Main Branch 1.0.75065 Release 2024-11-20
Changes Overview
- [b]More kids:[/b] Increased chances for leaders to have children
- [b]Permanent improvements:[/b] Shrines, Slums, and Estates are now permanent improvements
- [b]AI improvements[/b]
Design
- [b]More kids:[/b] leaders with no children now have a higher chance to have kids
- [b]VP calculation:[/b] Points required to win are now increased when projects that grant VP are available (i.e. Opulence in Behind the Throne)
- [b]Permanent improvements:[/b] Shrines, Slums, and Estates are now permanent improvements that can be pillaged but do not get destroyed, and cannot be replaced
- [b]Tribal Divorces:[/b] Divorcing a tribal spouse now results in a negative opinion with that tribe
- [b]Distant raids:[/b] No longer include ships
- [b]AI unit building:[/b]
- 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
- [b]Alliance events:[/b] Most alliance and tribal alliance events now either require a diplomat leader or are disabled in competitive mode
- [b]City reveal:[/b] Cities are now revealed from a greater distance, like settlements
- [b]City capture:[/b] Cities now take 1 turn longer to capture
- [b]Unit spawn location:[/b] Rebels from Slums spawn on Slum tiles and Religious Dissent rebels spawn on religious buildings, if possible
- [b]Starting units[/b] no longer spawn on the same tile, even if they are allowed to do so
Programming
[b]AI improvements: [/b]- 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
- [b]Performance optimizations:[/b] Improved performance of terrain rendering, tile ownership changes and event processing
- [b]Improvement and Project Legitimacy:[/b] now tied to effectCity and always converted to orders in no characters mode
- [b]Added triggers:[/b] EVENTTRIGGER_PLAYER_DIPLOMACY_CHANGED and EVENTTRIGGER_TRIBE_DIPLOMACY_CHANGED
- [b]Moving capital:[/b] Added support for moving the capital. Player's original capital is now remembered and exposed to the event system
- [b]Roads from improvements: [/b]Added support for improvements adding roads to the tile
- [b]ZOC changes from improvements: [/b]Added support for improvements allowing units to ignore enemy ZOC
- [b]Mission bonus rework: [/b]InfoMission.miXP replaced with SubjectCharacterBonus
- [b]Diplomacy methods: [/b]now take players as arguments instead of teams, to that events are triggered for the most relevant players
UI
- [b]Family tab icons: [/b]removed player color
- [b]Marriage missions: [/b]now grouped together
- [b]Inheritance and Tech Tree screens: [/b]now scrollable with camera keys (WASD)
- [b]Religion Tooltips: [/b]Active Clergy and Current Followers no longer shown if there are none. Added +2 civics to Holy City line
- [b]City Tooltips: [/b]Added tile tooltip content to bottom of city tooltip
- [b]Royal characters: [/b]Changed 'your Relative' to 'A Royal'
- [b]Nation tooltips: [/b]Now always show number of cities on nation tooltips
- [b]Honey resource audio: [/b]Reduced volume of honey environmental audio
- [b]Custom campaign audio: [/b]Added custom sounds for priest attacks in Pharoahs of the Nile scenario 3
- [b]Tutorial events: [/b]Adjusted timing and added more to No Events mode
- [b]Button dragging: [/b]Disabled unnecessary button clone when dragging buttons
- [b]Laurion Mines: [/b]No longer show extra text on map
Bugs Fixed
- Fixed [b]recruitment with legitimacy[/b] penalty not getting applied on loading a save
- Fixed [b]info loading[/b] bug that could cause new games to fail to start
- Fixed [b]undo/redo[/b] related to tribal invasions
- Fixed bug with [b]random seed[/b] for event story trigger test not matching the seed of the actual triggered event
- Fixed [b]silent event failures[/b] caused by type cast issue
- Fixed [b]units failing to spawn[/b] from improvements in Barbarian Horde games after the invasion had started
- Fixed [b]disable environment audio toggle[/b] not taking effect immediately
- Fixed [b]Fickle Band[/b] effects not triggering when divorce happened from an event
- Fixed ships exiting [b]Great Cothon[/b] not always getting their size updated
- Fixed [b]multiple selection highlights[/b]
- Fixed title of [b]MP setup screen[/b] when coming from Mod selection screen
- Fixed [b]improvement spawned units[/b] not respecting DLC checks
- Fixed [b]project ambitions[/b] not respecting DLC checks
- Fixed [b]border expansion preview[/b] not updating when selecting option in minimized event
- Fixed issues with [b]unit list scrolling [/b]and units becoming unselectable
- Fixed [b]AI value[/b] placed on Strongholds and Citadels (will now be built more often)
- Fixed [b]spurious assert[/b] triggering when a nation is eliminated
- Fixed graphical display issue affecting [b]Arid Hills[/b]
- Fixed inconsistency with the number of [b]capture turns of cities [/b]
- Fixed [b]eliminated tribes[/b] being eligible for forming an alliance
- Fixed [b]improvement max player count[/b] not working for improvements with no improvement class
- Fixed exception when [b]submenus scrolled off-screen[/b]
- Fixed bug where [b]goal subject weight[/b] could result in an ineligible subject being chosen
- Fixed [b]acquired techs cost[/b] in Encyclopedia and added cost to tooltips in tech tree
- Fixed some [b]rebel spawn[/b] issues
- Fixed [b]event cache[/b] bug
- Fixed [b]modified collection exception[/b]
- Fixed [b]sort exception[/b]
- Fixed [b]incorrect iTriggerExtra[/b] in EVENTTRIGGER_CITY_CAPTURED
- Fixed bug with [b]bSingle effectCity[/b] effects that spawn rebels possibly being counted multiple times (affects mods only)
- [b]Text and event[/b] fixes
