Old World Release Update 2024.10.24
[b]Changes Overview[/b]
- [b]Shrine Rebalancing:[/b] Adjustments to shrine effects.
- [b]City Damage:[/b] Now affected by critical hits.
- [b]Modded MP Games:[/b] Easier to start thanks to relaxed version checking.
- [b]UI Improvements:[/b] Various interface updates.
[b]Design:[/b]
- [b]Shrines of Water:[/b] (Melqart, Poseidon, Anahita) now give 2 money per water tile in the city, in addition to previous effects.
- [b]Shrines of Healing:[/b] (Eshmun, Isis) now give a free Healer promotion to units built in the city instead of the previous healing ability.
- [b]City Damage:[/b] Now affected by critical hits.
- [b]Improvement Build Times:[/b] Now take 1 extra turn to build per 5 points of Worker damage (+1 turn at 15-19 HP to +4 turns at 1-4 HP).
- [b]Undo Functionality:[/b] Re-enabled for strict(teams) turnstyle cloud games. After starting to play a turn, it must be completed before other players on the team can take their turn.
- [b]Law Switch Costs:[/b] First switch costs 200 Civics, with each subsequent change costing 100 extra.
- [b]Power Comparison:[/b] Now solely calculated on military unit strength, with ships counting for less based on the amount of water on the map.
- [b]Unit Upgrade Restrictions:[/b] Can no longer upgrade a unit if the upgraded unit is not allowed to be in that tile.
- [b]Fort Building:[/b] Can no longer build forts on non-urban tribe settlement ruins (affects non-default City Site Number options).
- [b]Rally Defense:[/b] Now only activates on killing promotable military units (i.e., not Militia).
- [b]Unit Spawning from Improvements:[/b] Improvements that spawn units (Colosseum, Cothon, Holy Sites, etc.) now try to spawn them on the tile of the improvement.
- [b]Punic Duel Balance Pass:[/b] Adjustments made to the premade map.
- [b]Drunk Trait:[/b] Now gives -20 opinion to religious and family heads, down from -40.
- [b]Event Options Delay:[/b] Added turn delay to most event options with random traits or relationships.
- [b]Mission Costs:[/b] Slander, High Synod, and Trade missions now cost Money instead of Civics.
- [b]Competitive Mode (Behind the Throne):[/b] Grand Vizier position disabled.
- [b]Beja Archers:[/b] No longer have the Pierce effect (Pharaohs of the Nile).
- [b]Scheme Against a Rival Mission:[/b] Reduced chance of an event from this mission (Behind the Throne).
[b]Programming:[/b]
- [b]Relaxed Version Checking:[/b] Modded MP games now show a warning popup when versions do not match but allow the game to proceed.
- [b]Version Mismatch Warning:[/b] MP players without identical mods will see a "Version Mismatch" warning in their tooltip.
- [b]Simultaneous MP AI Turns:[/b] AI now waits for all human players to end their turn, or for the turn timer to nearly expire, before taking its turn.
- [b]Event Processing Optimization:[/b] Performance improvements.
- [b]Raider AI Improvements:[/b] AI now prioritizes building roads, connecting cities, and exploring more.
- [b]AI Code Cleanup:[/b] General improvements and optimization.
- [b]Ctrl-Shift-X Functionality:[/b] No effect when it’s not your turn in cloud games.
- [b]Modio Errors Suppressed:[/b] Suppressed "Invalid Token" errors on game start.
- [b]Mac Terrain Rebuild:[/b] Removed unneeded terrain rebuild on application focus for Macs.
- [b]Mod Support Updates:[/b] Added support for new diplomacy types and dynamic improvement names.
- [b]Yield Price Calculation:[/b] Now moddable via XML.
- [b]Map Editor:[/b] Max map size increased to 180x180 (modifiable via XML).
- [b]XML Changes:[/b] Updates to units and event links (see Notes for Modders section).
- [b]New Event Triggers:[/b] Added EVENTTRIGGER_PLAYER_ALLIANCE_OFFER and EVENTTRIGGER_PLAYER_ALLY_DECLARED_WAR.
- [b]New Statistics:[/b] Added STAT_CHILDREN_COUNT.
- [b]City Luxuries Info:[/b] Added InfoGoal.miCityLuxuries.
- [b]Script Support:[/b] Old World no longer supports runtime compiled scripts; standalone compiler removed.
[b]UI:[/b]
- [b]Mission Target List Sorting:[/b] Characters now sorted by importance in mission target lists.
- [b]Shift-Click Improvements:[/b] Shift-clicking on recommended improvements now adds them to the worker’s queue.
- [b]Shrine Pings:[/b] Shrine improvement pings can now be placed even if the shrine already exists.
- [b]Improvement Pings:[/b] Improved accuracy of yields for out-of-territory improvements.
- [b]Luxury Management Menu:[/b] Now scrollable for easier management.
- [b]Unit Tooltips:[/b] Now scrollable, with unit effects ordered alphabetically.
- [b]Cloud Game Tooltips:[/b] Now show the elapsed time since the last upload.
- [b]Yield Icons:[/b] Recently added yield name and sign removed from help text (now shows yield icon only, as previously).
- [b]Legitimacy Graph:[/b] Added to the Records screen.
- [b]Family Unit Banners:[/b] Family unit banner shape now shown on the family tab panel.
- [b]Specialists on Pillaged Tiles:[/b] Existing specialists now shown on pillaged tiles.
- [b]Replay for Team Games:[/b] Improved functionality.
- [b]Resource Removal Warning:[/b] Added for Add Urban action.
- [b]Project Help Text:[/b] Now includes information about other projects that add the same project (e.g., Inquiry shows different levels).
- [b]Opinion Yield Rate Help Text:[/b] Moved from potential to main effects.
- [b]Contact Event Truce Flags:[/b] Made more consistent in event options.
- [b]Religion Icon on Unit Production:[/b] Now shown on unit production buttons when applicable.
- [b]Religion Tooltips:[/b] Simplified for clarity.
- [b]Character Pinning:[/b] Any non-leader character can now be pinned (e.g., foreign leaders), and pins are no longer cleared on character death.
- [b]Trait Display Order:[/b] Reordered for clarity.
- [b]Scenario Screen Arrows:[/b] Category toggle arrows no longer select scenario class.
- [b]EffectPlayer and EffectCity Help Text:[/b] Total yields display removed from most entries to simplify tooltips.
- [b]Foreign City Widget:[/b] Clicking on the nation name now selects the nation.
- [b]Game Log Graphics:[/b] Re-aligned for improved presentation.
- [b]Mod Folder Display:[/b] Mod folders that begin with "." are no longer displayed.
[b]Bugs Fixed:[/b]
- Fixed [b]religious improvements[/b] being affected by other religions’ theologies.
- Fixed [b]workers stopping rout[/b] of African and Turreted Elephants.
- Fixed [b]double religion indicators[/b] on tribe widgets.
- Fixed [b]raycasting issues[/b] on tribe widget and character list religion icons.
- Fixed [b]former regents[/b] affecting succession in some cases.
- Fixed [b]yield rates not updating[/b] when units move to/from improvements.
- Fixed [b]minimized decision UI[/b] not working for diplomacy decisions.
- Fixed [b]effectCity improvement yield[/b] help text.
- Fixed [b]unit yield consumption estimate[/b] for effectPlayer to show yields saved instead of new yields consumed.
- Fixed [b]yield preview overlays[/b] getting stuck.
- Fixed [b]ally declared war event trigger.[/b]
- Fixed [b]monitor option setting.[/b]
- Timeline screen map now only shows city borders that the player currently has visibility of (fixes bug showing unrevealed borders).
- Fixed [b]missing damage preview[/b] for civilian units/ships if they are the only unit in a city.
- Fixed [b]Passive AI attacking cities[/b] when it shouldn't.
- Fixed [b]EffectCity terrain yields[/b] being counted twice.
- Fixed [b]fog reveal animation[/b] not clearing tiles it has already animated.
- Fixed [b]unit animations freezing.[/b]
- Fixed [b]bad player start placement asserts.[/b]
- Fixed [b]hidden units[/b] not getting bounced when hostile borders expand to include their location.
- Fixed [b]unexpected click behavior[/b] on city screen.
- Fixed [b]multiplayer replay[/b] for games where multiple players can take their turns simultaneously.
- Fixed [b]mission results not appearing[/b] in target player's turn summary (e.g., city damage from treachery).
- Fixed [b]tribute bug[/b] which sometimes allowed tribute while at war.
- Fixed [b]issues starting multiplayer games[/b] from the mods screen.
- Fixed [b]unloading mods[/b] when toggling off "Use Mods" in the MP setup screen.
- Fixed [b]null check[/b] for notification help text.
- Fixed [b]exception[/b] when right-clicking the empty head of a not-yet-founded religion.
- Fixed [b]AI unit protection calculation[/b] and possible divide-by-zero errors when attackers can't do any damage (affects mods).
- Fixed [b]missing trait[/b] in Hanno II's dynasty tooltip (Wonders and Dynasties).
- [b]Text and Event fixes.[/b]
[b]Notes for Modders:[/b]
- [b]Units in unit.xml:[/b] Add a [noparse]bRegular[/noparse] flag (after [noparse]bGeneral[/noparse] in the order) to denote a "regular military" unit. The flag makes the unit count as "regular military" in the stats, and the AI assumes that non-regular units are worth less.
- [b]Event Links in eventLink.xml:[/b]
- [noparse]aeSubjectClasses[/noparse] is no longer needed. The link will save all subjects in the triggering event and figure out the classes by itself.
- If you only want some subjects saved, put [noparse]iNumSubjects[/noparse] on the link (in [noparse]eventLink.xml[/noparse]) to save that many subjects.
- Use [noparse]iNumSubjects = 0[/noparse] if you don’t care about any subjects and are only using the link as a shortcut to trigger something else.
- For immediate event links, tag the link with [noparse]bImmediate = 1[/noparse] in [noparse]eventLink.xml[/noparse]. Use [noparse]EventLinkAdd[/noparse] in [noparse]eventOption.xml[/noparse]. [noparse]EventLinkStart[/noparse] will be removed in the future.
