Main Branch 1.0.80396 release 2025-10-29
[p][/p]Headline changes
[p][/p]- [p]Leader archetype balancing for Heroes, Builders, Zealots and Diplomats[/p][/*]
- [p]Added Road Improvement Ping (Map pin)[/p][/*]
- [p]Rebel chance icon added to Cities Screen and City tooltip[/p][/*]
- [p]MP setup and observer mode improvements[/p][p][/p][/*]
Design
[p][/p]- [p]Hero leaders can now Launch Offensive after attacking. This still puts the Hero unit on cooldown, so they cannot act after Launch Offensive[/p][/*]
- [p]Add Urban (Builder Leader ability) stone costs doubled (20 on flat and 40 on hill)[/p][/*]
- [p]Spending Civics to Enlist (Zealot Leader ability) no longer expires after 3 turns, but the effect is removed when the leader is removed from the unit[/p][/*]
- [p]AI now requires a Diplomat leader to start a National Alliance. Increased probability of an alliance offer [/p][/*]
- [p]Duplicate nations are now allowed even with preset leaders, as long as dynasties are not duplicated [/p][/*]
- [p]Mounted units no longer get attack bonus into Marsh. Renamed Flat to Open for Mounted Attack bonus[/p][/*]
- [p]Harbors give 100% bonus to adjacent nets, up from 60%[/p][/*]
- [p]AI now aims to have have a minimum of about a tenth of its units be its Unique Unit[/p][/*]
- [p]Eliminating the last unit of a tribe outside of a camp now also counts as eliminating the tribe and triggers elimination events[/p][/*]
- [p]Specialist builds are allowed to continue after their improvement has been pillaged[/p][/*]
- [p]Map options limiting the number of city sites now concentrate sites around player starts[/p][/*]
- [p]Consorts can now be Regents without needing to be Royal. Ill characters will not be picked to be Regents[/p][/*]
- [p]Added repair cost to Town and Village improvements[/p][/*]
- [p]Free-for-all player starts no longer try to separate human players[/p][/*]
- [p]Ambitions that require Wonders now consider Wonders owned by teammates to be impossible to acquire[/p][/*]
- [p]When a preset character joins a preferred family their children now join the same family [/p][/*]
- [p]Reduced the amount of Forest on the Desert map script. Removed option to specify starting inland or on the coast[/p][/*]
- [p]Tribe units can now heal after moving[/p][/*]
- [p]In No Events / No Characters, truce offers cost nothing if you're winning the war[/p][/*]
- [p]Unit position swaps clears temporarily hidden state of the swap initiating unit [/p][/*]
- [p]Characters with an active mission on them (like marriage) cannot be auto-married in the meantime[/p][/*]
- [p]Great Lighthouse now applies faster upgrade bonus to existing hamlet class improvements, not only newly constructed ones [/p][/*]
- [p]Added initial turn timer time stockpile. Slow adds 3 minutes, Medium 2 and Fast 1[/p][/*]
Programming
[p][/p]- [p]Fixed several memory leaks (more improvements here coming next update)[/p][/*]
- [p]Memory allocation optimization[/p][/*]
- [p]Minor MP performance optimization[/p][/*]
- [p]Improved AI for Zealot leader enlisting[/p][/*]
- [p]AI no longer attacks civilians if doing so puts their units in danger of being killed[/p][/*]
- [p]Unhardcoded some AI diplomacy parameters, made warState.xml more mod-friendly[/p][/*]
- [p]Updated AWS SDK to 3.7[/p][/*]
- [p]Modio version upgrade [/p][/*]
- [p]Unity package updates[/p][/*]
- [p]Added option for CRC tracing when loading mods[/p][/*]
UI
[p][/p]- [p]Added Road improvement ping[/p][/*]
- [p]Cities with effects that give Rebel chance are marked with a Rebels icon in the city list screen and city tooltip [/p][/*]
- [p]Population in the city list screen is now a link to city specialists [/p][/*]
- [p]Worker build action button yields no longer subtract unimproved tile yields[/p][/*]
- [p]Map Overlay Customizer now has seperate options for Urban and Rural Improvements[/p][/*]
- [p]Renamed the City Number options and City Site Density to City Site Spacing [/p][/*]
- [p]Default player name in MP and network server name are now taken from the online platform nickname[/p][/*]
- [p]MP Setup screen newly added players duplicate the parameters of the previous player[/p][/*]
- [p]Cloud game hosts can now rename the game using the host control popup [/p][/*]
- [p]In sequential turn network games, observer view automatically switches to the next player when the observed player's turn ends. This is disabled after manually switching to a different player[/p][/*]
- [p]Observers now use their set language rather than the language of the observed player[/p][/*]
- [p]Chat hotkey no longer works for non-host observers [/p][/*]
- [p]Show Foreign Family Colors option now also applies to city widget crests [/p][/*]
- [p]Clicking a General portrait on a selected unit now selects the character[/p][/*]
- [p]Law tooltips now show family opinion changes instead of family class opinion[/p][/*]
- [p]New Place Bonus decisions get sorted to the front of the event queue [/p][/*]
- [p]Improvement pings no longer removed after a terrain change if the improvement is still valid or after a resource is added if the improvement matches the resource[/p][/*]
- [p]Added foreign opinion helptext to specify the portion of the Ruthless AI opinion that is due to a player alliance[/p][/*]
- [p]Added character archetype crest to mission targets[/p][/*]
- [p]When a unit cannot complete a move, camera pans back to unit location and fatigued sound is played [/p][/*]
- [p]Right-clicks on UI widgets now work with a tooltip locked [/p][/*]
- [p]Moved some help text to the advanced help text option[/p][/*]
- [p]Temporarily hidden units show a timer [/p][/*]
- [p]Temporary hidden status is ignored for damage preview if unit has to move for previewed attack[/p][/*]
- [p]Last choices for customized leaders are remembered[/p][/*]
- [p]Succession list helptext (tooltip for the Inheritance button) shows archetype icons [/p][/*]
- [p]Removed Follower list when selecting families [/p][/*]
- [p]Remove the separate popups for dead/retiring governor, agent and general [/p][/*]
- [p]Improved goal instructions in Learn to Play scenarios[/p][/*]
- [p]City religious improvement tooltip now includes unfinished and pillaged improvements [/p][/*]
- [p]Added tribe elimination notification[/p][p][/p][/*]
Bugs Fixed
[p][/p]- [p]Fixed AI development claiming more than the nation's share of city sites when using limited City Site Number options[/p][/*]
- [p]Fixed agent tab not properly updating after assigning agent character[/p][/*]
- [p]Fixed setup screen bug with number of players [/p][/*]
- [p]Fixed modified trade values not being calculated in trade bonus helptext [/p][/*]
- [p]Fixed city culture tooltip flicker[/p][/*]
- [p]Fixed overlay customizer not updating toggles when re-opening after making unsaved changes[/p][/*]
- [p]Fixed locked overlay highlight switching off of Custom when toggling customizer [/p][/*]
- [p]Fixed improvement filter issues, include unfinished improvements [/p][/*]
- [p]Fixed pillaging, burn and launch offensive not clearing hidden status[/p][/*]
- [p]Fixed some issues with temporarily hidden units [/p][/*]
- [p]Fixed retry cloud upload directing to succession UI [/p][/*]
- [p]Fixed map selection with character assignment UI active[/p][/*]
- [p]Fixed double state religion reference in happiness help text [/p][/*]
- [p]Fixed AI leaving Wonders unfinished if interrupted[/p][/*]
- [p]Fixed not being able to change language when it's not your turn [/p][/*]
- [p]Fixed popup and decision processing when not the active player's turn[/p][/*]
- [p]Fixed foreign characters showing on 1st turn of Hotseat game[/p][/*]
- [p]Fixed custom nickname bugs[/p][/*]
- [p]Fixed improvement net yield help text to include income from adjacent tiles that belong to a different city[/p][/*]
- [p]Fixed game reload inconsistent state[/p][/*]
- [p]Fixed pathfinder not being reset when a new tile is revealed [/p][/*]
- [p]Fixed implicit conversion with maiMinStats/maiMaxStats [/p][/*]
- [p]Fixed Recruit button not appearing with no orders [/p][/*]
- [p]Fixed assassinating heir mission not giving achievement when heir exploring[/p][/*]
- [p]Fixed AI not building most projects[/p][/*]
- [p]Fixed map scripts sometimes generating marsh on hills[/p][/*]
- [p]Fixed Regicide achievement not always triggering[/p][/*]
- [p]Fixed characters incorrectly showing under Court filter[/p][/*]
- [p]Fixed tile widgets not always updating after place bonus decision resolved [/p][/*]
- [p]Fixed not being able to retire when there are no opponents in SP[/p][/*]
- [p]Fixed possible null reference when a city is razed[/p][/*]
- [p]Fixed Mounted unit attack bonus incorrectly being listed in tooltips as a negative defensive modifier[/p][/*]
- [p]Fixed tribal unit movement bug[/p][/*]
- [p]Fixed extra divider in improvement tooltip for improvements with no yields [/p][/*]
- [p]Fixed event trigger text not always showing correctly[/p][/*]
- [p]Fixed camera hotkeys not working in map editor[/p][/*]
- [p]Fixed MP setup when playing scenarios where player order doesn't match scenario save[/p][/*]
- [p]Fixed new tribe leaders not following their tribe's religion in Wrath of Gods scenario[/p][/*]
- [p]Fixed mod infos initialization, source effects were not being properly set on new game. Fixes Rebel text in the Wrath of Gods scenario[/p][/*]
- [p]Text and event fixes[/p][/*]
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