Old World Update: Shrine Rebalance, Critical Hits for Cities, & UI Improvements
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!
[ 2024-10-24 14:46:07 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:
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Old World
Mohawk Games
Hooded Horse
Q2 2022
Strategy Singleplayer Multiplayer Coop
GameBillet
20.00 /
€
Game News Posts 189
🎹🖱️Keyboard + Mouse
Very Positive
(3185 reviews)
https://mohawkgames.com/oldworld/
https://store.steampowered.com/app/597180 
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.
MINIMAL SETUP
- 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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