[b]Main Branch 1.0.80908 release 2025-11-26[/b]
This patch removes the ability to hire Barbarian units, adds a Money cost to upgrading hired Tribal units, and makes Civilian units defend cities instead of being pushed out. Units led by Leader Generals are now fully immune to all control effects, and Citrus has been reclassified as a luxury resource. The update also includes AI improvements, UI updates, memory cleanup, and a large number of bug fixes.
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Headline changes
Can no longer hire Barbarian units, upgrading hired Tribal units now costs Money as well as Training
Civilian units defend cities instead of getting pushed out
Units with Leader Generals are immune to control effects
Design
Can no longer hire Barbarian units (affects Carthage and Orator leaders). Tribal units can still be hired.
Added Tribal unit upgrade cost of money equal to its upgrade cost in training
Units with Leader Generals are immune to Stun, Panic, Enlistment, Disarm and Immobilization (Grappler)
Civilian units defend cities instead of getting pushed out
Citrus is now a luxury resource
Caravans can't spawn on a tile with a Caravan, although they can still occupy the same tile as one when moving
Increased Prosperous trait money from 5/10 per culture level to 8/16
Halved Intelligent trait science output
Assassination attempts that fail have a chance to avoid negative consequences
Enlisting a unit replaces any existing cooldown by the enlisted cooldown
Capturing city timer no longer counts back up when city is left vacant
Cities in the capturing state no longer go to Anarchy if no capturing progress has been made
Units can pass through capturable cities without capturing them as long as they don't stop inside
Changing the Succession Law no longer results in characters becoming Bypassed and suffering opinion penalties
The cost to change the Succession Law now starts at 400 civics and increases at 100 civics per switch
Judge leaders can change the Succession Law for 100 civics as per other laws
Stunned units no longer counterattack
Characters are more likely to get a strength or weakness before reaching adulthood
In 2 team MP games, leaders initial strength is now mirrored when set randomly
Ocean depth tiles are safe from Tsunami's (Wrath of Gods)
Programming
Memory management cleanup, fixed more memory leaks
Better AI improvement selection, improvement unit movement decisions after founding a city
Improved AI worker order efficiency and management
Damaged workers heal more often
Existing improvements get replaced less often
AI places less emphasis on building Garrisons early
AI anchoring improvements
AI tries harder to have an up-to-date army
Improved AI attack planning to reduce the effect of counterattacks
AI builds more strongholds, citadels and unique units
AI now uses units with disarm effect early, so that later attacks can take advantage of it
Tribe placement improvements on map generation
Automated workers now take into account road pings
ModManager improvements
UI
Camera no longer pans to failed unit movement if instant unit movement is turned on, or in Network games
City screen button tooltip now differentiates between increasing and decreasing happiness
Added "Polearm" instead of "Rout" to combat preview, to make it clear when polearm units prevent a rout
Holding Ctrl with a worker selected adds the improvement on the worker's tile (if any) to the unit action buttons
Holding Alt with a selected unit displays the unit's movement path/range assuming water control in all water tiles
Cloud games are now sorted by whether or not it's your turn first, time since last upload second, and alphabetically third
Added selection to dropdown list for customizable leader portrait, name, age, gender, and trait, so that these can be reset to random after being selected
Capitalized some game terms (Unit, City, Nation, Character, Tile, etc)
Tweaked adjacent terrain target help text
Improvement name is shown for bonus placements of improvements that produce no yields
Planned specific improvements/roads for players on your team now listed on the tile tooltip (but still not as tile widgets)
Effect of free specialists now shown in improvement yield previews
Unit modifiers to improvement yields only shown if unit on the tile
Forced March button tooltip clarification
Blocked abandoning ambitions in Learn to Play scenarios
Changed High Vision icon effect color for Scouts
Changed capture progress bar appearance on city widget when paused
Unit attacked log now shows damage done instead of health left
Notifications now appear when invisible units are soon to become visible
Added a longer camera delay to AI attacks
Relatives panel now shows dead characters
Player tooltip reveals yields information when game is over, similar to observer mode
Updated text for some law Encyclopedia entries
Enabled Mirror Map option with Random map script selected in MP
Cleaned up governor candidate text on city list screen
Updated Clergy helptext
'Unlocks Project:' helptext no longer shown for hidden projects
Renamed From Tribute to Cancelled Tribute in bonus help when relevant
Removed "Each:..." helptext from Specialists if you don't have that effect
De-cluttered EffectCity help text
Added more specific turn summary text for when a regent or a rightful heir takes over the throne of a rival nation
Removed scenario save import option from Carthage campaigns
Bugs Fixed
Fixed attack preview not always updating
Fixed error logged on shutdown
Fixed unit repair recommendations
Fixed Resources sometimes being listed multiple times in Encyclopedia
Fixed never-buildable improvements appearing in map pin UI
Fixed null reference in overlay customizer map pins
Fixed mod manager UI when session is not already valid
Fixed Atalia wikipedia link
Fixed formatting of Zealot enlist tooltip
Fixed 'Consumes X Orders' line showing when order cost is already shown
Fixed enlisting a unit that had been capturing one of your cities not capturing it back for you
Fixed effectCity help sometimes not appearing
Fixed observer visibility update
Fixed observer not being able to cycle decisions
Fixed camera sometimes not panning to a unit that could not complete its movement
Fixed movement preview when moving into a capturable city
Fixed Tribe Elimination event and stat if eliminating a tribe through hiring a unit
Fixed null reference caused by blank note pings
Fixed yield panel not updating with changes to player trade network connections
Fixed timeline borders for final turn when game is over
Fixed Envoy trait tooltip
Fixed player luxuries not being correctly updated when a resource was removed from a tile with a specialist
Fixed city unit production buttons missing unit traits
Fixed caravans causing game crash in Pharaohs of the Nile scenario 2
Fixed unit action cost labels sometimes getting applied to mission buttons (affects mods)
Fixed Cathedral happiness adjacency not working
Fixed question marks appearing in some event text
Fixed memories for assassination getting applied to dead character instead of family
Fixed tile improvement highlights being shown for non-team units
Fixed appearance of fortify bar on unit banner for Testudo
Fixed some AI and UI revealed terrain knowledge
Fixed net yield help text for projects with effects with improvement modifiers
Fixed imprisoned mission succeeding on dead characters
Fixed null reference on shutdown
Fixed observers getting achievements from the player they are observing
Fixed religious dissent projects being valid without associated religion
Fixed Tribal truce missions failing silently when tribe has an ally
Fixed some issues with the leader customization settings feature
Fixed history popup not always showing fog of war
Fixed rebels and raiders pillaging tiles that don't belong to their target nations
Fixed the definition of an open tile to include no vegetation
Fixed Send Caravan ambitions auto-failing if you lose the ability to build Caravans
Fixed trade values showing total trade for individual trades
Fixed missing mask in bug reporting Description box
Fixed redundant trait check
Fixed Found Capital icon alignment in Pick Later
Fixed tribal camp not being cleared when defender killed by an event following a ranged attack
Fixed Regents taking the throne not being announced to other players
Fixed repair tooltip with action queue
Fixed AI repeated unit movement
Fixed AI not considering danger from immobile units
Fixed AI civilian unit retreat
Fixed tooltips showing effects from disabled DLCs
Fixed Minor Earthquake sometimes targeting water tile and not propagating (Wrath of Gods)
Fixed tile reveal not being reset after an Occurrence changes visibility (Wrath of Gods)
Fixed Event Browser errors when loading a mod that uses -change on an -add entry
Minor Worker/Occurrence fix for better mod support
More robust null handling from ModCache lookup
Text and event fixes
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