Old World update #120

The_J

Say No 2 Net Validations
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New update: https://mohawkgames.com/2024/03/06/old-world-update-120/

Headline changes

  • Portrait Interpolation enabled. Character portraits will gradually age each year instead of having fixed ages at which they change. They will also change depending on their opinion of you. This can be enabled and disabled in the Graphics Options menu.
  • AI improvements and fixes
  • New map script, turn scale and game options
  • City production can now be automated

Design

  • New map script ‘Lakes and Gulfs’
  • New turn scale ‘Seasons’
  • New game option ‘Random Improvements’, which randomizes the unique improvements (Shrines) for each nation
  • New game option Revealed Map, which reveals the map on game start but regular visibility rules apply
  • Artisans no longer get the Ingenuity promotion for Ship and Siege units, instead get a 25% resource cost reduction on these units
  • Promotion options of a general no longer include invalid effects for their unit
  • The Jerwan Aqueduct gives free Farmers even to new farms after it has been built
  • Added +6 Culture/turn to Necropolis
  • Added Player Start Location map option to Seaside map script
  • Improved multiplayer start location selection, especially for team games
  • Tribal raiders are now willing to take a long path to their target if they cannot do anything else
  • Damaged cities can only be gifted to a teammate or their original owner
  • Regents no longer get a suffix
  • Added multiple selection to the build queue for ships in cities with borders in multiple bodies of water to allow selection of where to build the ship
  • When hovering over unit production the tile it will appear in will be highlighted
  • Some Dynasty leaders now have a preferred family and will convert to that family if it is founded
  • Carthage scenario 3 tweaks
  • Added Theagenes as a historically correct general to the Sacred Band unit in Heroes of the Aegean scenario 3

Programming

  • Unity upgrade to 2021.3.34
  • AI expansion improvements
  • AI economy improvements
  • Improved AI luxury strategy
  • Refactor non-event legitimacy for completing wonders so the AI understands it
  • AI now takes better advantage of the Jerwan Aqueduct
  • Added AI for new Rider ability
  • AI performance optimizations
  • AI cache memory optimization
  • Sprite repo optimization
  • XML reading optimization
  • Compressed MeshAnimator animations
  • Improved performance of scenario menu when switching scenarios
  • Infos and validation refactor
  • Enabled parallel loading of Infos
  • Persistent text asset cache for internal mods

UI

  • Portrait Interpolation enabled. Character portraits will gradually age each year instead of having fixed ages at which they change. They will also change depending on their opinion of you. This can be enabled and disabled in the Graphics Options menu.
  • Portrait Editor added to Extras menu
  • City production can now be automated
  • Worker icon replaced with a shovel (to disambiguate it from Axemen)
  • Added Current Tile worker filter and made it the default. Valid Improvements filter now ignores terrain requirements
  • Research popup no longer always appears at the start of the turn and follows the priority set for events
  • Visual improvements for Royal Library, Jerwan Aqueducts, Hanging Gardens, Hovel and Range Improvements
  • Added action menu when right clicking military units in the Units tab
  • F1 will now always open the encyclopedia even if no related tooltip showing
  • Encyclopedia now defaults to a random Hints page instead of a completely random page
  • Hid “F1 to open encyclopedia entry” helptext for hidden projects
  • Added Encyclopedia category for “Traits (Items)”
  • Removed obsolete warnings about losing the game due to having no heirs
  • Improved Riders family helptext
  • Converted bug report screen to use TextTypes (for future localization)
  • Removed popup warning about losing progress when exiting a cloud game, as progress is automatically saved

Bug Fixes

  • Potential fix for Multiplayer disconnect issues
  • Fixed history generator not showing for SP games
  • Fixed game of the week using the premade map in the options file
  • Fixed razed city undo/redo visibility issue
  • Fixed LAN menu being unavailable with no internet connection
  • Fixed non-host cloud game deleting
  • Fixed username field in cloud setup screen not being copyable
  • Fixed cloud load null reference
  • Fixed “Join as any player” multiplayer game option
  • Fixed player team assignments not getting saved
  • Fixed heir name in notable events
  • Fixed case where heir could have the same name as a sibling
  • Fixed AI stun consideration bug
  • Fixed AI passively healing when it would be better to attack
  • Fixed some AI improvement selection bugs
  • Fixed AI specialist value calculation
  • Fixed AI yields values
  • Fixed bug with AI not realizing that adjacent unit bonus applies only for the same type of units
  • Fixed worker AI that resulted in sub-optimal improvement placement decisions
  • Fixed AI wasting orders shuffling their units around
  • Fixed rout indicator issues
  • Fixed an issue with undo/redo in hotseat and cloud games
  • Fixed theology effects help text
  • Fixed regent legitimacy bug where leaders after a regent would pass down too much legitimacy
  • Fixed Regent / Usurper bugs
  • Fixed remote server host controls sometimes not working
  • Fixed misleading Ruthless AI tooltip
  • Fixed lower tier ambitions being offered as crowning ambitions when higher tier ambitions are still valid
  • Fixed null reference on start when default dynasty in saved player options is random
  • Fixed trait helptext not displaying rating change in some cases
  • Fixed character rename undo bug
  • Fixed game restart on premade maps
  • Fixed city right-click menu clipping
  • Heir name popup gets invalidated when the character is no longer the heir
  • Fixed bug with Carthage scenario 3 calculation for ship damage goal
  • Fixed bug that prevented units in their own territory from bumping other units out of the way
  • Fixed Portrait Editor behavior when a selected mod has no portraits
  • Fixed game load exception
  • Fixed for team color slider not working
  • Fixed unit religion not being preserved upon upgrade
  • Tab panel layout fixes
  • Fixed Heroes of the Aegean scenario 3 bug where the Control Thessaly cities goal did not complete if the final city was acquired peacefully
  • Premade maps with tiles that have no terrain now load and terrain is treated as out of bounds instead of causing map load to fail
  • Fixed Clergy opinion calculation bug
  • Fixed generic ping null reference
  • Fixed null reference from razing a city near the map boundary
  • Fixed city production icon not showing correctly on loading save
  • Fixed division by zero on tile mouseover
  • Fixed divide-by-zero client exception
  • Fixed bug report text appearing on game load
  • Fixed load/save error related to Jerwan Aqueduct
  • Fixed XML first-entry validation for mods that derive from existing Infos and add new fields
  • Fixed empty text sometimes not updating properly in Encyclopedia
  • Fixed clicking on preset character links in Encyclopedia not going to character page
  • Fixed bugs with when African Elephants are valid to build in Carthage scenario 4
  • Fixed Donut mascript sometimes generating maps with a square hole
  • Fixed missing platform DLL on GOG Mac build
  • Fixed rare game freeze when exiting to main menu
  • Fixed crash if the player options file contains a disabled nation
  • Text and event fixes
 
Does anyone know if it is possible to indicate to the game a tile in which horses (or other stock) would appear after the completion of the project Import horses/other (Rider family ability)?
(Because when they randomly appear in inconvenient cells, it’s a little frustrating)
I know how to pick tile for the first garrison before settle, and for example - shrines which is given by events, so it seems that in such a thoughtful game might be possibility to pick location for new resourses too, but can't find the way.
 
After the implementation of 'Seasons', any charatcer actions (such as influencing or converting) takes much more time at this mode, but the time for building improvements is not afffected. Actually, this time is the same on any "game speed". Is this works as designed, and how to explain such desyncronization of characters and workers actions times?
 
Yes, that is as intended. The different turn scales are not game speeds like quick/marathon in Civ, they're only meant to affect the rate at which characters age. So you can pick Seasons to make characters are very slowly, and have your starting leader routinely live to turn 100 or past, but other rules don't change. Character actions are a bit of a special case, they scale because otherwise a character would be able to take way too many actions in their lifetime, like tutoring a child to ridiculous stats.
 
Yes, that is as intended. The different turn scales are not game speeds like quick/marathon in Civ, they're only meant to affect the rate at which characters age. So you can pick Seasons to make characters are very slowly, and have your starting leader routinely live to turn 100 or past, but other rules don't change
So in the same lifetime a leader can see so many different techs, from stone age to... what's the equivalent of GDR in OW, btw? :lol:
 
Update #121 (?)
  • Khufu's wonder cost reduction lowered from 50% to 25% (Wonders and Dynasties)
Darn, I should have played him once before allowing the update.
 
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