New patch is out https://mohawkgames.com/2025/11/26/old-world-update-141/ .
Headline changes
Design
Programming
UI
Bugs Fixed
Headline changes
- Can no longer hire Barbarian units, upgrading hired Tribal units now costs Money as well as Training
- Civilian units defend cities instead of getting pushed out
- Units with Leader Generals are immune to control effects
Design
- Can no longer hire Barbarian units (affects Carthage and Orator leaders)
- Added Tribal unit upgrade cost of money equal to its upgrade cost in training
- Units with Leader Generals are immune to Stun, Panic, Enlistment, Disarm and Immobilization (Grappler)
- Civilian units defend cities instead of getting pushed out
- Citrus is now a luxury resource
- Caravans can’t spawn on a tile with a Caravan, although they can still occupy the same tile as one when moving
- Increased Prosperous trait money from 5/10 per culture level to 8/16
- Halved Intelligent trait science output
- Assassination attempts that fail have a chance to avoid negative consequences
- Enlisting a unit replaces any existing cooldown by the enlisted cooldown
- Capturing city timer no longer counts back up when city is left vacant
- Cities in the capturing state no longer go to Anarchy if no capturing progress has been made
- Units can pass through capturable cities without capturing them as long as they don’t stop inside
- Changing the Succession Law no longer results in characters becoming Bypassed and suffering opinion penalties
- The cost to change the Succession Law now starts at 400 civics and increases at 100 civics per switch
- Judge leaders can change the Succession Law for 100 civics as per other laws
- Stunned units no longer counterattack
- Characters are more likely to get a strength or weakness before reaching adulthood
- In 2 team MP games, leaders initial strength is now mirrored when set randomly
- Ocean depth tiles are safe from Tsunami’s (Wrath of Gods)
Programming
- Memory management cleanup, fixed more memory leaks
- Better AI improvement selection, improvement unit movement decisions after founding a city
- Improved AI worker order efficiency and management
- Damaged workers heal more often
- Existing improvements get replaced less often
- AI places less emphasis on building Garrisons early
- AI anchoring improvements
- AI tries harder to have an up-to-date army
- Improved AI attack planning to reduce the effect of counterattacks
- AI builds more strongholds, citadels and unique units
- AI now uses units with disarm effect early, so that later attacks can take advantage of it
- Tribe placement improvements on map generation
- Automated workers now take into account road pings
- ModManager improvements
UI
- Camera no longer pans to failed unit movement if instant unit movement is turned on, or in Network games
- City screen button tooltip now differentiates between increasing and decreasing happiness
- Added “Polearm” instead of “Rout” to combat preview, to make it clear when polearm units prevent a rout
- Holding Ctrl with a worker selected adds the improvement on the worker’s tile (if any) to the unit action buttons
- Holding Alt with a selected unit displays the unit’s movement path/range assuming water control in all water tiles
- Cloud games are now sorted by whether or not it’s your turn first, time since last upload second, and alphabetically third
- 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
- Capitalized some game terms (Unit, City, Nation, Character, Tile, etc)
- Tweaked adjacent terrain target help text
- Improvement name is shown for bonus placements of improvements that produce no yields
- Planned specific improvements/roads for players on your team now listed on the tile tooltip (but still not as tile widgets)
- Effect of free specialists now shown in improvement yield previews
- Unit modifiers to improvement yields only shown if unit on the tile
- Forced March button tooltip clarification
- Blocked abandoning ambitions in Learn to Play scenarios
- Changed High Vision icon effect color for Scouts
- Changed capture progress bar appearance on city widget when paused
- Unit attacked log now shows damage done instead of health left
- Notifications now appear when invisible units are soon to become visible
- Added a longer camera delay to AI attacks
- Relatives panel now shows dead characters
- Player tooltip reveals yields information when game is over, similar to observer mode
- Updated text for some law Encyclopedia entries
- Enabled Mirror Map option with Random map script selected in MP
- Cleaned up governor candidate text on city list screen
- Updated Clergy helptext
- ‘Unlocks Project:’ helptext no longer shown for hidden projects
- Renamed From Tribute to Cancelled Tribute in bonus help when relevant
- Removed “Each:…” helptext from Specialists if you don’t have that effect
- De-cluttered EffectCity help text
- Added more specific turn summary text for when a regent or a rightful heir takes over the throne of a rival nation
- Removed scenario save import option from Carthage campaigns
Bugs Fixed
- Fixed attack preview not always updating
- Fixed error logged on shutdown
- Fixed unit repair recommendations
- Fixed Resources sometimes being listed multiple times in Encyclopedia
- Fixed never-buildable improvements appearing in map pin UI
- Fixed null reference in overlay customizer map pins
- Fixed mod manager UI when session is not already valid
- Fixed Atalia wikipedia link
- Fixed formatting of Zealot enlist tooltip
- Fixed ‘Consumes X Orders’ line showing when order cost is already shown
- Fixed enlisting a unit that had been capturing one of your cities not capturing it back for you
- Fixed effectCity help sometimes not appearing
- Fixed observer visibility update
- Fixed observer not being able to cycle decisions
- Fixed camera sometimes not panning to a unit that could not complete its movement
- Fixed movement preview when moving into a capturable city
- Fixed Tribe Elimination event and stat if eliminating a tribe through hiring a unit
- Fixed null reference caused by blank note pings
- Fixed yield panel not updating with changes to player trade network connections
- Fixed timeline borders for final turn when game is over
- Fixed Envoy trait tooltip
- Fixed player luxuries not being correctly updated when a resource was removed from a tile with a specialist
- Fixed city unit production buttons missing unit traits
- Fixed caravans causing game crash in Pharaohs of the Nile scenario 2
- Fixed unit action cost labels sometimes getting applied to mission buttons (affects mods)
- Fixed Cathedral happiness adjacency not working
- Fixed question marks appearing in some event text
- Fixed memories for assassination getting applied to dead character instead of family
- Fixed tile improvement highlights being shown for non-team units
- Fixed appearance of fortify bar on unit banner for Testudo
- Fixed some AI and UI revealed terrain knowledge
- Fixed net yield help text for projects with effects with improvement modifiers
- Fixed imprisoned mission succeeding on dead characters
- Fixed null reference on shutdown
- Fixed observers getting achievements from the player they are observing
- Fixed religious dissent projects being valid without associated religion
- Fixed Tribal truce missions failing silently when tribe has an ally
- Fixed some issues with the leader customization settings feature
- Fixed history popup not always showing fog of war
- Fixed rebels and raiders pillaging tiles that don’t belong to their target nations
- Fixed the definition of an open tile to include no vegetation
- Fixed Send Caravan ambitions auto-failing if you lose the ability to build Caravans
- Fixed trade values showing total trade for individual trades
- Fixed missing mask in bug reporting Description box
- Fixed redundant trait check
- Fixed Found Capital icon alignment in Pick Later
- Fixed tribal camp not being cleared when defender killed by an event following a ranged attack
- Fixed Regents taking the throne not being announced to other players
- Fixed repair tooltip with action queue
- Fixed AI repeated unit movement
- Fixed AI not considering danger from immobile units
- Fixed AI civilian unit retreat
- Fixed tooltips showing effects from disabled DLCs
- Fixed Minor Earthquake sometimes targeting water tile and not propagating (Wrath of Gods)
- Fixed tile reveal not being reset after an Occurrence changes visibility (Wrath of Gods)
- Fixed Event Browser errors when loading a mod that uses -change on an -add entry
- Minor Worker/Occurrence fix for better mod support
- More robust null handling from ModCache lookup
- Text and event fixes