Main Branch 1.0.79513 release 2025-08-27
[p][/p]Design
- [p]Duel map size is now smaller (45x45) and defaults to 2 players[/p][/*]
- [p]Added new map size Tiny, which is the same size as the old Duel[/p][/*]
- [p]Maximum Number of Opponents allowed is now set per map size at twice the default number of players[/p][/*]
- [p]Random map size can no longer result in an actual map size that is too small to accommodate the chosen number of players[/p][/*]
- [p]Added new Ultra-wide aspect ratio option to MP setup (map width is 40% of map height)[/p][/*]
- [p]Each Victory condition is disabled for other players after first being achieved[/p][/*]
- [p]It is no longer possible to lose the game after being the first to complete a victory condition[/p][/*]
- [p]Tribes, Raiders, Rebels and Barbarians now more likely to pillage improvements and attack units rather than cities[/p][/*]
- [p]All members of a team with a nation allied to a tribe can found cities on that tribe's sites, for an extra cost[/p][/*]
- [p]The AI avoids founding a religion for a certain number of turns, depending on AI aggression and development levels [/p][/*]
- [p]The AI can no longer start with improvements that are required for founding a religion (Shrines and Pastures)[/p][/*]
- [p]Units that are no longer hidden because of an effect being removed remain hidden until they move or attack[/p][/*]
- [p]Hidden scouts no longer get bounced several tiles away just to remain hidden in Trees[/p][/*]
- [p]Make Peace/Alliance with a Tribe ambitions no longer require tribe contact and don't fail if the last contacted tribe is eliminated [/p][/*]
- [p]Adad-Guppi and Ramesses II cannot die for the first 50 years (Wonders and Dynasties)[/p][/*]
- [p]Slum improvements are now Urban (Behind the Throne)[/p][/*]
- [p]Added new map script Desolation, a fertile land with deserts that expand over time (Wrath of Gods) [/p][/*]
- [p]Occurrences no longer change terrain on a tile with an improvement (excluding roads) to a terrain type that is not supported by that improvement (Wrath of Gods)[/p][/*]
- [p]Occurrences no longer remove roads when changing terrain to a type that doesn't support roads, unless impassable (Wrath of Gods)[/p][/*]
- [p]Added new Sacrifice Courtier goal to the Wrath of Gods scenario[/p][/*]
- [p]Drought raid event in the Wrath of Gods scenario can no longer occur in the first 20 turns or at all on Weak Tribe Level[/p][/*]
Programming
[p][/p][p]AI improvements: [/p]- [p]Pathfinder enhancements[/p][/*]
- [p]Improved movement plans on congested maps [/p][/*]
- [p]Combat tactics improvements[/p][/*]
- [p]Fixed AI being less aggressive against other players than intended[/p][/*]
- [p]Improved attacks out of staging areas[/p][/*]
- [p]Founds cities for protection instead of retreating[/p][/*]
- [p]Less likely to retreat healthy units after attacking in the same area[/p][/*]
- [p]Better accounting for enemy power when allocating units to city defense and attack staging[/p][/*]
- [p]Anchored ships are higher priority targets[/p][/*]
- [p]More urgent repair of pillaged improvements[/p][/*]
- [p]Revised specialist and improvement building priorities[/p][p][/p][/*]
- [p]Minor performance improvements[/p][/*]
- [p]Occurrences are processed for each player separately during their turn [/p][/*]
- [p]New game loading screen no longer waits for the prehistory to finish, improving load times on fast machines[/p][/*]
- [p]Expanded and tweaked wording of warning of potential crashes on Raptor Lake CPUs [/p][/*]
- [p]Owned DLCs on GoG are now cached in memory after receiving ownership [/p][/*]
- [p]Better handling of modded XML paths on Windows[/p][p][/p][/*]
UI
[p][/p]- [p]Victory screen is updated when a player has met one of the victory conditions[/p][/*]
- [p]Victory popup on game over mentions the last victory earned instead of the first[/p][/*]
- [p]Score threshold for victory no longer shown after double/points victory achieved[/p][/*]
- [p]Net yield tooltip now groups yields that subtract from each other (affects mods only)[/p][/*]
- [p]Added loading screen hint about Advanced Help Text[/p][/*]
- [p]Specialist help text without the advanced help text option now includes a simple yield total in the place of net modified yields[/p][/*]
- [p]Cleaned up culture help text [/p][/*]
- [p]Player and tribe tooltips no longer show relationship with unmet entities[/p][/*]
- [p]Replaced icons for Strength and Weakness[/p][/*]
- [p]Removed tile change notifications from game log[/p][/*]
- [p]Localization text updates[/p][/*]
- [p]More UI related actions allowed during another players turn (i.e. renaming cities, setting reminders)[/p][/*]
- [p]Cloud notification emails no longer show details in Summary section if they appear in another category[/p][/*]
- [p]Network games are now removed from the Current Games list for eliminated players[/p][/*]
Bugs Fixed
[p][/p]- [p]Fixed 11th ambition / 2nd National ambition sometimes getting offered[/p][/*]
- [p]Fixed null reference on exit to menu[/p][/*]
- [p]Fixed tooltips clearing unnecessarily between turns [/p][/*]
- [p]Fixed governor icon not updating after losing control of a city[/p][/*]
- [p]Fixed tile recommendation icon interactability when tile status is active[/p][/*]
- [p]Fixed possible crash if a mod eliminates a council position[/p][/*]
- [p]Fixed tile border expansion when using the Game Editor[/p][/*]
- [p]Fixed leader trait achievements not working when new leader already has trait[/p][/*]
- [p]Fixed AI behavior for congested battlefields[/p][/*]
- [p]Fixed pinned characters being shared between players[/p][/*]
- [p]Fixed some game editor actions not working when it's not the active player's turn[/p][/*]
- [p]Fixed AI building too many forts and in bad locations[/p][/*]
- [p]Fixed incorrect AI danger calculations[/p][/*]
- [p]Fixed Caravan animation being affected by "Follow AI moves" setting[/p][/*]
- [p]Fixes to Multiple Continents map script[/p][/*]
- [p]Fixed trigger text for some city culture events[/p][/*]
- [p]Fixed assign governor tooltip showing incorrect opinion change[/p][/*]
- [p]Fixed some duplicate titles in cloud email notifications[/p][/*]
- [p]Fixed caravan missions not being able to be completed through unrevealed territory [/p][/*]
- [p]Fixed governor project reminders not being dismissable[/p][/*]
- [p]Fixed toggle buttons closing reminders panel [/p][/*]
- [p]Fixed yield previews showing for improvement placement on invalid tiles with map tacks [/p][/*]
- [p]Fixed custom overlay not restoring properly after hovering to build a road[/p][/*]
- [p]Fixed a city site assignment bug that could result in AI cities on higher development levels not being grouped together[/p][/*]
- [p]Fixed null icon in eliminated player text on MP game tooltips[/p][/*]
- [p]Fixed cities not being able to be razed in no-character mode [/p][/*]
- [p]Fixed AI sometimes not clearing or claiming city sites[/p][/*]
- [p]Fixed net yield change tooltip for adjacent improvement modifiers [/p][/*]
- [p]Fixed events incorrectly showing origin of foreign occurrence[/p][/*]
- [p]Fixed display of family tab when large numbers of luxuries are sent to family[/p][/*]
- [p]Fixed helptext performance issue[/p][/*]
- [p]Fixed units sometimes not getting bounced from occurrence impassable tiles[/p][/*]
- [p]Fixed XP floating text sometimes not appearing [/p][/*]
- [p]Fixed map scripts allowing unreachable non-boundary tiles[/p][/*]
- [p]Fixed missing Tribal Truce and Peace missions in No Characters[/p][/*]
- [p]Fixed ethnicity helptext issue in Heroes of the Aegean 6[/p][/*]
- [p]Fixed Kingship god icon positioning (Wrath of Gods)[/p][/*]
- [p]Fixed global Occurrences (e.g. Drought, Plague) being more frequent than intended (Wrath of Gods)[/p][/*]
- [p]Text and event fixes[/p][/*]