with AI not realizing that adjacent unit bonus applies only for the same type of units
- Fixed worker AI that resulted in sub-optimal improvement placement decisions
- Fixed AI wasting orders shuffling their units around
- Fixed rout indicator issues
- Fixed an issue with undo/redo in hotseat and cloud games
- Fixed theology effects help text
- Fixed regent legitimacy bug where leaders after a regent would pass down too much legitimacy
- Fixed Regent / Usurper bugs
- Fixed remote server host controls sometimes not working
- Fixed misleading Ruthless AI tooltip
- Fixed lower tier ambitions being offered as crowning ambitions when higher tier ambitions are still valid
- Fixed null reference on start when default dynasty in saved player options is random
- Fixed trait helptext not displaying rating change in some cases
- Fixed character rename undo bug
- Fixed game restart on premade maps
- Fixed city right-click menu clipping
- Heir name popup gets invalidated when the character is no longer the heir
- Fixed bug with Carthage scenario 3 calculation for ship damage goal
- Text and event fixes
[ 2024-02-09 12:59:38 CET ] [ Original post ]
Main Branch Hotfix: 1.0.70751 Release 02/05/2024 This hotfix release changes the Rider family bonus from free resources on founding the seat to enabling one time projects to import these resources. There are 3 projects, Import Horses, Import Elephants and Import Camels. Completing the project will add the relevant resource to the city on an empty tile. Each project can only be built once per nation and is restricted to Rider cities. This change was made to prevent issues with Rider families losing access to units mid game for ongoing games.
[ 2024-02-05 18:42:45 CET ] [ Original post ]
Main Branch: 1.0.70671 Release 01/31/2024
Headline changes
- Major localization text update for all languages
- 95 new events added
- Many design changes including new map scripts, game options and rebalancing
Design
- New map script Player islands. Each nation gets their own island, with optional empty islands.
- New map script Highlands. Inland map with lots of mountain ranges and elevated terrain.
- Inland Sea map script reworked. Now has more variation and is more Mediterranean-like.
- New game option Random Tech Tree. Shuffles the position of each tech within its column.
- No longer possible to lose when dying without an heir, another character will take over
- Tech tree changes:
- Infantry Square now requires Battleline instead of Bodkin Arrow
- Windlass now requires Architecture instead of Scholarship
- Added Luxury bonus cards to the tech tree - on Forestry, Metaphysics, Coinage, Portcullis and Lateen Sail
- Added Kush UU bonus techs - Free Medjay Archer (Composite Bow) and Free Beja Archer (Bodkin Arrow)
- Hittite UU 2 bonus tech (Free Three Man Chariot) science cost reduced from 800 to 600 (to be consistent with other UU bonus techs)
- Free-for-all multiplayer game player start improvements:
- All map scripts now spread out the players as much as possible, at the expense of selecting the best terrain.
- Added a different, experimental, player placement for highlands and coastal rain basin map scripts, which are relatively uniform land maps
- Player start adjustment to try to avoid being placed in a small area surrounded by impassable terrain
- More resources between city sites, especially at low city site density
- Baths class improvements give one extra Happiness per turn
- AI (nations and tribes) now have a chance to cancel an alliance when at cautious opinion or lower
- Split Away from Court event class into individual classes. This lowers the frequency of some events that were triggering too often (i.e. imprisoned events)
- Players without an online ID (e.g. not running through Steam, Epic Launcher or GoG Galaxy) are now able to play network multiplayer
- Regents will now be forced for child leaders up to age 6 when previous leader died and up to age 12 if previous leader abdicated
- Rider family seat bonus now includes the addition of horses, elephants, and camels to tiles within the city territory, no longer allows building units without resources.
- Generals over 50 now get general-related traits offered on upgrade (previously only Generals eligible for assignment were offered these)
- Autonomous rule no longer clears the build queue, but AI can change it to build what it wants to
- Leaders can no longer be Exploring. Exploring Leader events have been reworked.
- Khufu now has a family penalty for each wonder built (Wonders and Dynasties)
- Meritities is now Righteous instead of Revered (Wonders and Dynasties)
New Events
89 new base game events:
- A Brush With Death
- A Child No More (x4)
- A Famous Hill
- A Gracious Welcome
- A Greater Calling Just Called
- A Little More Time
- A Narrow Escape
- A Matter of Faith
- A Royal Suspect
- A Shift in Thought
- Age Of Unrest
- Alien Traditions
- An Ignominious Wound
- Arrow To The Eye
- Bonds of Faith
- Celebration of Our Many Blessings
- Champions of the Guard
- Complications
- Cultural Similarities (x10)
- Elephants of City
- Entwined Beliefs
- Familial Ties
- Family Needs
- Family Power Play
- Family Traditions (x10)
- Fangs Of Our Foes
- Felled By Arrows
- Hard Rain
- Heaven Help Us
- Hero Of The Realm
- In The Hands Of God
- Influence Of Weakness
- Keepsake
- Laches
- Last Of His Line
- Lucky Break
- Naming and Necessity
- National Tour
- National Treasure
- No Time Wasted
- Not Without Risk
- Poisoned Tips
- Prime Surplus
- Rain Of Arrows
- Rebel Phase
- Select Timber
- Shattered Shield
- Stalwart Spouse (x2)
- Stronger For It
- Test Of Metal
- The Captured Agent
- The End of an Era (x2)
- The Freedom Of Divorce (x2)
- The Goal Of Life
- The Hunt Continues
- The Ple
- The Peoples Shield
- The Third Man
- Too Young To Rule
- Tribe Eliminated Nickname
- Two Birds
- Untimely
- Ward No Longer
- Welcome Return
- Wondrous Nation
- Fugitive From God
- General Devotion
- Joined in Mystery
- The Eyes of God
- Turning Mani (x2)
Programming
- Increased the minimum target unit number for the AI, to deal with military threats when it has few cities
- AI technology value adjustments. AI chooses Navigation with higher priority.
- AI no longer places value on bonus units if no such units are needed (e.g. free Settler with no vacant city sites)
- AI now knows about effectPlayer YieldUpkeepModifier, TeamDiplomacyYields and TribeDiplomacyYields
- When at war with a tribe with multiple known settlements, Settlers are planned for one site at a time, not all at once
- Quick Infos XML validation optimization. Eliminates most memory allocations
- Added support for having the same character in multiple dynasties
- AI yield value corrections
- Can now set a religion to be not Pagan or World
UI
- Major localization text update for all languages including all missing Wonders and Dynasties text
- Added missing Wonders and Dynasties event art
- Changed Remind Turn to Turns until Reminder in Improvement and Text pings
- Temporary traits now display time remaining in parentheses
- Added tooltip about the loss/gain of tribute yields by declaring war on a tribe
- Added Tribal Strength game setup option help text for empty city sites
- Added missing icons for some Wonders & Dynasty missions and effects
- Added new icon for Zealot's Enlist Next effect
- Added Greek dynasty leader bios
- Updated character suffix localization code and added support for Chinese numerals
- Tech selection UI is now updated immediately when available techs change
- Disabled history generator for multiplayer games (as this was causing bugs)
- Custom Leader Archetype shown on Choose Leader screen when selected
- In network games the client no longer exits to main menu immediately upon disconnection but instead tries to automatically reconnect
- Smoke particles on mines are now hidden when the smokestack is hidden
- New Game option enabled on premade maps, will reroll nation and dynasty selection if these have been randomized
- Made Religion/Family/Nation/Tribe sections on tab panels collapsible
- Added concepts/linkable helptext about the tech card system
- Added intermediate Scripted/Freeform menu to Learn to Play
- Proscription mission is now hidden unless enabled (Wonders and Dynasties)
- Added new icon for Explorer unit (Wonders and Dynasties)
Bugs Fixed
- Fixed units on cooldown getting moved when units try to move into their tile
- Heir births are entered into the game log only after they have a name
- Fixed bug where cut trees could be cleared on Lumbermill tiles
- Fixed Restart Game button in cases where a premade map was picked through Advanced Setup instead of going through the Scenarios screen
- Fixed cycle military button tooltip text
- Learn to Play fixes. Prevented some player actions that could cause LTP scenarios to break.
- Fix for Event Browser UI
- Likely fix for map element names sometimes not matching between client and server
- Fixed some scenario load/save inconsistencies
- Fixed AI exploration bug
- Fixed AI AdjacentSameModifier value
- Fixed AI research selection actually following the AI evaluation instead of being random
- Corrected some inconsistent use of the AI in-city yield evaluation
- Fix for mod dependency bug
- Fixed archetype icon not reflecting selected dynasty leader on SP setup screen
- Fixed incorrect estimate of effectPlayer on help text when it involved adjacency bonuses from existing improvements (e.g. science output of Pilgrimage)
- Removed double spaces betwixt icons and yield names in some cases
- Fixed default improvements/units shown as unique when no nation/dynasty is specified
- Fixed landmark names sometimes displaying incorrectly in MP games
- Random nation on premade maps now correctly remain random on new game
- Premade map selection now remembered for next game
- Fixed top section of tab headers getting cut off
- Fixed Pick Later nation and Random Dynasty setting the dynasty to Default
- Fixed queued actions triggering unit selection before decision selection
- Fixed Tooltip Scale and Popup Text Size options not saving on Steam Deck
- Fixed Heroes of the Aegean scenario 5 save/load bug
- Fixed Heroes of the Aegean scenario 5 bugs with Darius events, rebels and autonomous rule
- Fixed Wonder and Dynasties content being missing from World Maps and Barbarian Horde scenarios
- Fixed Caesar's dynasty description (Wonders and Dynasties)
- Fixed null ref on leader select helptext for dynasties with free tech (Wonders and Dynasties)
- Jerwan Aqueduct now has a history that prevents it from changing drastically when city layouts change (Wonders and Dynasties)
- Fixed Carthage scenario 1 goal (Markets and Money)
- Fixed Jebel Barkal bonus description (Wonders and Dynasties)
- Text and event fixes
Known Bugs
- Starting Game of the Week after having started a game using a premade map will cause GotW to use that map.
[ 2024-01-31 21:31:08 CET ] [ Original post ]
The Old World test branch has been updated and is now version 1.0.70578 Test 01/24/2024 Design
- No longer possible to lose when dying without an heir, another character will take over
- Regents will now be forced for child leaders up to age 6 when previous leader died and up to age 12 if previous leader abdicated
- Infantry Square tech cost reverted, still follows Battle Line but is no longer a requirement for Cohorts
- Rider family seat bonus now includes the addition of horses, elephants, and camels to tiles within the city territory, no longer allows building units without resources.
- Generals over 50 now get general-related traits offered on upgrade (previously only Generals eligible for assignment were offered these)
- Autonomous rule no longer clears the build queue, but AI can change it to build what it wants to
- Added Kush UU bonus techs - Free Medjay Archer (Composite Bow) and Free Beja Archer (Bodkin Arrow)
- Hittite UU 2 bonus tech (Free Three Man Chariot) science cost reduced from 800 to 600 (to be consistent with other UU bonus techs)
- Leaders can no longer be Exploring
- New inland sea map script now has more tiles to compensate for more of it being ocean
- Khufu now has a family penalty for each wonder built (Wonders and Dynasties)
- Meritities is now Righteous instead of Revered (Wonders and Dynasties)
- A Brush With Death
- A Child No More (x4)
- A Famous Hill
- A Gracious Welcome
- A Greater Calling Just Called
- A Little More Time
- A Narrow Escape
- A Matter of Faith
- A Royal Suspect
- A Shift in Thought
- Age Of Unrest
- Alien Traditions
- An Ignominious Wound
- Arrow To The Eye
- Bonds of Faith
- Celebration of Our Many Blessings
- Champions of the Guard
- Complications
- Cultural Similarities (x10)
- Elephants of City
- Entwined Beliefs
- Familial Ties
- Family Needs
- Family Power Play
- Family Traditions (x10)
- Fangs Of Our Foes
- Felled By Arrows
- Hard Rain
- Heaven Help Us
- Hero Of The Realm
- In The Hands Of God
- Influence Of Weakness
- Keepsake
- Laches
- Last Of His Line
- Lucky Break
- Naming and Necessity
- National Tour
- National Treasure
- No Time Wasted
- Not Without Risk
- Poisoned Tips
- Prime Surplus
- Rain Of Arrows
- Rebel Phase
- Select Timber
- Shattered Shield
- Stalwart Spouse (x2)
- Stronger For It
- Test Of Metal
- The Captured Agent
- The End of an Era (x2)
- The Freedom Of Divorce (x2)
- The Goal Of Life
- The Hunt Continues
- The Ple
- The Peoples Shield
- The Third Man
- Too Young To Rule
- Tribe Eliminated Nickname
- Two Birds
- Untimely
- Ward No Longer
- Welcome Return
- Wondrous Nation
- Fugitive From God
- General Devotion
- Joined in Mystery
- The Eyes of God
- Turning Mani (x2)
- AI chooses Navigation with higher priority
- AI yield value corrections
- Can now set a religion to be not Pagan or World
- Localization text update for all languages including all missing Wonders and Dynasties text
- Changed Remind Turn to Turns until Reminder in Improvement and Text pings
- Added Free Luxury bonus tech art
- Smoke particles on mines are now hidden when the smokestack is hidden
- New Game option enabled on premade maps, will reroll nation and dynasty selection if these have been randomised
- Made Religion/Family/Nation/Tribe sections on tab panels collapsible
- Added concepts/linkable helptext about the tech card system
- Added intermediate Scripted/Freeform menu to Learn to Play
- Proscription mission is now hidden unless enabled (Wonders and Dynasties)
- Fixed archetype icon not reflecting selected dynasty leader on SP setup screen
- Fixed incorrect estimate of effectPlayer on help text when it involved adjacency bonuses from existing improvements (e.g. science output of Pilgrimage)
- Removed double spaces betwixt icons and yield names in some cases
- Fixed Stun from Push not working, and other unit stacking issues
- Fixed default improvements/units shown as unique when no nation/dynasty is specified
- Fixed landmark names sometimes displaying incorrectly in MP games
- Random nation on premade maps now correctly remain random on new game
- Premade map selection now remembered for next game
- Fixed top section of tab headers getting cut off
- Fixed Pick Later nation and Random Dynasty setting the dynasty to Default
- Fixed queued actions triggering unit selection before decision selection
- Fixed Heroes of the Aegean scenario 5 save/load bug
- Fixed Heroes of the Aegean scenario 5 bugs with Darius events, rebels and autonomous rule
- Fixed Carthage scenario 1 goal (Markets and Money)
- Fixed Jebel Barkal bonus description (Wonders and Dynasties)
- Text and event fixes
[ 2024-01-24 21:43:38 CET ] [ Original post ]
The Old World test branch has been updated and is now version 1.0.70456 Test 01/17/2024 Design
- Tech tree changes:
- Infantry Square is now cheaper, requires Battleline and leads to Cohorts.
- Bodkin Arrow leads directly to Military Prestige
- Windlass requires Architecture instead of Scholarship
- Added Luxury bonus cards to the tech tree - on Forestry, Metaphysics, Coinage, Portcullis and Lateen Sail
- Baths class improvements give one extra Happiness per turn
- New map script Player islands. Each nation gets their own island, with optional empty islands.
- New map script Highlands. Inland map with lots of mountain ranges and elevated terrain.
- Inland Sea map script reworked. Now has more variation and should be more Mediterranean-like.
- Player start adjustment to try to avoid being placed in a small area surrounded by impassable terrain
- Free-for-all multiplayer game player start improvements:
- All map scripts now spread out the players as much as possible, at the expense of selecting the best terrain.
- Added a different, experimental, player placement for highlands and coastal rain basin map scripts, which are relatively uniform land maps
- More resources between city sites, especially at low city site density
- New game option Random Tech Tree. Shuffles the position of each tech within its column.
- AI (nations and tribes) now have a chance to cancel an alliance when at cautious opinion or lower
- Split Away from Court event class into individual classes. This lowers the frequency of some events that were triggering too often (i.e. imprisoned events)
- Players without an online ID (e.g. not running through Steam, Epic Launcher or GoG Galaxy) are now able to play network multiplayer
- Increased the minimum target unit number for the AI, to deal with military threats when it has few cities
- AI technology value adjustments
- AI no longer places value on bonus units if no such units are needed (e.g. free Settler with no vacant city sites)
- AI now knows about effectPlayer YieldUpkeepModifier, TeamDiplomacyYields and TribeDiplomacyYields
- When at war with a tribe with multiple known settlements, Settlers are planned for one site at a time, not all at once
- Quick Infos XML validation optimization. Eliminates most memory allocations
- Added support for having the same character in multiple dynasties
- Temporary traits now display time remaining in parentheses
- Added tooltip about the loss/gain of tribute yields by declaring war on a tribe
- Added Tribal Strength game setup option help text for empty city sites
- Added missing icons for some Wonders & Dynasty missions and effects
- Added new icon for Zealot's Enlist Next effect
- Added new icon for Explorer unit (Wonders and Dynasties)
- Added Greek dynasty leader bios
- Updated character suffix localization code and added support for Chinese numerals
- Tech selection UI is now updated immediately when available techs change
- Disabled history generator for multiplayer games
- Custom Leader Archetype shown on Choose Leader screen when selected
- In network games the client no longer exits to main menu immediately upon disconnection but instead tries to automatically reconnect
- Fixed units on cooldown getting moved when units try to move into their tile
- Heir births are entered into the game log only after they have a name
- Fixed bug where cut trees could be cleared on Lumbermill tiles
- Fixed Restart Game button in cases where a premade map was picked through Advanced Setup instead of going through the Scenarios screen
- Fixed cycle military button tooltip text
- Learn to Play fixes. Prevented some player actions that could cause LTP scenarios to break.
- Fix for Event Browser UI
- Likely fix for map element names sometimes not matching between client and server
- Fixed some scenario load/save inconsistencies
- Fixed Wonder and Dynasties content being missing from World Maps and Barbarian Horde scenarios
- Fixed Caesar's dynasty description (Wonders and Dynasties)
- Fixed null ref on leader select helptext for dynasties with free tech (Wonders and Dynasties)
- Jerwan Aqueduct now has a history that prevents it from changing drastically when city layouts change (Wonders and Dynasties)
- Fixed AI exploration bug
- Fixed AI AdjacentSameModifier value
- Fixed AI research selection actually following the AI evaluation instead of being random
- Corrected some inconsistent use of the AI in-city yield evaluation
- Text and event fixes
[ 2024-01-17 21:49:52 CET ] [ Original post ]
From now until January 22 you can save 30% on Old World. We also just released the latest DLC Wonders & Dynasties. Come check the game out! [previewyoutube=3QIGe_ia6H0;full][/previewyoutube] https://store.steampowered.com/app/597180/Old_World/
[ 2024-01-17 18:00:56 CET ] [ Original post ]
We are pleased to announce that the fourth DLC for Old World, entitled Wonders and Dynasties, is now available. Old World - Wonders and Dynasties introduces 30 brand new ways of starting your game with the addition of new Dynastic leaders each empire has received new leaders and starting conditions. Play as the dictator Sulla to leverage your unique dictator trait, as Khufu to construct endless wonders with the help of his wonder cost reduction, or as Nebuchadnezzar to quickly control large amounts of territory and forge a massive empire in the early game. Meanwhile, eight new wonders of the ancient world will add new and unique modifiers to your empire. Generate free specialists with the Jerwan Aqueduct, become the trade capital of the world with the Al Khazneh, or spawn an endless army of swordsmen with the Colosseum. Read all about it and get "Wonders and Dynasties" now! https://store.steampowered.com/app/2587430/Old_World__Wonders_and_Dynasties/
[ 2024-01-11 17:53:34 CET ] [ Original post ]
Main Branch: 1.0.70360 Release 01/11/2024 Headline changes
- Added extra map randomisation options and enabled more options for Random map scripts
- Added heir name selection popup on birth of heir
- UI and AI improvements
- Enabled Resource Density, City Site Density, and City Site Number map options on Random map script selection
- Added Random options to above map options and set these with the Random game preset
- Added Random option to Map Size
- Increased city site density for lower density options (25% and 50% distance increases instead of 50% and 100%)
- Christian and Manichaean clergy can now marry like clergy of other religions
- Game of the week now has a 4.5% chance to use competitive mode
- Added heir name selection popup on birth of heir
- Halved number of center area resources when using the King of the Hill map option for the Disjunction mapscript
- Programming
- Improved AI exploration and use of reveal territory missions
- Added support for events that can trigger for the AI
- New attempt to address remote server disconnection issues
- When random map options are selected, the game description help text shows which option was actually selected
- Permanent game log tweaks - fewer deaths, city breaches shown instead of city captures, offensives no longer shown
- State religion notification reminder now opens the Adopt Stage Religion context menu
- Team games with duplicate nations no longer force team colors
- Revised player color assignment so that unique colors are always assigned to the active team players
- Made the "adopt state religion" list in the UI use the same check as gameplay logic for whether a religion can be adopted
- Added tooltip to gift unit button
- Nation opinion now displayed when there is at least one modifier even if the net opinion is 0
- Removed event option text from tutorial events that directs players to options to turn off (redundant with in-event tutorial toggle)
- Renamed Active DLC in Encyclopedia to DLC Mechanics
- Added duplicate Steam Deck-specific GraphicsOptionsSave fields for scaling options, with higher defaults
- Added Wonders & Dynasties DLC to announcement popup
- Added support for preset characters with suffixes
- Trait help now shows conditional probabilities for gaining other traits or removing this one
- Added helptext and concept for trait fallback ratings
- Added helptext for a dynasty's first ruler character to link back to the dynasty description
- Hall Of Fame screen layout tweaked
- Fixed some legacy issues with harvesting and forts
- Fixed dynasty selection being unavailable on Choose Leader screen after using a custom archetype
- Fixed MP teammate portraits not displaying
- Fixed improvement turns remaining not updating when military units go on cooldown (affects Kush when building Forts)
- Fixed unit action indicators sorting incorrectly with other worldspace UI
- Fixed trait layout for character encyclopedia pages
- Fixed unit position jitter on city sites during undo
- Fixed stacked workers using different positions
- Fixed cloud shader clipping at certain viewing angles
- Fixed Odeons on hills not displaying correctly
- Fixed resource fade not being preserved when changing graphics settings, and resource fade not occurring when a unit sharing a resource tile is revealed via exploration
- Fixed issue with hill height textures cutting off and leaving tear lines in the terrain
- Fixed river start flow splats being too large, causing artifacts when it's placed next to other assets with water
- Fixed inconsistent hex grid outlines in the transition between passable and impassable terrain
- Fixed undo not updating timeline screen
- Fixed AI not invalidating danger calculations after a city has been captured
- Fixed tooltip overlap for Leonidas effect in Greece2
- Fixed unique dynasty buildings not showing on nation select stats (Ptolemy)
- Fixed nested link issue with Pagan Clergy subject
- Fixed bug where iAdultProb traits would never be assigned to dynamically generated already-adult characters
- Fixed Encyclopedia breaking if there are UnitTraits with no EffectUnits (affects mods)
- Fixed modio upload not storing correct metadata blob
- Fixed modio API url
- Fixed event browser audio picker layout
- Updating mods now deletes any files from previous versions that are no longer present in the mod
- Heirs can no longer marry other nations leaders, causing them to leave the players nation
- Mod Manager will no longer try to display mod update popup if not in the main menus
- Rout indicator now longer shown when unit cannot advance to target tile
- Fixed DLC ownership caching
- Fixed More Water map script option
- Fixed map script desert generation error
- Fixed bug where characters with Archetypes that allowed them to be Agents could not be Agents if they were also Clergy
- Caravans can no longer displace neutral units from their positions
- AI discontent value correction
- Fixed leftover sign error from discontent to happiness conversion
- Fixed replay for team turnstyle cloud games
- Text and event fixes
[ 2024-01-11 16:13:24 CET ] [ Original post ]
The Old World test branch has been updated and is now version 1.0.70235 Test 01/03/2024 Bugs Fixed
- Fixed heir name popup not having any options (introduced in last test update)
- Fixed DLC ownership caching
- Fixed More Water map script option
- Fixed map script desert generation error
- Fixed bug where characters with Archetypes that allowed them to be Agents could not be Agents if they were also Clergy
- Caravans can no longer displace neutral units from their positions
- AI discontent value correction
- Fixed leftover sign error from discontent to happiness conversion
- Fixed modio API url
[ 2024-01-03 21:33:43 CET ] [ Original post ]
Hi everyone, get Old World for 25% off during the Steam Winter Sale! Lead your dynasty over generations of rule against rival monarchs. Wage wars, manage your court, and build a dynasty or watch your empire crumble. Check out this game and Hooded Horse's other published games during the Winter Sale until January 4. [previewyoutube=8dOPJ58QlQU;full][/previewyoutube]
[ 2023-12-29 20:00:08 CET ] [ Original post ]
Happy Holidays! From now until January 4th, you can save 25% on Old World, and get great deals on all other games published by Hooded Horse during the Steam Winter Sale. Come check the game out!
In 2023, we released two DLCs this year: The Sacred and The Profane, and Pharaohs of the Nile. We've also announced that the next upcoming DLC, titled Wonders and Dynasties, will be arriving on January 11, 2024. Now is the perfect time to get Old World and shape history!
[previewyoutube=3QIGe_ia6H0;full][/previewyoutube]
[ 2023-12-21 19:30:29 CET ] [ Original post ]
The Old World test branch has been updated and is now version 1.0.70129 Test 12/20/2023 Design
- Enabled Resource Density, City Site Density, and City Site Number map options on Random map script selection
- Added Random options to above map options and set these with the Random game preset
- Added Random option to Map Size
- Increased city site density for lower density options (25% and 50% distance increases instead of 50% and 100%)
- Christian and Manichaean clergy can now marry like clergy of other religions
- Game of the week now has a 4.5% chance to use competitive mode
- Added heir name selection popup on birth of first heir
- Halved number of center area resources when using the King of the Hill map option for the Disjunction mapscript
- Improved AI exploration and use of reveal territory missions
- Added support for events that can trigger for the AI
- New attempt to address remote server disconnection issues
- When random map options are selected, the game description help text shows which option was actually selected
- Permanent game log tweaks - fewer deaths, city breaches shown instead of city captures, offensives no longer shown
- State religion notification reminder now opens the Adopt Stage Religion context menu
- Team games with duplicate nations no longer force team colors
- Revised player color assignment so that unique colors are always assigned to the active team players
- Made the "adopt state religion" list in the UI use the same check as gameplay logic for whether a religion can be adopted
- Added tooltip to gift unit button
- Nation opinion now displayed when there is at least one modifier even if the net opinion is 0
- Removed event option text from tutorial events that directs players to options to turn off (redundant with in-event tutorial toggle)
- Renamed Active DLC in Encyclopedia to DLC Mechanics
- Added duplicate Steam Deck-specific GraphicsOptionsSave fields for scaling options, with higher defaults
- Added Wonders & Dynasties DLC to announcement popup
- Added support for preset characters with suffixes
- Trait help now shows conditional probabilities for gaining other traits or removing this one
- Added helptext and concept for trait fallback ratings
- Added helptext for a dynasty's first ruler character to link back to the dynasty description
- Hall Of Fame screen layout tweaked
- Fixed some legacy issues with harvesting and forts
- Fixed dynasty selection being unavailable on Choose Leader screen after using a custom archetype
- Fixed MP teammate portraits not displaying
- Fixed improvement turns remaining not updating when military units go on cooldown (affects Kush when building Forts)
- Fixed unit action indicators sorting incorrectly with other worldspace UI
- Fixed trait layout for character Encyclopedia pages
- Fixed unit position jitter on city sites during undo
- Fixed stacked workers using different positions
- Fixed cloud shader clipping at certain viewing angles
- Fixed Odeons on hills not displaying correctly
- Fixed resource fade not being preserved when changing graphics settings, and resource fade not occurring when a unit sharing a resource tile is revealed via exploration
- Fixed issue with hill height textures cutting off and leaving tear lines in the terrain
- Fixed river start flow splats being too large, causing artifacts when it's placed next to other assets with water
- Fixed inconsistent hex grid outlines in the transition between passable and impassable terrain
- Fixed undo not updating timeline screen
- Fixed AI not invalidating danger calculations after a city has been captured
- Fixed tooltip overlap for Leonidas effect in Greece2
- Fixed unique dynasty buildings not showing on nation select stats (Ptolemy)
- Fixed nested link issue with Pagan Clergy subject
- Fixed bug where iAdultProb traits would never be assigned to dynamically generated already-adult characters
- Fixed Encyclopedia breaking if there are UnitTraits with no EffectUnits (affects mods)
- Fixed modio upload not storing correct metadata blob
- Fixed event browser audio picker layout
- Updating mods now deletes any files from previous versions that are no longer present in the mod
- Heirs can no longer marry other nations leaders, causing them to leave the players nation
- Mod Manager will no longer try to display mod update popup if not in the main menus
- Rout indicator now longer shown when unit cannot advance to target tile
- Text and event fixes
[ 2023-12-20 22:28:55 CET ] [ Original post ]
Small hotfix update to the main branch today, which is now 1.0.70052 Release 12/15/2023 This fixes a bug with DLC ownership checks.
[ 2023-12-15 10:34:38 CET ] [ Original post ]
We are excited to announce the 4th DLC for Old World, Wonders and Dynasties. Old World - Wonders and Dynasties introduces 30 brand new ways of starting your game with the addition of new Dynastic leaders each empire has received new leaders and starting conditions. Play as the dictator Sulla to leverage your unique dictator trait, as Khufu to construct endless wonders with the help of his wonder cost reduction, or as Nebuchadnezzar to quickly control large amounts of territory and forge a massive empire in the early game. Meanwhile, eight new wonders of the ancient world will add new and unique modifiers to your empire. Generate free specialists with the Jerwan Aqueduct, become the trade capital of the world with the Al Khazneh, or spawn an endless army of swordsmen with the Colosseum. Carve your legacy in blood, or stone. "Wonders and Dynasties" releases on January 11th. Watch the trailer and wishlist now https://store.steampowered.com/app/2587430/Old_World__Wonders_and_Dynasties/
[ 2023-12-14 15:56:22 CET ] [ Original post ]
Main Branch: 1.0.70024 Release 12/13/2023 Headline changes
- Sacred and Profane Clergy have been reworked
- Changes to Competitive mode character yields and modifiers
- History of the Old World added to loading screen for new games
- Sacred and Profane Clergy rework:
- The Initiate into Clergy mission run by the Head of Religion has been replaced by a new mission Suggest For Clergy. This is run via the Chancellor and uses the target characters religion
- A limit of 2 Clergy per nation has been added
- Clergy can now also be Courtiers and marriage restrictions have been removed
- Clergy can run the Tutor as Courtier mission (even if they are not a Courtier)
- Clergy give a base bonus of +30 religion opinion, modified by character opinion
- Pagan Clergy have a +40% chance to become the next Head of Religion and World Religion Clergy have a +20% chance
- Pagan Clergy have a new mission Pagan Sacrifices. This targets a pagan city and has a 75% chance to increase the cities happiness and 25% chance to give an opinion penalty to the religion
- World Religion Clergy can now act as Agents in cities of their religion
- In Competitive mode character yields and modifiers now scale linearly. Ratings lower than 5 will have higher effects and higher ratings lower effects. Previous flat 50% penalty removed.
- Character upgrades for leaders, governors, and generals (under retirement age) now include only traits, if possible
- Doubled money income from connected foreign cities
- Event-caused tribal raids will now target the player, even if at Peace or if another foreign city would be a better target
- Added doubled Desert map size as a map option (this is the same size as Deserts were before being reduced recently)
- Tweaks to the New Difficulty level - start with an added Militia, increased civics and training per turn
- Unimproved water tiles can now be exchanged between cities
- Tiles cannot be exchanged between cities if that will cause a city territory to no longer be contiguous
- Increased tier of grove luxuries ambition
- Improved AI obsolete unit upgrading
- AI now has memory about what non-visible city sites are being claimed by other players
- AI tries to avoid ending the turn with pending in-place attacks
- AI tries to connect road network to foreign cities at peace for the money
- Placed a limit on the number of military units the AI uses for exploring
- Corrected AI performance regression
- AI no longer razes gifted cities and cities obtained from events, even if it can
- Fixed bug in AI hurry cost value that was causing it to spend civics instead of saving them for better use
- Fixed AI sometimes not healing units when it has the chance
- Revised character portrait selection algorithm to duplicate the portrait from a different player, if global duplication can't be avoided
- Removed hardcoded prohibition on foreign paganisms being picked for religion subjects
- Platform achievements now unlock completed scenarios when resetting gameOptionsSave file
- Added Modio verbose logging added to gameOptionsSave file (off by default)
- Added better logging for undo/redo errors
- More logging and a possible fix for remote server disconnections
- Better failure reporting when an EventOption using the new syntax specifies an invalid subject alias
- mapPath now excluded from GameParameters when writing to XML
- History of the Old World added to loading screen for new games. This will also appear on the Game Log after the first turn
- Added a generic improvement ping that is used to indicate preferred placement of any improvement
- Improvement pings are less restrictive in checking validity (i.e. can now add improvement pings to Sand that would be valid for Clerics before founding city)
- CTRL-click Heal now automatically heals the unit every turn until fully healed or idle healing would bring unit to full health anyway
- Specialist tooltip adjusted. All yields are summarized first and the Rural/Apprentice/etc effects are no longer separated from the rest of the list
- Character tooltip always shows heir rank, if any
- Improved succession help text for characters after the 4th in line
- Clergy included in turn summary announcements and notable character list
- Religion changes for unimportant characters no longer shown in turn summary
- Clergy traits in Encyclopaedia show the related religion
- Added Encyclopedia description for city site improvement
- Removed "Could lead to future events" link help which was not working consistently
- Added text scaling to reduce overlap on city production menu for some mods
- Added hint about Polytheism to the 8 shrine ambition
- When an Idle Leader reminder is active, the reminder icon replaces the General/Governor icon to the left of the leader portrait
- Added Idle Leader reminder for Tutor as Leader (Scholar ability)
- Added tooltips to some cloud game host control buttons
- Added new Active DLC Encyclopedia category
- Fewer characters included in the turn summary
- Fixed context buttons not showing up consistently (Send Goods, Assign Agent etc)
- Fixed unit upgrades requiring a city with a resource (for an upgrade of A to B, the EffectCity requirements of unit B are only checked if they're different from requirements of unit A)
- Fixed some cases where clicking on non-link text doesn't trigger button underneath
- Fixed Unavailable trait not always getting removed at the start of the players turn
- Fixed interrupting a unit in motion over water with a combat action failing to update the unit's model from water to land
- Fixed unit healthbar ticks not getting the correct material, leading to tall models obscuring the ticks
- Fixed Carthage scenario null reference for tribal invasion
- Fixed city selection lighting change bug
- Fixed bug in Heroes of the Aegean scenario with late-game event getting invalidated upon triggering
- Fixed display issue with Hierro in Carthage scenarios 3 and 4
- Fixed nested link issue with some goal links
- Possible fix for EOS re-authentication at 59 minutes causing Modio to reload and throw errors
- Fixed replay being discarded in Learn to Play 4
- Fix Ptolemy and Seleucus being unable to adopt a state religion in Heroes of the Aegean scenario 6
- Fixed stolen city site event trigger
- Fixed some flickering on tooltips and unit HP bar
- Fixed boundary tiles remaining visible after gaining and then losing visibility
- Fixed Caravan stacking bug
- Fixed Event Browser showing new syntax message for all events
- Fixed Theology Ambitions getting canceled as impossible too soon
- Fixed trade events not getting canceled on war declaration
- Fixed no-target missions not working with reminders
- Fixed some undo/redo issues (i.e. hunter family opinion not resetting after undoing unit kills in territory)
- Fixed bonus help text when adding trait
- Fixed missing city happiness modifiers for Kush and Hittite pagan religions
- Text and event fixes
[ 2023-12-13 21:57:52 CET ] [ Original post ]
The Old World test branch has been updated and is now version 1.0.69935 Test 12/06/2023 Design
- In Competitive mode character yields and modifiers now scale linearly. Ratings lower than 5 will have higher effects and higher ratings lower effects. Previous flat 50% penalty removed.
- Character upgrades for leaders, governors, and generals (under retirement age) now include only traits, if possible
- Increased tier of grove luxuries ambition
- More logging and a possible fix for remote server disconnections
- Better failure reporting when an EventOption using the new syntax specifies an invalid subject alias
- mapPath now excluded from GameParameters when writing to XML
- Added a generic improvement ping that is used to indicate preferred placement of any improvement
- Improvement pings are less restrictive in checking validity (i.e. can now add improvement pings to Sand that would be valid for Clerics before founding city)
- CTRL-click Heal now automatically heals the unit every turn until fully healed or idle healing would bring unit to full health anyway
- Clergy included in turn summary announcements and notable character list
- Religion changes for unimportant characters no longer shown in turn summary
- Character tooltip always shows heir rank, if any
- Clergy traits in Encyclopaedia show the related religion
- Added Encyclopedia description for city site improvement
- Removed "Could lead to future events" link help which was not working consistently
- Added text scaling to reduce overlap on city production menu for some mods
- Added hint about Polytheism to the 8 shrine ambition
- Fixed buttons incorrectly appearing as disabled (bug introduced in last test patch)
- Fixed unit healthbar ticks not getting the correct material, leading to tall models obscuring the ticks
- Fixed interrupting a unit in motion over water with a combat action failing to update the unit's model from water to land
- Fixed Carthage scenario null reference for tribal invasion
- Fixed city selection lighting change bug
- Fixed bug in Heroes of the Aegean scenario with late-game event getting invalidated upon triggering
- Fixed display issue with Hierro in Carthage scenarios 3 and 4
- Fixed nested link issue with some goal links
- Fixed history generator duplicates in game log
- Possible fix for EOS re-authentication at 59 minutes causing Modio to reload and throw errors
- Text and event fixes
[ 2023-12-06 21:53:12 CET ] [ Original post ]
The Old World test branch has been updated and is now version 1.0.69803 Test 11/29/2023 Known bug - buttons do not always highlight when they become active. This is a display issue and the buttons are useable when they should be. Design
- Sacred and Profane Clergy rework:
- The Initiate into Clergy mission run by the Head of Religion has been replaced by a new mission Suggest For Clergy. This is run via the Chancellor and uses the target characters religion
- A limit of 2 Clergy per nation has been added
- Clergy can now also be Courtiers and marriage restrictions have been removed
- Clergy can run the Tutor as Courtier mission (even if they are not a Courtier)
- Clergy give a base bonus of +30 religion opinion, modified by character opinion
- Pagan Clergy have a +40% chance to become the next Head of Religion and World Religion Clergy have a +20% chance
- Pagan Clergy have a new mission Pagan Sacrifices. This targets a pagan city and has a 75% chance to increase the cities happiness and 25% chance to give an opinion penalty to the religion
- World Religion Clergy can now act as Agents in cities of their religion
- Doubled money income from connected foreign cities
- Competitive mode character yield modifiers due to ratings halved for governors and agents
- Event-caused tribal raids will now target the player, even if at Peace or if another foreign city would be a better target
- Added doubled Desert map size as a map option (this is the same size as Deserts were before being reduced recently)
- Tweaks to the New Difficulty level - start with an added Militia, increased civics and training per turn
- Unimproved water tiles can now be exchanged between cities
- Tiles cannot be exchanged between cities if that will cause a city territory to no longer be contiguous
- Improved AI obsolete unit upgrading
- AI now has memory about what non-visible city sites are being claimed by other players
- AI tries to avoid ending the turn with pending in-place attacks
- AI tries to connect road network to foreign cities at peace for the money
- Placed a limit on the number of military units the AI uses for exploring
- Corrected AI performance regression
- AI no longer razes gifted cities and cities obtained from events, even if it can
- Fixed bug in AI hurry cost value that was causing it to spend civics instead of saving them for better use
- Fixed AI sometimes not healing units when it has the chance
- Revised character portrait selection algorithm to duplicate the portrait from a different player, if global duplication can't be avoided
- Removed hardcoded prohibition on foreign paganisms being picked for religion subjects
- Platform achievements now unlock completed scenarios when resetting gameOptionsSave file
- Added Modio verbose logging added to gameOptionsSave file (off by default)
- Added better logging for undo/redo errors
- History of the Old World added to loading screen for new games. This will also appear on the Game Log after the first turn
- Specialist tooltip adjusted. All yields are summarized first and the Rural/Apprentice/etc effects are no longer separated from the rest of the list
- Improved succession help text for characters after the 4th in line
- When an Idle Leader reminder is active, the reminder icon replaces the General/Governor icon to the left of the leader portrait
- Added Idle Leader reminder for Tutor as Leader (Scholar ability)
- Added tooltips to some cloud game host control buttons
- Added new Active DLC Encyclopedia category
- Fewer characters included in the turn summary
- Fixed context buttons not showing up consistently (Send Goods, Assign Agent etc)
- Fixed unit upgrades requiring a city with a resource (for an upgrade of A to B, the EffectCity requirements of unit B are only checked if they're different from requirements of unit A)
- Fixed some cases where clicking on non-link text doesn't trigger button underneath
- Fixed Unavailable trait not always getting removed at the start of the players turn
- Fixed replay being discarded in Learn to Play 4
- Fix Ptolemy and Seleucus being unable to adopt a state religion in Heroes of the Aegean scenario 6
- Fixed stolen city site event trigger
- Fixed some flickering on tooltips and unit HP bar
- Fixed boundary tiles remaining visible after gaining and then losing visibility
- Fixed Caravan stacking bug
- Fixed Event Browser showing new syntax message for all events
- Fixed Theology Ambitions getting canceled as impossible too soon
- Fixed trade events not getting canceled on war declaration
- Fixed no-target missions not working with reminders
- Fixed some undo/redo issues (i.e. hunter family opinion not resetting after undoing unit kills in territory)
- Fixed bonus help text when adding trait
- Text and event fixes
[ 2023-11-29 21:56:38 CET ] [ Original post ]
From now until December 12, you can save 25% on Old World. Come check the game out! [previewyoutube=8dOPJ58QlQU;full][/previewyoutube] https://store.steampowered.com/app/597180/Old_World/
[ 2023-11-29 21:33:46 CET ] [ Original post ]
With the start of the Autumn Sale, nominations for this years Steam Awards are underway and wed like to ask for your support by nominating Old World for the Labor of Love Award.
Since OId World's launch we've continued to improve the game with a number of updates. In all, weve also added the following:
- Three new map scripts and one custom map
- New events
- Happiness!
- Improvement pings for city planning
- Character event history
- Enhanced modding features
- Leader customization
- AI, UI, and performance improvements
- City site number/density customization
- Localization updates
- Bug fixes
- And many more updates!
[ 2023-11-25 18:15:55 CET ] [ Original post ]
With the start of the Autumn Sale, nominations for this years Steam Awards are underway and wed like to ask for your support by nominating Old World for the Labor of Love Award.
Since OId World's launch we've continued to improve the game with a number of updates. In all, weve also added the following:
- Three new map scripts and one custom map
- New events
- Happiness!
- Improvement pings for city planning
- Character event history
- Enhanced modding features
- Leader customization
- AI, UI, and performance improvements
- City site number/density customization
- Localization updates
- Bug fixes
- And many more updates!
[ 2023-11-23 03:18:33 CET ] [ Original post ]
The main branch has been updated! Main Branch: 1.0.69678 Release 11/22/2023 Headline changes
- Lower difficulty levels are now easier and a new lowest level difficulty added 'The New'
- Many balance changes including nerfs to Persian UUs and Schemer leaders
- Kush now available on the Middle East premade map
- AI combat, strategic and performance improvements
- New difficulty level added The New. Reworked AI penalties on lower difficulty levels.
- Passive AI will not capture cities from a player who originally founded them
- Persian Unique Units (Palton Cavalry and Cataphract Archer) now have a range of 1. This can be increased by effects which increase range (Hills, Marksman promotion etc).
- Reduced Schemer leader orders per war from 2 to 1
- Kush now available on the Middle East premade map
- Reduced Desert mapscript size to be in line with other maps
- Upgrading an improvement now also upgrades the specialist, if the existing specialist is less advanced than the starting specialist of the upgraded improvement
- Garrison getting pillaged no longer removes existing governor
- Autonomous rule now repairs damaged cities that cannot passively heal completely in a turn, even if it's currently building something else
- Collateral damage (pierce, splash etc) formula simplified. This now does the percentage of the damage of a direct attack to the same unit, rounded up. This change increases collateral damage dealt in some circumstances.
- Tweaked a few trait inheritance outcomes
- Added new trait flavor text and changed some to only appear dependent on character age. Reduced the likelihood of vomiting and diarrhea when characters become severely ill.
- Tweaked tutorial events to make them less prone to cluster on the same turns
- Generals of tribal units now get XP
- Tribes now attack civilian units at a lower priority
- Former regents now get a trait giving +1 wisdom and keep their King/Queen Regent title
- In the Rise of Carthage scenarios, Balearic Slingers are now buildable on the islands instead of regular Slingers. Regular Slingers can upgrade to Balearics.
- Rise of Carthage scenario 4 starting city happiness boosted
- AI combat, strategic and performance improvements
- Improved retreat and target selection.
- Better AI coordination so it doesn't get some units attacking a target while other healthy ones are retreating.
- Better AI awareness of power shift when it moves its units
- Improved AI evaluation of tiles for border expansion and buying
- AI exploration and wood chopping improvements
- Reduced AI fort spam outside of borders, especially for Kush
- Revised AI Settler movement to force march when it has excess orders
- Fixed the AI starting multiple Settlers at the same time, when it just needs one
- Fixed AI not viewing rebels of other nations as a threat when they actually are
- Fixed AI incorrectly estimating the cost of buying resources
- Fixed AI risky behavior of attacking too close to the fog of war without protection
- Fixed tribe AI movement bug
- Fixed Hittite AI chopping trees too much at the expense of exploring
- AI builds militia more frequently instead of festivals if it cannot build other units
- Minor Stun/Push AI optimization
- Minor AI exploration fix
- One AI cache per player, instead of one per game
- Units that require a non-buildable improvement are no longer considered a possible build, unless that improvement is present
- GOG SDK updated
- Added STAT_YEARS_REGENT
- Starting location resource placement order shuffled, so players later in the turn order don't always slightly benefit from rare luxury placement
- Added Pharaohs of the Nile campaign source and XML to Reference folder
- Added effectCity bAutoBuildUnits, which is like the current autonomous rule, but builds units instead of projects and specialists
- Dynasties are now shown and can be selected on the Choose Leader screen
- Alt+right mouse button is now a shortcut for improvement pings
- Loading a single player game as a network game now allows AI player reassignment
- Mouse click no longer triggers when releasing button after drag
- Moved cycle button tooltips to right of cycle button UI
- Added border expansion preview for under construction specialists
- Added yields change from trade and tribute to war declaration effect tooltip and yield loss from connected cities to peace breaking effect tooltip
- Revised cloud game host control popup to be more consistent. Replaced general save button with individual action buttons.
- Improvement suggestions no longer take worker safety into account
- Reduced spacing in yield display for tile/specialist widgets
- Reduced tile text font and icon size
- Random nation now sets random dynasty for both SP and MP
- Negative changes in happiness/discontent now shown using opposite yield color
- Dynasty dropdown with Pick Later will use the dynasty name if available
- Added option to only use default dynasties for AI players
- Added Deficit concept to Encyclopedia
- Event Browser: The New Entry button now opens a new event the Wizard
- Fixed events not triggering on clearing tribal camps
- Fixed bug with cloud games not updating correctly when exiting without completing turn, causing them to need to be rewound
- Fixed bugs causing replay data to get discarded unnecessarily
- Fixed Kush Unique Units not applying Zone of Control
- Fixed map script bug causing generation to sometimes fail on Desert maps with large number of players
- Fixed last page of Modio mods not displaying in install tab
- Fixed double folder names when mod name contains plus (+) symbol
- Fixed simultaneous mode non-dynamic turn timer length
- Fixed turn style and turn timer dropdowns in server host controls
- Fixed AI assert
- EffectUnit iActionsExtra are now applied immediately upon acquiring the effect
- Fixed a few instances where the number of tribes were miscounted
- Fixed the Sentinel dynamic tutorial triggering in the wrong player's territory
- Fixed collection modification during enumeration
- Fixed reveal map division by zero when one of the players has been eliminated
- Fixed city sites not keeping track of original tribe upon being cleared
- Fixed tribe site visibility on the minimap when settlements are not city sites
- Fixed improvement construction time remaining not updating when worker goes on cooldown
- Fixed Spartan elimination event in Rise of Carthage scenario 2
- Fixed idle councilor reminder showing when no missions available
- Fixed Wonders being eligible for pillage by event bonuses
- Fixed Cognomens getting replaced with lower value versions in some scenarios
- Fixed critical hit icons not being immediately updated on ending turn or changing turn style in MP
- Tribe units now actively occupy empty city sites to convert them to settlements again
- City widget and culture bar update fixes
- Fixed city attack damage preview for adjacent effectUnits
- Nested link fix (affected anti-Melee, anti-Infantry etc links)
- Fixed some null references for tribal invasion AI
- Fixed leaderboard display in Pharaohs of the Nile scenario 6
- Fixed families of starting units in Pharaohs of the Nile scenarios 3 and 6
- Fixed issue with scenarios not getting unloaded correctly
- Fixed Map Editor not setting mapWidth and mapHeight values on loading a map
- A slot assigned to an AI when loading a MP game now gets full AI state
- Fixed an AI cache issue for of existing improvements outside territory
- Fixed no character UI issues
- Happiness/discontent bar sign issue fixes
- Fixed subject reordering breaking old saves
- Fixed out of range exception
- Fixed decision cycling sometimes not actually cycling
- Worker selection cycling UI performance fix
- Fixed client background task deadlock
- Text and event fixes
[ 2023-11-22 21:34:04 CET ] [ Original post ]
With the start of the Autumn Sale, nominations for this years Steam Awards are underway and wed like to ask for your support by nominating Old World for the Labor of Love Award.
Since OId World's launch we've continued to improve the game with a number of updates. In all, weve also added the following:
- Three new map scripts and one custom map
- New events
- Happiness!
- Improvement pings for city planning
- Character event history
- Enhanced modding features
- Leader customization
- AI, UI, and performance improvements
- City site number/density customization
- Localization updates
- Bug fixes
- And many more updates!
[ 2023-11-21 18:02:20 CET ] [ Original post ]
The Old World test branch has been updated and is now version 1.0.69594 Test 11/15/2023 Design
- New difficulty level added The New. Reworked AI penalties on lower difficulty levels.
- Reduced Schemer leader orders per war from 2 to 1
- Garrison getting pillaged no longer removes existing governor
- Autonomous rule now repairs damaged cities that cannot passively heal completely in a turn, even if it's currently building something else
- Reduced Desert mapscript size to be in line with other maps
- Collateral damage (pierce, splash etc) formula simplified. This now does the percentage of the damage of a direct attack to the same unit, rounded up. This change increases collateral damage dealt in some circumstances.
- In the Rise of Carthage scenarios, Balearic Slingers are now buildable on the islands instead of regular Slingers. Regular Slingers can upgrade to Balearics.
- Tweaked a few trait inheritance outcomes
- AI combat improvements. Improved retreat and target selection.
- Revised AI Settler movement to force march when it has excess orders
- Fixed the AI starting multiple Settlers at the same time, when it just needs one
- Fixed AI incorrectly estimating the cost of buying resources
- Fixed AI risky behavior of attacking too close to the fog of war without protection
- AI builds militia more frequently instead of festivals if it cannot build other units
- Minor Stun/Push AI optimization
- Minor AI exploration fix
- One AI cache per player, instead of one per game
- Units that require a non-buildable improvement are no longer considered a possible build, unless that improvement is present
- Revised cloud game host control popup to be more consistent. Replaced general save button with individual action buttons.
- Improvement suggestions no longer take worker safety into account
- Fixed AI assert
- EffectUnit iActionsExtra are now applied immediately upon acquiring the effect
- Fixed a few instances where the number of tribes were miscounted
- Fixed the Sentinel dynamic tutorial triggering in the wrong player's territory
- Fixed collection modification during enumeration
- Fixed reveal map division by zero when one of the players has been eliminated
- Fixed city sites not keeping track of original tribe upon being cleared
- Fixed tribe site visibility on the minimap when settlements are not city sites
- Text and event fixes
[ 2023-11-15 21:38:43 CET ] [ Original post ]
The Old World test branch has been updated and is now version 1.0.69464 Test 11/08/2023 Design
- Increased AI penalties on lower difficulty levels
- Passive AI will not capture cities from a player who originally founded them
- Added new trait flavor text and changed some to only appear dependent on character age. Reduced the likelihood of vomiting and diarrhea when characters become severely ill.
- Tweaked tutorial events to make them less prone to cluster on the same turns
- Better AI coordination so it doesn't get some units attacking a target while other healthy ones are retreating
- AI fixes and performance improvements
- GOG SDK updated
- Added STAT_YEARS_REGENT
- Dynasties are now shown and can be selected on the Choose Leader screen
- Moved cycle button tooltips to right of cycle button UI
- Added border expansion preview for under construction specialists
- Added yields change from trade and tribute to war declaration effect tooltip and yield loss from connected cities to peace breaking effect tooltip
- Fixed last page of Modio mods not displaying in install tab
- Fixed bug with cloud games not updating correctly when exiting without completing turn, causing them to need to be rewound
- Fixed turn style and turn timer dropdowns in server host controls
- Fixed simultaneous mode non-dynamic turn timer length
- Fixed map script bug causing generation to sometimes fail on Desert maps with large number of players
- Fixed improvement construction time remaining not updating when worker goes on cooldown
- Fixed Spartan elimination event in Rise of Carthage scenario 2
- Fixed idle councilor reminder showing when no missions available
- Fixed Wonders being eligible for pillage by event bonuses
- Text and event fixes
[ 2023-11-08 21:44:27 CET ] [ Original post ]
The test branch has been updated and is now 1.0.69366 Test 11/01/2023 Design
- Persian Unique Units (Palton Cavalry and Cataphract Archer) now have a range of 1. This can be increased by effects which increase range (Hills, Marksman promotion etc).
- Kush now available on the Middle East premade map
- Generals of tribal units now get XP
- Tribes now attack civilian units at a lower priority
- Upgrading an improvement now also upgrades the specialist, if the existing specialist is less advanced than the starting specialist of the upgraded improvement
- Rise of Carthage scenario 4 starting city happiness boosted
- Former regents now get a trait giving +1 wisdom and keep their King/Queen Regent title
- AI strategic improvements
- Better AI awareness of power shift when it moves its units
- Improved AI evaluation of tiles for border expansion and buying
- AI exploration and wood chopping improvements
- Reduced AI fort spam outside of borders, especially for Kush
- Starting location resource placement order shuffled, so players later in the turn order don't always slightly benefit from rare luxury placement
- Added Pharaohs of the Nile campaign source and XML to Reference folder
- Added effectCity bAutoBuildUnits, which is like the current autonomous rule, but builds units instead of projects and specialists
- Alt+right mouse button is now a shortcut for improvement pings
- Loading a single player game as a network game now allows AI player reassignment
- Mouse click no longer triggers when releasing button after drag
- Reduced spacing in yield display for tile/specialist widgets
- Reduced tile text font and icon size
- Random nation now sets random dynasty for both SP and MP
- Negative changes in happiness/discontent now shown using opposite yield color
- Event Browser: The New Entry button now opens a new event the Wizard
- Added Deficit concept to Encyclopedia
- Dynasty dropdown with Pick Later will use the dynasty name if available
- Added option to only use default dynasties for AI players
- Fixed bugs causing replay data to get discarded unnecessarily
- Fixed events not triggering on clearing tribal camps
- Fixed double folder names when mod name contains plus (+) symbol
- Fixed Cognomens getting replaced with lower value versions in some scenarios
- Fixed critical hit icons not being immediately updated on ending turn or changing turn style in MP
- Tribe units now actively occupy empty city sites to convert them to settlements again
- City widget and culture bar update fixes
- Fixed city attack damage preview for adjacent effectUnits
- Nested link fix (affected anti-Melee, anti-Infantry etc links)
- Fixed some null references for tribal invasion AI
- Fixed leaderboard display in Pharaohs of the Nile scenario 6
- Fixed families of starting units in Pharaohs of the Nile scenarios 3 and 6
- Fixed issue with scenarios not getting unloaded correctly
- Fixed tribe AI movement bug
- Fixed Hittite AI chopping trees too much at the expense of exploring
- Fixed Map Editor not setting mapWidth and mapHeight values on loading a map
- AI military fix
- A slot assigned to an AI when loading a MP game now gets full AI state
- Fixed an AI cache issue for of existing improvements outside territory
- Fixed no character UI issues
- Happiness/discontent bar sign issue fixes
- Fixed subject reordering breaking old saves
- Fixed out of range exception
- Fixed decision cycling sometimes not actually cycling
- Worker selection cycling UI performance fix
- Fixed client background task deadlock
- Text and event fixes
[ 2023-11-02 13:24:44 CET ] [ Original post ]
The main branch has been updated! Main Branch: 1.0.69265 release 10/25/2023 Headline changes
- Zealot leader generals have a new action 'Apply Enlist'
- Reworked regencies
- Added option to disable tile improvement recommendations
- Zealot leader generals have a new action 'Apply Enlist', which gives their next kill a 100% chance to Enlist for 3 turns, for the cost of 400 civics. This replaces their previous 10% chance to enlist on kill.
- Reworked regencies:
- Regents no longer lead to legitimacy decay as normal leader changes do.
- The Rightful Heir will automatically become the Chosen Heir and this cannot be changed by the Regent.
- Regents no longer cause others in the line of succession to become bypassed on becoming Regent or on giving up the throne.
- Regents who do not give up the throne become Usurpers and do cause others in the line of succession to become bypassed.
- The free Garrison in your Capital and Fair from a Traders seat can now appear on any valid tile instead of only on existing urban tiles. As before, the locations of these can be set by using improvement pings.
- Exiting a cloud game mid turn will now save your progress and no longer reset to the start of the turn on reload
- Urban tiles no longer placed under tribal settlements unless they are city sites (applies when City Sites number is modified)
- Pharaohs of the Nile campaign - No leader turns family opinion penalty no longer applies
- Pharaohs of the Nile scenario 3 - Reduced raids and increased Amun units on higher difficulties
- Pharaohs of the Nile scenario 6 - Climate change induced Nile flooding now has a 10 turn grace period
- Tweaked capture foreign cities ambition tiers
- Sacred and Profane - Make Clergy mission requires target to be single
- Enabled Extreme Terrain and Tribal Lands map options for multiplayer Continent and Donut map scripts and Tribe Number map option for multiplayer Seaside and Bay map scripts
- Fervent trait (from the Kush Piye dynasty) now grants the bonus militia in the city the religion spreads to instead of in the capital
- Enlightenment Theology now gives +3 happiness per Monk class instead of +2 per Elder Monk
- Guilds now gives happiness per Hamlet class improvement instead of just per Town
- Random maps are more likely to have at least one luxury resource of each type (does not apply to mirror maps)
- Added new EffectUnit options for modders - SelfApplyEffectUnitYieldCost, SelfApplyEffectUnitTurns, AttackApplyEffectUnitTurns, aiOccurrenceFromModifier, bMercenary
- Added new EffectPlayer option for modders - miMaxCities
- AI now waits until it has a greater power ratio before launching an attack outside of its borders
- Clarified the distinction between a tribe city site, a tribe settlement tile, and a tribe site, which are all technically different things but in many cases the same
- AI performance optimization
- Added AI for Zealot leader enlisting
- Improved performance in Heroes of the Aegean scenario 2
- Added player option to disable tile improvement recommendations
- Schemer's Adopt Child mission now visible on the leader
- Character event log now puts all events of the same year on the same line, to save some vertical space
- Removed 16 nation display cap from Choose Leader screen
- Better improvement ping support for bonus improvements. If there is no improvement ping, an improvement ping for the same class is considered.
- Added helptext to events requiring an active Occurrence
- Mod Manager - Uploading mods is now a background task like downloading is. Status added to bottom of mod manager
- Mod Manager - faster Modio downloads. Download size and percentage added to mod download status.
- Added warning to the tooltip if assigning a general or governor is going to replace another character
- Character illness is now included in the turn
- Rival visibility toggle (\) now shows visibility from allied units as well
- New cognomen popup will now display the legitimacy it gives
- Other team VPs will now display in yellow/red as they get close to victory
- Improved display of Zealot Enlist Next effect
- Tooltip for event bonuses that affect all cities of a religion now shows how many cities it will affect
- Added loading hint for Slow AI option
- Fixed cloud game bug where sometimes it remained locked to a player who had exited the game without ending their turn
- Fixed potential issues with transition from sequential to simultaneous turnStyle
- Units that were under attacked cooldown and now are supposed to be allowed to move because of a turnStyle change, have their cooldown removed
- Attacked cooldown is no longer given if an attacked unit could not move at that point in the turn anyway
- Fixed null reference
- Fixed tile visibility exception
- Fixed OccurrenceEndPlayer bonus
- Fixed victory popup display with more than 10 ambitions or players
- Fixed camera panning to attacked cities with Follow AI set to None
- Fixed turn style and turn timer in the options popup being applied before you click save
- Fixed reset button on options panel not updating the turnStyle and turnTimer settings
- AI now does diplomacy with other AI first before getting to humans so diplomacy events are more current
- Fixed improvement help text bug on city sites
- Fixed victory event not appearing if the leader dies on the last turn
- Pharaohs of the Nile campaign - Blocked Visitor from the East event
- Pharaohs of the Nile scenario 2 - Blocked Monotheism law
- Pharaohs of the Nile scenario 3 - Change state religion hidden until appropriate time in the campaign
- Pharaohs of the Nile scenario 3 - Fixed some Zone of Control bugs
- Pharaohs of the Nile scenario 3 - Fixed defeat event not popping on total defeat, or loss of Akhetaten. Improved speed of victory event popup.
- Pharaohs of the Nile scenario 3 - fix possible AI hang when it's thinking about healing an Amun unit by pillaging
- Pharaohs of the Nile scenario 4 - Ramesses and Muwatalli event and achievement fixes
- Pharaohs of the Nile scenario 5 - fix defeat event not popping.
- Pharaohs of the Nile scenario 6 - Worst Possible Ending achievement fix
- Learn to Play 3 - Fixed rare null ref error if there's no heir. Fix defeat not triggering if conquered by raiders/rebels/barbs
- Fixed AI not declaring war on tribes to expand
- AI retreat fix
- Fixed some AI exploration confusion
- Map Editor - Fixed null ref when removing ruins improvement from an urban tile
- Old World premade map fix to Kush starting location
- Fixed events featuring players or tribes the player has not yet met
- Fixed some rare AI behavior when encountering danger before founding the first city
- Fixed new game portraits being overwritten with second display of portraits using nation index instead of playable nation index. Was affecting Hatti and Kush if those DLC were not owned.
- Fixed some issues with loading a save in a different game mode from where it was saved
- Reduced frequency of limit of 5 events per turn getting exceeded
- Fixed improvement upgrade cost bug
- Fixed Resume and Quick Cloud Load on main menu not unloading mods first
- Fixed bug with tribe settlement distribution
- Fixed free tech preferring tech currently being researched
- Fixed bad AI exploration with military units
- Fixed events not working for cities in anarchy
- Fixed bugs with Rise of Carthage scenario 3 sometimes failing to generate goals
- Fixed stolen city/city site trigger not taking teams into account
- Fixed family luxury menu display issue
- Fixed opinion bars displaying inconsistently
- Fixed specialist widget timers not updating when city yield production changes
- Fixed Learn to Play 5 bug where player couldn't declare war again after accepting truce via an event
- Fixed unit/city stats sometimes not updating when general/governor stats change
- Fixed frame limit functionality
- Fixed map script non-city resource placement
- Fixed premade maps failing to start when No Ancient Ruins option enabled
- Text and event fixes
[ 2023-10-25 20:53:38 CET ] [ Original post ]
The test branch has been updated and is now version 1.0.69198 Test 10/18/2023 Design
- Zealot Enlist ability cost reduced from 600 civics to 400 civics
- Fervent trait (from the Kush Piye dynasty) now grants the bonus militia in the city the religion spreads to instead of in the capital
- Enlightenment Theology now gives +3 happiness per Monk class instead of +2 per Elder Monk
- Guilds now gives happiness per Hamlet class improvement instead of just per Town
- Random maps are more likely to have at least one luxury resource of each type (does not apply to mirror maps)
- Added AI for Zealot leader enlisting
- Improved performance in Heroes of the Aegean scenario 2
- Rival visibility toggle (\) now shows visibility from allied units as well
- New cognomen popup will now display the legitimacy it gives
- Other team VPs will now display in yellow/red as they get close to victory
- Improved display of Zealot Enlist Next effect
- Tooltip for event bonuses that affect all cities of a religion now shows how many cities it will affect
- Added loading hint for Slow AI option
- Fixed Resume and Quick Cloud Load on main menu not unloading mods first
- Fixed bug with tribe settlement distribution
- Fixed free tech preferring tech currently being researched
- Fixed bad AI exploration with military units
- Fixed events not working for cities in anarchy
- Fixed bugs with Rise of Carthage scenario 3 sometimes failing to generate goals
- Fixed stolen city/city site trigger not taking teams into account
- Fixed family luxury menu display issue
- Fixed opinion bars displaying inconsistently
- Fixed specialist widget timers not updating when city yield production changes
- Fixed Learn to Play 5 bug where player couldn't declare war again after accepting truce via an event
- Fixed unit/city stats sometimes not updating when general/governor stats change
- Fixed frame limit functionality
- Fixed map script non-city resource placement
- Fixed premade maps failing to start when No Ancient Ruins option enabled
- Text and event fixes
[ 2023-10-18 20:53:01 CET ] [ Original post ]
The test branch has been updated and is now version 1.0.69073 Test 10/11/2023 Headline changes
- Zealot leader generals have a new action 'Apply Enlist'
- Reworked Regencies
- Added option to disable tile improvement recommendations
- Zealot leader generals have a new action 'Apply Enlist', which gives their next kill a 100% chance to Enlist for 3 turns, for the cost of 600 civics. This replaces their previous 10% chance to enlist on kill.
- Reworked regencies:
- Regents no longer lead to legitimacy decay as normal leader changes do.
- The Rightful Heir will automatically become the Chosen Heir and this cannot be changed by the Regent.
- Regents no longer cause others in the line of succession to become bypassed on becoming Regent or on giving up the throne.
- Regents who do not give up the throne become Usurpers and do cause others in the line of succession to become bypassed.
- The free Garrison in your Capital and Fair from a Traders seat can now appear on any valid tile instead of only on existing urban tiles. As before, the locations of these can be set by using improvement pings.
- Exiting a cloud game mid turn will now save your progress and no longer reset to the start of the turn on reload
- Urban tiles no longer placed under tribal settlements unless they are city sites (applies when City Sites number is modified)
- Pharaohs of the Nile campaign - No leader turns family opinion penalty no longer applies
- Pharaohs of the Nile scenario 3 - Reduced raids and increased Amun units on higher difficulties
- Pharaohs of the Nile scenario 6 - Climate change induced Nile flooding now has a 10 turn grace period
- Tweaked capture foreign cities ambition tiers
- Sacred and Profane - Make Clergy mission requires target to be single
- Enabled Extreme Terrain and Tribal Lands map options for multiplayer Continent and Donut map scripts and Tribe Number map option for multiplayer Seaside and Bay map scripts
- Added new EffectUnit options for modders - SelfApplyEffectUnitYieldCost, SelfApplyEffectUnitTurns, AttackApplyEffectUnitTurns, aiOccurrenceFromModifier, bMercenary
- Added new EffectPlayer option for modders - miMaxCities
- AI now waits until it has a greater power ratio before launching an attack outside of its borders
- Clarified the distinction between a tribe city site, a tribe settlement tile, and a tribe site, which are all technically different things but in many cases the same
- AI performance optimization
- Added player option to disable tile improvement recommendations
- Schemer's Adopt Child mission now visible on the leader
- Character event log now puts all events of the same year on the same line, to save some vertical space
- Removed 16 nation display cap from Choose Leader screen
- Better improvement ping support for bonus improvements. If there is no improvement ping, an improvement ping for the same class is considered.
- Added helptext to events requiring an active Occurrence
- Mod Manager - Uploading mods is now background task like downloading is. Status added to bottom of mod manager
- Mod Manager - faster Modio downloads. Download size and percentage added to mod download status.
- Added warning to the tooltip if assigning a general or governor is going to replace another character
- Character illness is now included in the turn summary
- Fixed cloud game bug where sometimes it remained locked to a player who had exited the game without ending their turn
- Fixed potential issues with transition from sequential to simultaneous turnStyle
- Units that were under attacked cooldown and now are supposed to be allowed to move because of a turnStyle change, have their cooldown removed
- Attacked cooldown is no longer given if an attacked unit could not move at that point in the turn anyway
- Fixed null reference
- Fixed tile visibility exception
- Fixed OccurrenceEndPlayer bonus
- Fixed victory popup display with more than 10 ambitions or players
- Fixed camera panning to attacked cities with Follow AI set to None
- Fixed turn style and turn timer in the options popup being applied before you click save
- Fixed reset button on options panel not updating the turnStyle and turnTimer settings
- AI now does diplomacy with other AI first before getting to humans so diplomacy events are more current
- Fixed improvement help text bug on city sites
- Fixed victory event not appearing if the leader dies on the last turn
- Pharaohs of the Nile campaign - Blocked Visitor from the East event
- Pharaohs of the Nile scenario 2 - Blocked Monotheism law
- Pharaohs of the Nile scenario 3 - Change state religion hidden until appropriate time in the campaign
- Pharaohs of the Nile scenario 3 - Fixed some Zone of Control bugs
- Pharaohs of the Nile scenario 3 - Fixed defeat event not popping on total defeat, or loss of Akhetaten. Improved speed of victory event popup.
- Pharaohs of the Nile scenario 3 - fix possible AI hang when it's thinking about healing an Amun unit by pillaging
- Pharaohs of the Nile scenario 4 - Ramesses and Muwatalli event and achievement fixes
- Pharaohs of the Nile scenario 5 - fix defeat event not popping.
- Pharaohs of the Nile scenario 6 - Worst Possible Ending achievement fix
- Learn to Play 3 - Fixed rare null ref error if there's no heir. Fix defeat not triggering if conquered by raiders/rebels/barbs
- Fixed AI not declaring war on tribes to expand
- AI retreat fix
- Fixed some AI exploration confusion
- Map Editor - Fixed null ref when removing ruins improvement from an urban tile
- Old World premade map fix to Kush starting location
- Fixed events featuring players or tribes the player has not yet met
- Fixed some rare AI behavior when encountering danger before founding the first city
- Fixed new game portraits being overwritten with second display of portraits using nation index instead of playable nation index. Was affecting Hatti and Kush if those DLC were not owned.
- Fixed some issues with loading a save in a different game mode from where it was saved
- Reduced frequency of limit of 5 events per turn getting exceeded
- Fixed improvement upgrade cost bug
- Text and event fixes
[ 2023-10-11 20:36:29 CET ] [ Original post ]
We are pleased to announce that the third DLC for Old World, entitled Pharaohs of the Nile, is now available with a 10% launch discount. Six scenarios will take you across the span of Egypt's New Kingdom in a new campaign, from the unification of Egypt to the Bronze Age Collapse. The DLC also introduces a new nation, the Kingdom of Kush, whose bonuses to shrines and forts make them a force to be reckoned with. Read all about it and get "Pharaohs of the Nile" now at https://store.steampowered.com/app/2587410/Old_World__Pharaohs_of_the_Nile/ You can also listen to the developers discussing the new content in the Mohawk podcast at https://podcasters.spotify.com/pod/show/mohawk-games/episodes/Old-Worlds-Pharaohs-of-the-Nile-DLC-e2a2lmc
[ 2023-10-06 11:31:59 CET ] [ Original post ]
Hi everyone! Old World and other games published by Hooded Horse are all featured at the Hooded Horse Publisher Sale. Come check it out! Hooded Horse Strategy Publisher Sale [previewyoutube=bwcg7R7QfIE;full][/previewyoutube]
[ 2023-10-05 22:08:36 CET ] [ Original post ]
The main branch has had a hotfix update to version 1.0.68964 We made Kush playable in the current Game of the Week to all players regardless of DLC ownership, but random chance also made it a One City Challenge with Ruthless AI, which perhaps wasn't the best introduction! The hotfix adjusts the current Game of the Week to have friendlier settings in order to give Kush a chance to sh(r)ine. It also fixes a bug where some premade maps would fail to start for non-DLC owners.
[ 2023-10-04 22:45:44 CET ] [ Original post ]
The main branch has been updated! Main Branch: 1.0.68949 release 10/04/2023 To celebrate the release of our 3rd DLC, Pharaohs of the Nile, this weeks Game of the Week (4th-10th October) will feature the new nation from the DLC, the Kush, regardless of DLC ownership Headline changes
- Commander leader flanking bonus increased
- Added list of past events to character tooltip
- AI and performance improvements
- Commander leaders now get +100% bonus attack strength while Flanking (up from +50%)
- City Site ownership is now determined first by who has a military unit on the tile (in the case of an ally)
- Event options with the chance to gain 1 delayed trait now get offered as a fallback rating if the trait is invalid.
- Non-allied tribe settlements that are not on city sites no longer get absorbed into a nation by border expansion
- Revised city site placement algorithm so that you can now have player starts closer than two minimum city site distances apart, if the map is too small for the number of players
- Higher-tier wonders now count toward lower-tier goals - e.g. Legendary wonders will be counted for the "have 1 Strong wonder" goal
- Can now hurry obsolete units already in the build queue
- End turn is canceled if there are new decisions to make after automated units move
- Games in the completed folder no longer include replay data
- Adjacent effectUnit refactor
- Tribal invasion AI improvements
- Combat AI improvements
- Added console command setTribeInvasion
- Added mod support for specific tribes and tribe strengths to use central AI to coordinate their units
- Change mod Infos files now processed after append mod Infos files
- Improved terrain mod support and performance optimizations
- Map scripts now use internal variable/functions to set terrain formations, without persisting them to tile data since formations are only needed at generation time
- Removed terrain formation ID and tile elevation from network data
- Removed some unused terrain renderers
- Removed unnecessary calls for timeline border tiles
- Got rid of tile latitude in network data and saves. The save now instead stores the min/max latitude of the generating mapscript, latitudes are calculated as needed
- Optimization to avoid calls to native code in a few places
- Added list of past events to character tooltip
- The location of initial city improvements (Garrison, Fair) can be specified by using the relevant improvement ping on a valid urban tile. This replaces the old system of ctrl+clicking the preferred tile.
- Improvement pings now always get removed when a tile improvement or terrain changes
- Leader selection screen now uses multiple rows instead of scroll arrows
- Peace mission now shows tooltip explaining mission is disabled when one nation has not met the other
- Added toggle to tutorial events to allow the tutorial to be disabled directly from the event
- Improved urban adjacency requirement help text
- Tooltips for Barracks, Harbors etc now say they are a spawn point for relevant units
- Removed city site text on tiles with settlements on them. Tile tooltip now shows if tile is a city site.
- Map editor UI cleanup
- Added progress for "Establish a State Religion" ambition
- Hurry helptext now shows warning if cannot hurry due to missing prereq, such as Scholar governor for Inquiry
- Event browser added new event warnings
- Added strategy notes to Encyclopedia entries for Laws
- Turning existing characters into Courtiers no longer triggers a popup
- Fixed theology ambitions getting canceled too early
- Fixed AI bug where city sites were sometimes claimed by non military units, when they should not have been claimed at all
- Fixed missing icon in turn notification when in no characters mode
- Bonuses that takes away citizens are no longer possible if it means removing specialist builds with progress from the city queue
- Events featuring nations that are eliminated are now correctly made invalid
- Fixed tile status tooltips not showing
- Fixed issues with mountain renderer
- Fixed save/load bugs
- Fixed tile tooltips overlapping minimap in Windowed mode
- Fixed potential data issue for tile text with undo
- Fixed non-allied units not being bounced when a unit newly occupies a tile.
- Fixed rare issue that could cause saves started whilst offline to fail to load when online
- Fixed scenarios not unlocking when playing offline
- Text and event fixes
[ 2023-10-04 15:30:41 CET ] [ Original post ]
The test branch has been updated and is now version 1.0.68836 Test 09/27/2023 This is a small update which mostly contains technical changes to support our upcoming DLC, Pharaohs of the Nile, available October 4th on Steam, Epic and GoG! UI Turning existing characters into Courtiers no longer triggers a popup
[ 2023-09-27 20:46:23 CET ] [ Original post ]
Do you have what it takes to rule as Pharaoh? We are happy to announce the next DLC for Old World, "Pharaohs of the Nile". Six scenarios will take you across the span of Egypt's New Kingdom in a new campaign, from the unification of Egypt to the Bronze Age Collapse. The DLC also introduces a new nation, the Kingdom of Kush, whose bonuses to shrines and forts make them a force to be reckoned with. "Pharaohs of the Nile" releases on October 4th. Watch the trailer https://youtu.be/zU_dH1jHgD4?si=3JoBe5gs26RMWUo5 And wishlist now https://store.steampowered.com/app/2587410/Old_World__Pharaohs_of_the_Nile/
[ 2023-09-27 15:56:57 CET ] [ Original post ]
The test branch has been updated and is now version 1.0.68735 Test 09/20/2023 Design
- Commander leaders now get +100% bonus attack strength while Flanking (up from +50%)
- City Site ownership is now determined first by who has a military unit on the tile (in the case of an ally)
- Event options with the chance to gain 1 delayed trait now get offered as a fallback rating if the trait is invalid.
- Non-allied tribe settlements that are not on city sites no longer get absorbed into a nation by border expansion
- Games in the completed folder no longer include replay data
- Adjacent effectUnit refactor
- The location of initial city improvements (Garrison, Fair) can be specified by using the relevant improvement ping on a valid urban tile. This replaces the old system of ctrl+clicking the preferred tile.
- Improvement pings now always get removed when a tile improvement or terrain changes
- Leader selection screen now uses multiple rows instead of scroll arrows
- Peace mission now shows tooltip explaining mission is disabled when one nation has not met the other
- Fixed theology ambitions getting canceled too early
- Fixed AI bug where city sites were sometimes claimed by non military units, when they should not have been claimed at all
- Fixed missing icon in turn notification when in no characters mode
- Bonuses that takes away citizens are no longer possible if it means removing specialist builds with progress from the city queue
- Events featuring nations that are eliminated are now correctly made invalid
- Fixed tile status tooltips not showing
- Fixed issues with mountain renderer
- Fixed save/load bugs
- Fixed tile tooltips overlapping minimap in Windowed mode
- Fixed potential data issue for tile text with undo
- Fixed non-allied units not being bounced when a unit newly occupies a tile.
- Fixed rare issue that could cause saves started whilst offline to fail to load when online
- Text and event fixes
[ 2023-09-20 20:51:23 CET ] [ Original post ]
The test branch has been updated! Test Branch: 1.0.68629 Test 09/13/2023 Design
- Revised city site placement algorithm so that you can now have player starts closer than two minimum city site distances apart, if the map is too small for the number of players
- Higher-tier wonders now count toward lower-tier goals - e.g. Legendary wonders will be counted for the "have 1 Strong wonder" goal
- Can now hurry obsolete units already in the build queue
- End turn is canceled if there are new decisions to make after automated units move
- Tribal invasion AI improvements
- Combat AI improvements
- Added console command setTribeInvasion
- Added mod support for specific tribes and tribe strengths to use central AI to coordinate their units
- Change mod Infos files now processed after append mod Infos files
- Improved terrain mod support and performance optimizations
- Map scripts now use internal variable/functions to set terrain formations, without persisting them to tile data since formations are only needed at generation time
- Removed terrain formation ID and tile elevation from network data
- Removed some unused terrain renderers
- Removed unnecessary calls for timeline border tiles
- Got rid of tile latitude in network data and saves. The save now instead stores the min/max latitude of the generating mapscript, latitudes are calculated as needed
- Optimization to avoid calls to native code in a few places
- Added list of past events to character tooltip
- Added toggle to tutorial events to allow the tutorial to be disabled directly from the event
- Improved urban adjacency requirement help text
- Tooltips for Barracks, Harbors etc now say they are a spawn point for relevant units
- Removed city site text on tiles with settlements on them. Tile tooltip now shows if tile is a city site.
- Map editor UI cleanup
- Added progress for "Establish a State Religion" ambition
- Hurry helptext now shows warning if cannot hurry due to missing prereq, such as Scholar governor for Inquiry
- Event browser added new event warnings
- Added strategy notes to Encyclopedia entries for Laws
- Map editor fixed generate map not placing city site improvements on city site tile
- Map editor fixed bug that reset active nation start sites.
- Map editor generate map now checks mapSizes and assigns the right number of start city sites based on map size in the editor.
- Map editor fixed Seaside script not being selectable as off the bottom of the panel
- Map editor fixed missing tooltips
- Map editor fixed not clearing NationType and TribeType when removing a city site via terrain/height/improvement tools
- Modio fix for slow mod download speed due to buffer bottleneck
- Fixed bug causing game to get stuck when the Era of Peace occurrence ended via an event
- Fixed Play/Win LAN achievement errors
- Points to win setting no longer persists from main game to scenarios
- Fixed initial Settler sometimes not being placed in the build queue
- Fixed some raycast issues with map pins/recommendations
- Fixed mountain renderer hanging if there are mountain clusters outside map boundaries
- Fixed bug where player custom name and email were being reset in multiplayer
- Fixed unit ModVariables not being copied when copying the unit
- Fixed UI issue when logging out from modio
- Fixed eliminated players in cloud games who still need to load the game not getting marked with a star
- Text and event fixes
[ 2023-09-13 20:42:02 CET ] [ Original post ]
The main branch has been updated! Headline changes:
- New map option City Site Number
- AI performance improvements
- Enhanced modding features
- 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%)
- 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
- 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)
- 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
[ 2023-09-06 20:34:20 CET ] [ Original post ]
The test branch has been updated! Test Branch: 1.0.68478 Test 08/31/2023 Design
- City site location placements are now better balanced between nations when using restricted city site numbers
- AI improvements
- AI finishes already started Wonders with more urgency
- AI performance optimization
- Removed more hardcoded terrain references
- Amended coast renderer and unified mountain and volcano renderers to be more mod friendly
- Added support for showing dynasty portraits, names and backgrounds on the Choose Leader and Setup screens
- 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
- Fixed some map script issues when using restricted city site numbers
- 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
[ 2023-08-31 12:51:37 CET ] [ Original post ]
From now until September 4, you can save 25% on Old World at the Steam Strategy Fest. Come check the game out! https://www.youtube.com/watch?v=8dOPJ58QlQU https://store.steampowered.com/app/597180/Old_World/
[ 2023-08-30 20:13:31 CET ] [ Original post ]
The test branch has been updated! Test Branch: 1.0.68373 Test 08/23/2023 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.
- 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%)
- 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.
- AI performance improvements
- Improvements to AI value estimate of effects
- 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 assumption about water heights
- 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)
- 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
- Text and event fixes
[ 2023-08-23 20:40:03 CET ] [ Original post ]
The main branch has been updated! Headline changes:
- AI combat improvements
- Combat damage preview improvement
- Fixed issue with minimum distance between city sites
- The minimum distance of AI nations from human players now scales appropriately with the city site density setting
- AI combat improvements
- AI no longer attacks when there is no value in doing so
- AI no longer makes attrition attacks if attacking unit is in danger
- AI has a better understanding of counterattack damage
- AI has a better understanding of the Zealot general ability to not die with more than 1 HP
- AI more mindful of enemy units that can stun
- Improved speed of Modio mod browser
- Combat preview damage text next to unit health bar now shows the unit's maximum damage even if the target has less HP or a Zealot general
- Leader is now included in reminders for available tutor targets
- Critical hit preview now updates when a unit's critical hit chance changes
- Added confirmation dialogs for load hotkeys
- Added tooltip info for added turn for building outside territory (only affects forts)
- Added tooltips for traits in leader customizer
- Added scroll bar to founding panel to allow use of leader customizer with high UI scaling
- Added strike bonus to unit attack preview summary against cities
- Added game log entry when other nation declares war on you on your turn
- Map Editor - reformatted right-side utilities to compress and shrink vertical size. Removed not-working map autosize button
- Fixed issue with minimum distance between city sites
- Fixed trait helptext showing hidden subjects
- Fixed bug with capturing some Roman cities in Carthage 4 scenario
- Fixed traits being added to a character while iterating over their traits
- Fix for index out of range crash
- Fixed bug allowing players to build improvements and roads in non-allied player's territory
- Fixed bug in sprite repository asset unloading and loading, which resolves sprite sheet errors when loading games with modded art assets
- Fixed bug with delayed random traits and relationships
- Fixed rare trade network bug
- Fixed some cases where a rival unit in your borders was not getting bumped out of the way when you moved one of your units into its tile
- Fixed potential border expansion preview issue
- Fixed some AI city effect valuation issues
- Fixed citizen count bug when upgrading a building with a queued specialist
- Fixed some dynasty specific intro events not firing
- Fixed grayed out "Found Capital" button showing wrong helptext when no Family selected
- Fixed nicknames not being assigned for new custom characters in events
- Fixed intro events not triggering in some circumstances
- Fixed being unable to make truce with an AI after they declared war via an event without having met the player
- Fixed achievement Alexander The Great not triggering for Alexander Dynasty
- Fixed Customize leader option not being remembered
- Text and event fixes
[ 2023-08-16 20:46:50 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- AI combat improvements
- Combat preview damage text next to unit health bar now shows the unit's maximum damage even if the target has less HP or a Zealot general
- Bug fixes
[ 2023-08-11 15:27:00 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- Fixes to minimum city site distance and minimum distance between players
- Improved speed of Modio mod browser
- UI improvements
[ 2023-08-02 20:47:50 CET ] [ Original post ]
The main branch has been updated. This hotfix patch fixes a border expansion bug introduced in the last main update
[ 2023-07-28 12:58:54 CET ] [ Original post ]
The main branch has been updated! Headline changes:
- Added Customize Leader option
- Added city site density map option
- Improved AIs use of anchoring
[ 2023-07-26 20:42:50 CET ] [ Original post ]
Old World and all DLC are on sale for 25% off. Check them out here: https://store.steampowered.com/app/597180/Old_World/ https://store.steampowered.com/app/1952840/Old_World__Heroes_of_the_Aegean/ https://store.steampowered.com/app/2261870/Old_World__The_Sacred_and_The_Profane/
[ 2023-07-22 00:00:19 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- Added Customize Leader option
- Added city site density map option
- Improved AI anchoring
[ 2023-07-21 13:32:54 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- The No Ancient Ruins option will now work on premade maps
- Can no longer start a diplomatic mission to change war/truce/peace state until both sides have met each other
- UI xml files are now allowed in user mods. UI xml files have been added to the Reference folder
[ 2023-07-12 20:49:25 CET ] [ Original post ]
The main branch has been updated! Headline changes:
- New Options 'Only Show Map Tacks for Worker' and 'Disable environmental sounds'
- Added support for changing players mid game when loading a multiplayer save
- Heroes of the Aegean scenario rebalancing
- Tribes and AI nations can now raze captured cities if the option for razing cities is enabled
- AI and performance improvements
[ 2023-07-05 20:46:22 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- Dynasties now have their own starting tiles on premade maps
- AI can have a leader from any available dynasty of that nation
- Added support for changing players or letting the AI take over midway through network games
[ 2023-06-29 14:11:02 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- Tribes now raze captured cities, if the game option to allow cities to be razed is on. AI nations may also choose to raze captured cities.
- Heroes of the Aegean scenario 5 has been rebalanced. Hard difficulty is now harder.
- ]Traders now get +6 Money per Specialists (up from +5)
- Mod.io version upgrade
[ 2023-06-21 20:53:18 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- Heroes of the Aegean scenario 3 has been rebalanced, it is now easier particularly on lower difficulties
- Marshes no longer interrupt rivers
- Added option to only show Map Tacks when a unit that can build them is selected. The AI now favors building tacked improvements with automated workers.
- Added audio option to disable environmental sounds
[ 2023-06-14 20:53:45 CET ] [ Original post ]
The main branch has been updated! Headline changes:
- Alliance Victory is now possible in single player
- Minor cities are now easier to create
- The turn summary popup has been improved
[ 2023-05-31 20:50:15 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- Free ship tech cards will no longer appear until the player owns a coast tile
- Distant raids on coastal cities can now contain ships of the same type the city is able to build
- AI and UI improvements
[ 2023-05-24 20:51:04 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- Improved turn summary popup
- Steam Deck controller enhancements
- Enabled Alliance victory for single player games
[ 2023-05-17 20:47:41 CET ] [ Original post ]
The main branch has been updated! Headline changes:
- New Desert mapscript added and other mapscript improvements
- UI enhancements including a redesigned turn summary popup
- AI improvements
- Memory optimizations
[ 2023-05-10 20:53:06 CET ] [ Original post ]
The test branch has been updated!
This update mainly contains bug fixes as well as AI and UI enhancements
Full notes can be reviewed here:
https://github.com/MohawkGames/test_buildnotes/blob/main/Old%20World%20Test%20Update%202023.05.03
These changes can be accessed on the test branch. To switch to this version:
Right click on Old World in your library, and hit properties, then navigate to the Betas tab and use the dropdown menu to switch from 'none' to the test branch.
[ 2023-05-03 20:47:30 CET ] [ Original post ]
The test branch has been updated!
This update includes a new Desert map script and a redesign of the Hardwood Forest map script. There is also the usual raft of bug fixes.
Full notes can be reviewed here:
https://github.com/MohawkGames/test_buildnotes/blob/main/Old%20World%20Test%20Update%202023.04.26
These changes can be accessed on the test branch. To switch to this version:
Right click on Old World in your library, and hit properties, then navigate to the Betas tab and use the dropdown menu to switch from 'none' to the test branch.
[ 2023-04-26 20:56:11 CET ] [ Original post ]
The test branch has been updated!
This update includes map script improvements, memory optimizations, UI enhancements and some more bug fixes
Full notes can be reviewed here:
https://github.com/MohawkGames/test_buildnotes/blob/main/Old%20World%20Test%20Update%202023.04.19
These changes can be accessed on the test branch. To switch to this version:
Right click on Old World in your library, and hit properties, then navigate to the Betas tab and use the dropdown menu to switch from 'none' to the test branch.
[ 2023-04-19 20:49:47 CET ] [ Original post ]
The test branch has been updated!
This is a mainly a bug fix update. It also includes an update to the version of Unity used. Please let us know if you have any issues!
Full notes can be reviewed here:
https://github.com/MohawkGames/test_buildnotes/blob/main/Old%20World%20Test%20Update%202023.04.14
These changes can be accessed on the test branch. To switch to this version:
Right click on Old World in your library, and hit properties, then navigate to the Betas tab and use the dropdown menu to switch from 'none' to the test branch.
[ 2023-04-14 10:02:59 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- Added categories and icons to turn summary popup
- AI improvements
- Memory optimizations
[ 2023-04-05 20:49:21 CET ] [ Original post ]
The main branch has been updated! Headline changes:
- Improvement pings system added. City planning just got a lot easier!
- Family balancing
- New events added
- Text for all language localizations updated
[ 2023-03-29 20:47:29 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- New events added
- Raider AI improved
- Many UI improvements including enhancements to the new improvement ping system
[ 2023-03-22 20:57:03 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- More family rebalancing
- Improvement pings system added. City planning just got a lot easier!
- Text for all language localizations updated
- Memory optimizations
[ 2023-03-15 21:47:14 CET ] [ Original post ]
Another hotfix update, 1.0.66037 release (03/10/2023), has been released today on the main branch. This fixes a bug with some events that could cause the game to get stuck.
[ 2023-03-10 10:56:47 CET ] [ Original post ]
A hotfix update, 1.0.66012 release (03/09/2023), has been released today on the main branch. This fixes a crash bug in Heroes of the Aegean scenario 1.
[ 2023-03-09 19:03:38 CET ] [ Original post ]
The main branch has been updated! Headline changes:
- Happiness and Maintenance display changes
- Family rebalancing
- Fixed Mac AMD terrain bugs
[ 2023-03-08 21:41:17 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- Happiness and Maintenance display changes
- Family rebalancing
- Agent yields reduced
[ 2023-03-01 21:49:01 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- Family bonus changes to Traders and Patrons
- Citizens now give -5 family opinion
- Added Accessibility option to disable main menu background scrolling
- Fixes to terrain bugs for AMD Macs
[ 2023-02-22 21:52:10 CET ] [ Original post ]
A hotfix update, 1.0.65550 release (02/17/2023), has been released today on the main branch. This adds the following fixes: Fixed Old World map starting positions Fixed Council project not providing yields Fixed AIs on teams sometimes not founding starting city Fixed map generation exception Reverted network changes
[ 2023-02-17 18:08:01 CET ] [ Original post ]
The main branch has been updated! This is a big update with many design changes, AI and UI improvements and a lot of bug fixes. Notable changes:
- New Bay map script added
- Added Happiness
- Family bonuses rebalanced
- Fixed longstanding bug with tooltips sometimes not appearing when hovering over links
[ 2023-02-15 21:55:00 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- Hunters no longer get a bonus to Nets (they still get their Camp bonus)
- Traders now have +100% Nets output instead of faster Hamlet growth
- The Lighthouse now gives faster Hamlet growth in all cities instead of +5 money per specialist.
- Ranged units no longer get a land/water penalty attacking ships, but an extra tile is added to the range for calculating damage.
[ 2023-02-08 21:49:28 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- Negative discontent is now Happiness
- Family opinion changes
- New 'Bay' mapscript - temperate coastal map broken up by a large but shallow inland sea
- AI and performance improvements
- Many bug fixes
[ 2023-02-01 21:51:49 CET ] [ Original post ]
A hotfix update, 1.0.65077 release (01/26/2023), has been released today on the main branch. This fixes some UI issues with foreign nation actions and buttons being sometimes inadvertently disabled. It also again reverts the underlying network code changes that were made as they are still causing problems for network and server games.
[ 2023-01-26 20:49:39 CET ] [ Original post ]
The main branch has been updated! This is mainly a bug fix release, with some UI and AI improvements and rebalancing to The Sacred and The Profane DLC following player feedback. Notable changes:
- Rebalancing of Sacred and Profane cults and clergy opinion bonus
- Network system changes re-enabled
- Added Retry option when cloud games fail to upload
- AI improvements
- Many bug fixes
[ 2023-01-25 21:49:26 CET ] [ Original post ]
The test branch has been updated! This is mainly a bug fix release, with some UI and AI improvements and rebalancing to The Sacred and The Profane DLC following player feedback. Notable changes:
- Rebalancing of Sacred and Profane cults and clergy opinion bonus
- Network system changes re-enabled
- Added Retry option when cloud games fail to upload
- AI improvements
- Many bug fixes
[ 2023-01-18 22:14:41 CET ] [ Original post ]
Both Old World and its first DLC The Heroes of the Aegean are on sale this week for 25% off -- the highest discount since release. Even more exciting, we have a new DLC to share with all of you! Old World - The Sacred and The Profane is out now with a 10% discount. Enjoy this new DLC pack that features 350+ new events, over ten new character traits, six new historical figures with their own event chains, as well as religious clergy characters with their own missions and projects (to name but a few things). If you are a returning Old World player, we'd love to hear your feedback and reviews, positive or negative, whether on the base game or the DLC! [previewyoutube=iKxn0uUnKMo;full][/previewyoutube] https://store.steampowered.com/app/2261870/ Thanks to everyone for all the support of Old World's development! https://store.steampowered.com/app/597180/ https://store.steampowered.com/app/1952840
[ 2023-01-16 21:13:30 CET ] [ Original post ]
A hotfix update, 1.0.64777 release (01/12/2023), has been released today on the main branch. This reverts the underlying network code changes that were made as they caused issues for Server mode games. LAN support is unaffected and still available.
[ 2023-01-12 14:05:52 CET ] [ Original post ]
The main branch has been updated! Notable changes:
- City Discontent Level can now go negative. Discontent increase rate reduced by 4, citizens now give -5 family opinion
- Added Portuguese to available languages
- Added support for LAN games
- AI and performance improvements
- Many bug fixes and UI improvements
[ 2023-01-11 21:00:54 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- City Discontent Level can now go negative. Discontent increase rate reduced, citizens now give -5 family opinion
- Repair project is now 1 + (10% of HP)/turn instead of (20% of HP)/turn
- Performance improvements
- AI improvements, including reducing their overbuilding of forts
- Many bug fixes
[ 2023-01-05 21:56:04 CET ] [ Original post ]
A hotfix update, 1.0.64602 release (01/03/2023), has been released today on the main branch. This fixes a bug where the game could get stuck playing unit animations on the AIs turn. It also fixes tribal settlement ambitions failing to complete which was causing problems for some scenarios.
[ 2023-01-03 20:34:08 CET ] [ Original post ]
The main branch has been updated! Notable changes:
- New World Map - Imperium Romanum
- New map script - Donut
- Inland Sea map script updated to give less regular sea and more mountain ranges
- AI and performance improvements
- Many bug fixes and UI improvements
[ 2022-12-21 21:51:13 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- 'Donut' and 'Inland Sea' map scripts updated
- New World Map - Imperium Romanum: The Roman World!
- Performance improvements to terrain display and animations
- AI improvements to use of forts, water control, anchoring and island movement
- Many bug fixes
[ 2022-12-14 21:47:36 CET ] [ Original post ]
The test branch has been updated! Notable changes:
- Significant AI Improvements
- New map script 'Donut' added (this is a work in progress)
- Events which give traits are no longer blocked when a character already has the trait. They will now give improvements to character ratings instead.
- Added look-ahead terrain texture renderer. This should reduce the instances of terrain briefly appearing at lower quality when moving to the next unit/city.
- Spanish text fixes
- Many bug fixes
[ 2022-12-07 21:59:58 CET ] [ Original post ]
A hotfix update, 1.0.64244 release (12/02/2022), has been released today on the main and test branches. This fixes a bug in hotseat mode that prevented some players from carrying out actions such as chopping and pillaging. The demo build has also been updated and now includes the Learn To Play scenarios
[ 2022-12-02 14:58:19 CET ] [ Original post ]
The main branch has been updated! Notable changes:
- New story and tutorial events
- Centralization allows building farms on marsh, no longer gives +10 civics. Farms on marsh produce +2 Wood/Turn (in addition to food)
- Added options to change team color intensity and to reduce framerate when application is not in focus
- Competitive mode now disables off-map tribal raids and prevents cognomens with negative legitimacy
- Many AI improvements
- Many bug fixes and UI improvements
[ 2022-11-30 21:53:55 CET ] [ Original post ]
The Steam Award nominations have started, and we'd absolutely love it if you'd consider nominating Old World for "Best Soundtrack" -- we're enormously proud of the amazing work done by the composer and all the artists! We also have some exciting news to share -- Old World's soundtrack has been nominated for a Grammy Award! The soundtrack is composed by Christopher Tin, who previously won a Grammy for his song Baba Yetu in the Civilization IV soundtrack. You can click the image above if you'd like to nominate the game. Thank you to everyone for all the support this past year!
[ 2022-11-24 02:42:47 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- Can now build Farms on Marsh with Centralization. Farms on Marsh produce +2 Wood/Turn
- More marsh tiles will be generated near lakes
- New events!
- Added graphics option to reduce game framerate when application is not in focus
- Localisation text fixes
- AI Improvements
[ 2022-11-23 21:50:53 CET ] [ Original post ]
Old World and the Heroes of the Aegean DLC are 20% off during the Steam Autumn Sale! Come check out the game. https://store.steampowered.com/app/597180 https://store.steampowered.com/app/1952840
[ 2022-11-22 22:55:10 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- Added combat tutorials when units do low damage
- Competitive mode now disables off-map tribal raids and prevents cognomens with negative legitimacy
- Improvements to AI and performance
- Localization text additions and fixes
- Many bug fixes
[ 2022-11-16 21:54:15 CET ] [ Original post ]
The main branch has been updated! Notable changes:
- Improvements to AI
- New spymaster missions - Expose Agent Network (requires Scholarship) and Move Agent Network (requires Manor)
- Free laws from events no longer require having the prerequisite tech
- Team cloud games now allow teammates to play their turns in any order
- Steam workshop mod subscriptions are not installed until opening the Mods screen, show a notification when installing and install faster
- Many bug fixes and UI improvements
[ 2022-11-10 21:54:08 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- Reworked network multiplayer code
- New spymaster and agent missions
- Added searchable dropdown for Steam friends in cloud game setup
- Improvements to AI
- Many bug fixes
[ 2022-11-02 20:47:29 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- Improvements to AI
- Improvements to Steam workshop mod installation
- Added LAN support for network MP games
- Team cloud games now allow teammates to play their turns in any order
- Many bug fixes
[ 2022-10-26 20:48:11 CET ] [ Original post ]
The main branch has been updated! Notable changes:
- Improvements to performance and AI
- Coin Debasement now costs Money for Upkeep and Monetary Reform costs Civics
- Projects that become invalid can no longer be rushed (i.e. when a Scholar governor leaves a city)
- Improvements that give Legitimacy now give Orders in No Characters mode
- Events now correctly grant bonuses and penalties when at maximum strengths or weaknesses
- Many bug fixes
[ 2022-10-19 20:45:34 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- Improvements to performance and AI
- Coin Debasement now costs Money for Upkeep and Monetary Reform costs Civics
- Projects that become invalid can no longer be rushed (i.e. when a Scholar governor leaves a city)
- Improvements that give Legitimacy now give Orders in No Characters mode
- Events now correctly grant bonuses and penalties when at maximum strengths or weaknesses
- Many bug fixes
[ 2022-10-12 20:47:51 CET ] [ Original post ]
A hotfix update, 1.0.63239 release (10/07/2022), has been released today on the main branch. This fixes events missing bonuses when affected characters already had their maximum number of strengths or weaknesses and problems with the dedicated server mode.
[ 2022-10-07 17:01:41 CET ] [ Original post ]
The main branch has been updated! Notable changes:
- Improvements to performance and AI
- National alliances allow nations to use each others anchored ships for movement, units to benefit from being in allied territory, and to move allied units
- Theologies now require specific techs to become available
- Ambition rebalancing
- Balance adjustment to Carthage 4, Greece 3 and 4 scenarios
- Improvements to Steam Deck interface
[ 2022-10-05 20:58:03 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- AI turn time performance improvements, particularly affecting the late game
- Theology tiers now require specific techs to become available
- National alliances allow units to benefit from being in allied territory, and move allied units
- Balance adjustments to the Heroes of the Aegean scenarios 3 and 4
- Many bug fixes
[ 2022-09-29 13:26:50 CET ] [ Original post ]
The testing branch has been updated! This update is mainly focused on bug fixes. Notable changes:
- Allied nations can use each others anchored ships for movement
- Balance adjustments to Carthage 4 Scenario
- Some UI interface tweaks
- Lots of bug fixes
[ 2022-09-21 20:47:24 CET ] [ Original post ]
Another small hotfix update, 1.0.62874 release (09/19/2022), has been released today on the main branch. This fixes issues with goals not completing in the 4th Rise of Carthage and 3rd and 4th Heroes of the Aegean scenarios.
[ 2022-09-19 18:03:41 CET ] [ Original post ]
A small hotfix update, 1.0.62837 release (09/16/2022), has been released today on the main branch. This fixes issues with the cursor disappearing when playing on Steam Deck and traded luxuries disappearing on load.
[ 2022-09-16 17:01:06 CET ] [ Original post ]
The main branch has been updated! Notable changes:
- 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
[ 2022-09-14 21:02:55 CET ] [ Original post ]
Come get Old World and the Heroes of the Aegean DLC at a 20% discount! Old World has recently released the End of Summer Update, bringing a host of improvements to the game. Post-release updates have included game balance refinements, a new Greek dynasty system, new learn-to-play scenarios, interface improvements, localization support, and Steam Deck playability. Old World will continue to be actively supported and expanded, and we appreciate all feedback from players as the game grows! https://store.steampowered.com/app/597180/
[ 2022-09-10 01:02:18 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- Ships can now enter their team's coastal cities
- The highest level urban improvements (Fairs, Palaces, etc) now allow skipping Apprentice and Master Specialists.
- The Hill MP Duel Scenario has been added
- Various bug fixes
[ 2022-09-07 20:47:42 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- Improvements to performance and AI
- Fortification: Fully fortified units will do melee counterattack, each fortify step costs 1 order
- Some attack result modifiers are now displayed in the damage preview
- Multiplayer maps now have the same city site capacity as single player, with customisable map aspect ratios
- Various bug fixes
[ 2022-08-31 20:54:22 CET ] [ Original post ]
A small hotfix update has been released today on the main branch. This fixes a potential game hang caused by the Family Favors event.
[ 2022-08-25 14:50:28 CET ] [ Original post ]
We wanted to share a larger update highlighting all the larger changes we've been working on since our Steam launch!
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.
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.
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.
Interface improvements
We have made various adjustments to our interface in the months since Steam release. This includes adjustments to the Multiplayer lobby and an updated luxury management panel which can be viewed from reminders or top bar interface
Localization:
Since Steam 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 Steam, and added improvements for the experience for our players on Mac
Steam Deck Playable:
We are playable on Steam Deck so you can now take Old World with you on the go! We will continue to make improvements for our players using Steam Deck
Thank you for your continued support during the development of Old World, we look forward to continued improvements and hope everyone has been having a lovely summer. Here are the build notes for today's update:
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
[ 2022-08-24 20:42:21 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- Learn by Playing scenarios added - a set of standard games with curated maps
- Text size slider added to Options - Accessibility menu
- Announcements panel added to main menu
- Added right-click menu to portraits for council slots, religion/family heads, nation/tribe leaders
- Improvements to Heroes of the Aegean achievements unlock conditions
- Various bug fixes
[ 2022-08-17 20:50:46 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- All Improvements worker filter now shows improvements in a grid
- Events that reduce discontent have had their discontent reduction values doubled
- Improvements to AI
- Movement pip colors turn orange when force march is used with Force March set to Double Fatigue
- Various UI improvements and bug fixes
[ 2022-08-10 20:44:41 CET ] [ Original post ]
A new hotfix update has been applied to the main branch. This fixes: Intermittent map scrolling issues Council and tab UI elements disappearing when choose research screen open
[ 2022-08-06 10:27:15 CET ] [ Original post ]
The main branch has been updated! Notable changes:
- Improvements to Network MP stability. This should help players who are experiencing disconnections and frozen games in multiplayer.
- Reduced memory usage to improve performance
- Urban tiles now give free roads
- Governor and Family bonuses rebalanced
- Hold Court mission now has a 20% chance to find a new Courtier
- Improvements to interface for Steam Deck players
[ 2022-08-03 20:40:40 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- Reduced memory usage to improve performance
- Governor and Family bonuses rebalanced
- Urban tiles now give free roads
- Reduced frequency of distant raids
- Improvements to interface for Steam Deck players
[ 2022-07-27 20:51:30 CET ] [ Original post ]
The main branch has been updated! Notable changes:
- Luxury management panel added which can be viewed from reminders or top bar interface
- Tactician Generals now do full counterattack damage
- Can no longer ask a Nation to declare war on another nation if they are Pleased or Friendly with that nation
- DLC is now available when playing in offline mode
- Added tutoring tutorial event to Learn to Play 4
[ 2022-07-20 21:02:32 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- Luxury management panel added which can be viewed from reminders or top bar interface
- Tactician Generals now do full counterattack damage
- Can no longer ask a Nation to declare war on another nation if they are Pleased or Friendly with that nation
- DLC is now available when playing in offline mode
- Added tutoring tutorial event to Learn to Play 4
[ 2022-07-14 19:35:09 CET ] [ Original post ]
Hi everyone!
The completed translations added on June 30th to the test branch have now been transferred to the main branch, so you can play in Chinese (Simplified and Traditional), Japanese, German, French, Russian, and Spanish without enabling the alternate branch. Just start up the game, click "Options", then select "UI" and you will have a drop-down menu to select language.
We appreciate the patience in getting them transferred over to the main branch -- there were a lot of other updates and gameplay improvements in the June 30th version that needed some testing before that version became the main branch.
Please note that due to the fact that Old World is constantly evolving and receiving new updates, there will be cases where untranslated text appears for newly added features and content until the translators can catch up. Currently this includes things added in the June 30th update: including events related to the new Dynasty System, a major addition coming to main branch in today's update.
Another significant change to note is adjustment to 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
If you'd like to read about the other updates that came to the main branch today, you can find complete notes here: https://gist.github.com/MohawkGames/62596e24f6ef457a59bea47668e26eff
https://store.steampowered.com/app/597180
[ 2022-07-06 22:47:59 CET ] [ Original post ]
Official translations for Old World are complete for all the following languages:
- Chinese Simplified
- Chinese Traditional
- Japanese
- Spanish
- Russian
- French
- German
The translations are in the Test Build now, and will be added to the official build early next week. To play with them now:
Right click on Old World in your library, and hit properties, then navigate to the Betas tab and use the dropdown menu to switch from 'none' to the testing branch.
[ 2022-06-30 23:27:12 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- Localization text is now complete. We expect this will become live on Main branch next week.
- Tactician Generals now do -3 HP Melee Counterattack damage (instead of -1)
- Added CTRL+Click to restore dismissed reminders
- Many bugfixes
[ 2022-06-30 21:07:11 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- Dynasty System added to Heroes of the Aegean DLC
- Adjusted difficulty settings and added descriptions
- Adjusted distribution of starting locations for single-player maps
- Family and Archetype rebalances
- Localization text updates
- Many bugfixes
[ 2022-06-22 20:55:30 CET ] [ Original post ]
We have also updated the test branch with further work on localisation.
This is still in progress and is on course to be complete by the end of the month.
[ 2022-06-16 20:19:58 CET ] [ Original post ]
A large balance and bug fixing update. Notable changes: Law rebalances Added food consumption to most units Cities can now buy unimproved tiles from each other Improvements to MP lobbies and a reduction in save game sizes which should lead to more connection stability in the late game Hittite family succession tweaks Many bugfixes Full notes can be reviewed here: https://gist.github.com/MohawkGames/09b854c59e192f6f5df660d566c25e75
[ 2022-06-16 15:05:02 CET ] [ Original post ]
The testing branch has been updated! Notable changes:
- Law rebalances
- Added food consumption to most units
- Cities can now buy unimproved tiles from each other
- Improvements to MP lobbies
- Many bugfixes
[ 2022-06-08 21:05:00 CET ] [ Original post ]
Our first post Steam release update is now available! Highlighted Changes: Mac: Added native support for M1 chips on Steam Mac: Added Mac Support on GoG Mac: Fixed issue where terrain was rendering improperly on AMD Macs Linux: Now allow for forcing opengl Fixed issue with Carthage achievements unlocking improperly Heroes of the Aegean Changes: Hatti is now a nation that can be featured in the Game of the Week Adjusted severity of removed from succession for the Hittites Fixed Issues in campaigns that potentially blocked progress You can read the full details here: https://gist.github.com/MohawkGames/d5e9ba51a1200c704d16f2fd97d719a8
[ 2022-06-01 21:00:02 CET ] [ Original post ]
The testing branch has been updated! We plan on updating to release early next week. Notable changes:
- Added native support for M1 chips (Mac)
- Fixed issue with Carthage scenario unlocking achievements improperly
- Fixed various issues with Learn-to-Play Scenario
- Fixed issue where Japanese, Chinese and Russian nested tooltips were not functional
- We have also turned on Steam trading cards
[ 2022-05-25 14:47:20 CET ] [ Original post ]
Official translations for Old World are in quality assurance testing, and sometime in June official support will be added for:
- Chinese Simplified
- Chinese Traditional
- Japanese
- Spanish
- Russian
- French
- German
On release in May, players wishing to play the current versions of these languages can find them in the testing branch. To access this:
Right click on Old World in your library, and hit properties, then navigate to the Betas tab and use the dropdown menu to switch from 'none' to the testing branch.
These work-in-progress translations can have errors and other issues -- please rest assured that there will be many improvements over the next month before official support of these languages comes in June and they are added to the default branch of the game.
[ 2022-05-12 02:56:13 CET ] [ Original post ]
Old World was featured in Hooded Horses Publisher Showcase at PAX East. The publisher showcase revealed new content and announcements across Hooded Horses strategy games. Soren Johnson, Design Director of Old World, delivered a message to PAX East discussing Old World's launch on Steam. [previewyoutube=ze8o334XRxs;full][/previewyoutube] Old World can be wishlisted here: https://store.steampowered.com/app/597180/ Old World and the other games featured in the showcase can be found here: https://store.steampowered.com/publisher/HoodedHorse
[ 2022-05-08 21:20:00 CET ] [ Original post ]
We're thrilled to announce that Old World will be coming to Steam May 19th! [previewyoutube=ncUzxOFibgA;full][/previewyoutube] Additionally, the new "Heroes of the Aegean" Expansion will be released the same day, free to all purchasers of Old World for the first 2 weeks. Check out the trailer below! [previewyoutube=-TER-lS1RPY;full][/previewyoutube] https://store.steampowered.com/app/597180
[ 2022-04-11 23:37:50 CET ] [ Original post ]
We will be streaming gameplay on the store page, as well as answering questions from players. Additionally, we'd like to announce our recent participation in Gamescom Asia. You can view our trailer alongside those of other strategy games published by Hooded Horse in the Gamescom Asia video below (timestamp 2 hours 33 minutes): [previewyoutube=SX58uHPs-Tk;full][/previewyoutube] If you are interested in our game or the other strategy games shown together in the Gamescom Asia video, please wishlist below! https://store.steampowered.com/app/1280190/ https://store.steampowered.com/app/1113400/ https://store.steampowered.com/app/1176470/ https://store.steampowered.com/app/597180/
[ 2021-10-24 04:08:24 CET ] [ Original post ]
We will be streaming gameplay on the store page, as well as answering questions from players. Additionally, we'd like to announce our recent participation in Gamescom Asia. You can view our trailer alongside those of other strategy games published by Hooded Horse in the Gamescom Asia video below: [previewyoutube=SX58uHPs-Tk;full][/previewyoutube] If you are interested in our game or the other strategy games shown together in the Gamescom Asia video, please wishlist below! https://store.steampowered.com/app/1280190/ https://store.steampowered.com/app/1113400/ https://store.steampowered.com/app/1176470/ https://store.steampowered.com/app/597180/
[ 2021-10-22 00:49:04 CET ] [ Original post ]
We're thrilled to announce that Old World will be coming to Steam in Q2 2022! In celebration, we'll be broadcasting some of the recent developer streams of the game. Come check them out! https://store.steampowered.com/app/597180
[ 2021-10-07 09:48:01 CET ] [ Original post ]
- Old World Linux Content [9.14 G]
Old World is a historical strategy game where you lead your empire through multiple generations, building a grand legacy to last beyond your own years. This is an era of great leaders, from the revered to the feared. Which will you be?
Marry for politics, raise your heirs, and manage your relationship with the families of your kingdom. In the fast and furious world of kings and queens, family matters.
- Each of the 7 kingdoms has four noble families that provide various benefits when put in charge of your cities.
- Manage family ties through events, actions, and marriages to keep them happy and reap additional benefits. Upset them, or make them too powerful, and you risk their ire.
- Maintain a strong family unit, or distract yourself with more illicit adventures.
The world is full of great characters with distinct personalities, strengths, and weaknesses. Use them to forge your kingdom, defend your borders, and build ties with other leaders.
- Seek out and recruit famed warriors, philosophers, builders, and more. Have them tutor your children, lead your armies, and further your reign.
- Different personality archetypes allow your court members to perform different tasks in similar roles. Find the right combinations to take full advantage of governors, diplomats, spymasters, and even your spouse.
- Characters develop new personalities and traits over time, growing old, gaining experience, and finally falling ill and passing away, leaving room for the next generation.
Unsettled tribes, barbarian marauders, and remnants of previous cultures are all waiting in the vast unexplored wilderness.
- Discover artifacts and great heroes of the past at ruins scattered across the map.
- Experience over 3,000 unique events inspired by history and mythology.
- Contact with foreign dignitaries triggers event chains, stories, and courtroom drama.
- Pursue ambitions and legacies related to conquest, development, faith, and more.
- Historically inspired scenarios, weekly challenge games, and a choice between randomly generated and handcrafted maps to explore. Lead Carthage to victory as Hannibal in the Punic Wars, hold your own against Barbarian Hordes, or compete against other players in tackling fictional scenarios.
Why do things the way they've always been done? Old World brings a new take to key elements of the 4X strategy genre:
- Go beyond the traditional resources. Buildings are made of wood and stone, not "industry." Population doesn't grow off "food" alone.
- Orders are a resource shared across your realm. Instead of moving every unit once per turn, each unit can be moved multiple times until fatigued or Orders are depleted.
- Technological advancement is not predetermined. Randomization helps keep technology trees feeling fresh with each new playthrough.
- Quality of life improvements, such as the ability to undo mistaken commands and nested tooltips, ensure you're always making informed decisions.
- Play with friends in countless multiplayer modes — from hotseat, to asynchronous, to cloud play.
- Mods further open up infinite options for new worlds, empires, and dynasties — inspired by our real world, and by works of fiction as well.
- OS: Ubuntu 18.04+
- Processor: Intel i5-6400 2.7ghz or similarMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 770 / AMD R9 290
- Storage: 10 GB available space
- OS: Ubuntu 20.04+
- Processor: Intel i5-8500 3ghz or similarMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVIDIA GTX 1060 / AMD RX 5500-XT
- Storage: 14 GB available space
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