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