Old World upate #141

The_J

Say No 2 Net Validations
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New patch is out https://mohawkgames.com/2025/11/26/old-world-update-141/ .

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
 
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