Old World upate #140

The_J

Say No 2 Net Validations
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The next patch is out, https://mohawkgames.com/2025/10/29/old-world-update-140/ .

Changes Overview
  • Leader archetype balancing for Heroes, Builders, Zealots and Diplomats
  • Added Road Improvement Ping (Map pin)
  • Rebel chance icon added to Cities Screen and City tooltip
  • MP setup and observer mode improvements

Design
  • Hero leaders can now Launch Offensive after attacking. This still puts the Hero unit on cooldown, so they cannot act after Launch Offensive
  • Add Urban (Builder Leader ability) stone costs doubled (20 on flat and 40 on hill)
  • Spending Civics to Enlist (Zealot Leader ability) no longer expires after 3 turns, but the effect is removed when the leader is removed from the unit
  • AI now requires a Diplomat leader to start a National Alliance. Increased probability of an alliance offer
  • Duplicate nations are now allowed even with preset leaders, as long as dynasties are not duplicated
  • Mounted units no longer get attack bonus into Marsh. Renamed Flat to Open for Mounted Attack bonus
  • Harbors give 100% bonus to adjacent nets, up from 60%
  • AI now aims to have have a minimum of about a tenth of its units be its Unique Unit
  • Eliminating the last unit of a tribe outside of a camp now also counts as eliminating the tribe and triggers elimination events
  • Specialist builds are allowed to continue after their improvement has been pillaged
  • Map options limiting the number of city sites now concentrate sites around player starts
  • Consorts can now be Regents without needing to be Royal. Ill characters will not be picked to be Regents
  • Added repair cost to Town and Village improvements
  • Free-for-all player starts no longer try to separate human players
  • Ambitions that require Wonders now consider Wonders owned by teammates to be impossible to acquire
  • When a preset character joins a preferred family their children now join the same family
  • Reduced the amount of Forest on the Desert map script. Removed option to specify starting inland or on the coast
  • Tribe units can now heal after moving
  • In No Events / No Characters, truce offers cost nothing if you’re winning the war
  • Unit position swaps clears temporarily hidden state of the swap initiating unit
  • Characters with an active mission on them (like marriage) cannot be auto-married in the meantime
  • Great Lighthouse now applies faster upgrade bonus to existing hamlet class improvements, not only newly constructed ones
  • Added initial turn timer time stockpile. Slow adds 3 minutes, Medium 2 and Fast 1

Programming
  • Fixed several memory leaks (more improvements here coming next update)
  • Memory allocation optimization
  • Minor MP performance optimization
  • Improved AI for Zealot leader enlisting
  • AI no longer attacks civilians if doing so puts their units in danger of being killed
  • Unhardcoded some AI diplomacy parameters, made warState.xml more mod-friendly
  • Updated AWS SDK to 3.7
  • Modio version upgrade
  • Unity package updates
  • Added option for CRC tracing when loading mods

UI
  • Added Road improvement ping
  • Cities with effects that give Rebel chance are marked with a Rebels icon in the city list screen and city tooltip
  • Default player name in MP and network server name are now taken from the online platform nickname
  • MP Setup screen newly added players duplicate the parameters of the previous player
  • Cloud game hosts can now rename the game using the host control popup
  • In sequential turn network games, observer view automatically switches to the next player when the observed player’s turn ends. This is disabled after manually switching to a different player
  • Observers now use their set language rather than the language of the observed player
  • Chat hotkey no longer works for non-host observers
  • Population in the city list screen is now a link to city specialists
  • Worker build action button yields no longer subtract unimproved tile yields
  • Map Overlay Customizer now has seperate options for Urban and Rural Improvements
  • Renamed the City Number options and City Site Density to City Site Spacing
  • Show Foreign Family Colors option now also applies to city widget crests
  • Clicking a General portrait on a selected unit now selects the character
  • Law tooltips now show family opinion changes instead of family class opinion
  • New Place Bonus decisions get sorted to the front of the event queue
  • Improvement pings no longer removed after a terrain change if the improvement is still valid or after a resource is added if the improvement matches the resource
  • Added foreign opinion helptext to specify the portion of the Ruthless AI opinion that is due to a player alliance
  • Added character archetype crest to mission targets
  • When a unit cannot complete a move, camera pans back to unit location and fatigued sound is played
  • Right-clicks on UI widgets now work with a tooltip locked
  • Moved some help text to the advanced help text option
  • Temporarily hidden units show a timer
  • Temporary hidden status is ignored for damage preview if unit has to move for previewed attack
  • Last choices for customized leaders are remembered
  • Succession list helptext (tooltip for the Inheritance button) shows archetype icons
  • Removed Follower list when selecting families
  • Remove the separate popups for dead/retiring governor, agent and general
  • Improved goal instructions in Learn to Play scenarios
  • City religious improvement tooltip now includes unfinished and pillaged improvements
  • Added tribe elimination notification

Bugs Fixed
  • Fixed AI development claiming more than the nation’s share of city sites when using limited City Site Number options
  • Fixed agent tab not properly updating after assigning agent character
  • Fixed setup screen bug with number of players
  • Fixed modified trade values not being calculated in trade bonus helptext
  • Fixed city culture tooltip flicker
  • Fixed overlay customizer not updating toggles when re-opening after making unsaved changes
  • Fixed locked overlay highlight switching off of Custom when toggling customizer
  • Fixed improvement filter issues, include unfinished improvements
  • Fixed pillaging, burn and launch offensive not clearing hidden status
  • Fixed some issues with temporarily hidden units
  • Fixed retry cloud upload directing to succession UI
  • Fixed map selection with character assignment UI active
  • Fixed double state religion reference in happiness help text
  • Fixed AI leaving Wonders unfinished if interrupted
  • Fixed not being able to change language when it’s not your turn
  • Fixed popup and decision processing when not the active player’s turn
  • Fixed foreign characters showing on 1st turn of Hotseat game
  • Fixed custom nickname bugs
  • Fixed improvement net yield help text to include income from adjacent tiles that belong to a different city
  • Fixed game reload inconsistent state
  • Fixed pathfinder not being reset when a new tile is revealed
  • Fixed implicit conversion with maiMinStats/maiMaxStats
  • Fixed Recruit button not appearing with no orders
  • Fixed assassinating heir mission not giving achievement when heir exploring
  • Fixed AI not building most projects
  • Fixed map scripts sometimes generating marsh on hills
  • Fixed Regicide achievement not always triggering
  • Fixed characters incorrectly showing under Court filter
  • Fixed tile widgets not always updating after place bonus decision resolved
  • Fixed not being able to retire when there are no opponents in SP
  • Fixed possible null reference when a city is razed
  • Fixed Mounted unit attack bonus incorrectly being listed in tooltips as a negative defensive modifier
  • Fixed tribal unit movement bug
  • Fixed extra divider in improvement tooltip for improvements with no yields
  • Fixed event trigger text not always showing correctly
  • Fixed camera hotkeys not working in map editor
  • Fixed MP setup when playing scenarios where player order doesn’t match scenario save
  • Fixed new tribe leaders not following their tribe’s religion in Wrath of Gods scenario
  • Fixed mod infos initialization, source effects were not being properly set on new game. Fixes Rebel text in the Wrath of Gods scenario
  • Text and Event fixes
 
  • Fixed AI leaving Wonders unfinished if interrupted

Nice. I wonder, if the wonder under construction is pillaged and destroyed, is it intentional that wonder cant be constructed anymore?

In one of my games, I was constructing a Lighthouse but the worker got killed and the site was pillaged. I had no chance to repair it in time, and after the war was over, I couldn't rebuild it.
 
Nice. I wonder, if the wonder under construction is pillaged and destroyed, is it intentional that wonder cant be constructed anymore?

In one of my games, I was constructing a Lighthouse but the worker got killed and the site was pillaged. I had no chance to repair it in time, and after the war was over, I couldn't rebuild it.

No, that is not intentional. Wonders can't be pillaged, but a hostile unit stepping on the tile of a under construction Wonder will cancel it, and the Wonder will be available to build again. Possibly another nation started building it again before you could? If not that sounds like a bug, if you have a save showing this please submit an in game bug report and we can take a look.
 
Does it decrease the cost of making a building on the Urban tile of as much?

Been waiting for quite a while :) nice!
No, the reduction of Stone cost for building on an existing Urban tile is the same as before (10 on flat and 20 on hill). Building Urban tiles directly and then an Urban building on top is not as efficient in terms of Stone as it was.
 
No, that is not intentional. Wonders can't be pillaged, but a hostile unit stepping on the tile of a under construction Wonder will cancel it, and the Wonder will be available to build again. Possibly another nation started building it again before you could? If not that sounds like a bug, if you have a save showing this please submit an in game bug report and we can take a look.
That was indeed the case, another nation started building it when I was fighting fierce battles. Thanks!
 
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