Main Branch: 1.0.69678 Release 11/22/2023
Headline changes
- Lower difficulty levels are now easier and a new lowest level difficulty added 'The New'
 - Many balance changes including nerfs to Persian UUs and Schemer leaders
 - Kush now available on the Middle East premade map
 - AI combat, strategic and performance improvements
 
Design
- New difficulty level added The New. Reworked AI penalties on lower difficulty levels.
 - Passive AI will not capture cities from a player who originally founded them
 - Persian Unique Units (Palton Cavalry and Cataphract Archer) now have a range of 1. This can be increased by effects which increase range (Hills, Marksman promotion etc).
 - Reduced Schemer leader orders per war from 2 to 1
 - Kush now available on the Middle East premade map
 - Reduced Desert mapscript size to be in line with other maps
 - Upgrading an improvement now also upgrades the specialist, if the existing specialist is less advanced than the starting specialist of the upgraded improvement
 - Garrison getting pillaged no longer removes existing governor
 - Autonomous rule now repairs damaged cities that cannot passively heal completely in a turn, even if it's currently building something else
 - Collateral damage (pierce, splash etc) formula simplified. This now does the percentage of the damage of a direct attack to the same unit, rounded up. This change increases collateral damage dealt in some circumstances.
 - Tweaked a few trait inheritance outcomes
 - Added new trait flavor text and changed some to only appear dependent on character age. Reduced the likelihood of vomiting and diarrhea when characters become severely ill.
 - Tweaked tutorial events to make them less prone to cluster on the same turns
 - Generals of tribal units now get XP
 - Tribes now attack civilian units at a lower priority
 - Former regents now get a trait giving +1 wisdom and keep their King/Queen Regent title
 - In the Rise of Carthage scenarios, Balearic Slingers are now buildable on the islands instead of regular Slingers. Regular Slingers can upgrade to Balearics.
 - Rise of Carthage scenario 4 starting city happiness boosted
 
Programming
- AI combat, strategic and performance improvements
 - Improved retreat and target selection.
 - Better AI coordination so it doesn't get some units attacking a target while other healthy ones are retreating.
 - Better AI awareness of power shift when it moves its units
 - Improved AI evaluation of tiles for border expansion and buying
 - AI exploration and wood chopping improvements
 - Reduced AI fort spam outside of borders, especially for Kush
 - Revised AI Settler movement to force march when it has excess orders
 - Fixed the AI starting multiple Settlers at the same time, when it just needs one
 - Fixed AI not viewing rebels of other nations as a threat when they actually are
 - Fixed AI incorrectly estimating the cost of buying resources
 - Fixed AI risky behavior of attacking too close to the fog of war without protection
 - Fixed tribe AI movement bug
 - Fixed Hittite AI chopping trees too much at the expense of exploring
 - AI builds militia more frequently instead of festivals if it cannot build other units
 - Minor Stun/Push AI optimization
 - Minor AI exploration fix
 - One AI cache per player, instead of one per game
 - Units that require a non-buildable improvement are no longer considered a possible build, unless that improvement is present
 - GOG SDK updated
 - Added STAT_YEARS_REGENT
 - Starting location resource placement order shuffled, so players later in the turn order don't always slightly benefit from rare luxury placement
 - Added Pharaohs of the Nile campaign source and XML to Reference folder
 - Added effectCity bAutoBuildUnits, which is like the current autonomous rule, but builds units instead of projects and specialists
 
UI
- Dynasties are now shown and can be selected on the Choose Leader screen
 - Alt+right mouse button is now a shortcut for improvement pings
 - Loading a single player game as a network game now allows AI player reassignment
 - Mouse click no longer triggers when releasing button after drag
 - Moved cycle button tooltips to right of cycle button UI
 - Added border expansion preview for under construction specialists
 - Added yields change from trade and tribute to war declaration effect tooltip and yield loss from connected cities to peace breaking effect tooltip
 - Revised cloud game host control popup to be more consistent. Replaced general save button with individual action buttons.
 - Improvement suggestions no longer take worker safety into account
 - Reduced spacing in yield display for tile/specialist widgets
 - Reduced tile text font and icon size
 - Random nation now sets random dynasty for both SP and MP
 - Negative changes in happiness/discontent now shown using opposite yield color
 - Dynasty dropdown with Pick Later will use the dynasty name if available
 - Added option to only use default dynasties for AI players
 - Added Deficit concept to Encyclopedia
 - Event Browser: The New Entry button now opens a new event the Wizard
 
Bugs Fixed
- Fixed events not triggering on clearing tribal camps
 - Fixed bug with cloud games not updating correctly when exiting without completing turn, causing them to need to be rewound
 - Fixed bugs causing replay data to get discarded unnecessarily
 - Fixed Kush Unique Units not applying Zone of Control
 - Fixed map script bug causing generation to sometimes fail on Desert maps with large number of players
 - Fixed last page of Modio mods not displaying in install tab
 - Fixed double folder names when mod name contains plus (+) symbol
 - Fixed simultaneous mode non-dynamic turn timer length
 - Fixed turn style and turn timer dropdowns in server host controls
 - Fixed AI assert
 - EffectUnit iActionsExtra are now applied immediately upon acquiring the effect
 - Fixed a few instances where the number of tribes were miscounted
 - Fixed the Sentinel dynamic tutorial triggering in the wrong player's territory
 - Fixed collection modification during enumeration
 - Fixed reveal map division by zero when one of the players has been eliminated
 - Fixed city sites not keeping track of original tribe upon being cleared
 - Fixed tribe site visibility on the minimap when settlements are not city sites
 - Fixed improvement construction time remaining not updating when worker goes on cooldown
 - Fixed Spartan elimination event in Rise of Carthage scenario 2
 - Fixed idle councilor reminder showing when no missions available
 - Fixed Wonders being eligible for pillage by event bonuses
 - Fixed Cognomens getting replaced with lower value versions in some scenarios
 - Fixed critical hit icons not being immediately updated on ending turn or changing turn style in MP
 - Tribe units now actively occupy empty city sites to convert them to settlements again
 - City widget and culture bar update fixes
 - Fixed city attack damage preview for adjacent effectUnits
 - Nested link fix (affected anti-Melee, anti-Infantry etc links)
 - Fixed some null references for tribal invasion AI
 - Fixed leaderboard display in Pharaohs of the Nile scenario 6
 - Fixed families of starting units in Pharaohs of the Nile scenarios 3 and 6
 - Fixed issue with scenarios not getting unloaded correctly
 - Fixed Map Editor not setting mapWidth and mapHeight values on loading a map
 - A slot assigned to an AI when loading a MP game now gets full AI state
 - Fixed an AI cache issue for of existing improvements outside territory
 - Fixed no character UI issues
 - Happiness/discontent bar sign issue fixes
 - Fixed subject reordering breaking old saves
 - Fixed out of range exception
 - Fixed decision cycling sometimes not actually cycling
 - Worker selection cycling UI performance fix
 - Fixed client background task deadlock
 - Text and event fixes
 
