Old World update #130

The_J

Say No 2 Net Validations
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New patch is out!


Changes Overview
  • More kids: Increased chances for leaders to have children
  • Permanent improvements: Shrines, Slums, and Estates are now permanent improvements
  • AI improvements

Design
  • More kids: leaders with no children now have a higher chance to have kids
  • VP calculation: Points required to win are now increased when projects that grant VP are available (i.e. Opulence in Behind the Throne)
  • Permanent improvements: Shrines, Slums, and Estates are now permanent improvements that can be pillaged but do not get destroyed, and cannot be replaced
  • Tribal Divorces: Divorcing a tribal spouse now results in a negative opinion with that tribe
  • Distant raids: No longer include ships
  • AI unit building:
  • The traits of Grand Viziers and AI leaders now influence their decisions of how many units they build
  • Heroes, Commanders, Tacticians, and Warlike characters build more units and Builders, Scholars, Diplomats, and Timid characters build fewer units
  • AI is more likely to build units in cities that give unit promotions and experience
  • Alliance events: Most alliance and tribal alliance events now either require a diplomat leader or are disabled in competitive mode
  • City reveal: Cities are now revealed from a greater distance, like settlements
  • City capture: Cities now take 1 turn longer to capture
  • Unit spawn location: Rebels from Slums spawn on Slum tiles and Religious Dissent rebels spawn on religious buildings, if possible
  • Starting units no longer spawn on the same tile, even if they are allowed to do so

Programming

AI improvements:
  • Less aggressive in saving yields for many turns when spending results in an immediate, albeit lesser, benefit
  • Better evaluation of laws to properly take into account the unlocking of unique units
  • Increased the value of growth for a city that is building Settlers/Workers
  • Decreased value of disciples, AI avoids building them if has no use for them
  • Revised AI build hurrying priorities
  • Improved AI danger assessment and retreating
  • Improved AI unit build selection

Headless autoplay:
  • Added support for AI auto-runs in headless mode
  • Run OldWorldAutorun.bat in the same folder as the game executable
  • All players in the save are controlled by the AI for the specified number of turns, after which the game exits
  • Can examine runs by opening the autosaves that are placed in the Auto folder

Other programming changes:
  • Performance optimizations: Improved performance of terrain rendering, tile ownership changes and event processing
  • Improvement and Project Legitimacy: now tied to effectCity and always converted to orders in no characters mode
  • Added triggers: EVENTTRIGGER_PLAYER_DIPLOMACY_CHANGED and EVENTTRIGGER_TRIBE_DIPLOMACY_CHANGED
  • Moving capital: Added support for moving the capital. Player’s original capital is now remembered and exposed to the event system
  • Roads from improvements: Added support for improvements adding roads to the tile
  • ZOC changes from improvements: Added support for improvements allowing units to ignore enemy ZOC
  • Mission bonus rework: InfoMission.miXP replaced with SubjectCharacterBonus
  • Diplomacy methods: now take players as arguments instead of teams, to that events are triggered for the most relevant players

UI
  • Family tab icons: removed player color
  • Marriage missions: now grouped together
  • Inheritance and Tech Tree screens: now scrollable with camera keys (WASD)
  • Religion Tooltips: Active Clergy and Current Followers no longer shown if there are none. Added +2 civics to Holy City line
  • City Tooltips: Added tile tooltip content to bottom of city tooltip
  • Royal characters: Changed ‘your Relative’ to ‘A Royal’
  • Nation tooltips: Now always show number of cities on nation tooltips
  • Honey resource audio: Reduced volume of honey environmental audio
  • Custom campaign audio: Added custom sounds for priest attacks in Pharoahs of the Nile scenario 3
  • Tutorial events: Adjusted timing and added more to No Events mode
  • Button dragging: Disabled unnecessary button clone when dragging buttons
  • Laurion Mines: No longer show extra text on map

Bugs Fixed
  • Fixed recruitment with legitimacy penalty not getting applied on loading a save
  • Fixed info loading bug that could cause new games to fail to start
  • Fixed undo/redo related to tribal invasions
  • Fixed bug with random seed for event story trigger test not matching the seed of the actual triggered event
  • Fixed silent event failures caused by type cast issue
  • Fixed units failing to spawn from improvements in Barbarian Horde games after the invasion had started
  • Fixed disable environment audio toggle not taking effect immediately
  • Fixed Fickle Band effects not triggering when divorce happened from an event
  • Fixed ships exiting Great Cothon not always getting their size updated
  • Fixed multiple selection highlights
  • Fixed title of MP setup screen when coming from Mod selection screen
  • Fixed improvement spawned units not respecting DLC checks
  • Fixed project ambitions not respecting DLC checks
  • Fixed border expansion preview not updating when selecting option in minimized event
  • Fixed issues with unit list scrolling and units becoming unselectable
  • Fixed AI value placed on Strongholds and Citadels (will now be built more often)
  • Fixed spurious assert triggering when a nation is eliminated
  • Fixed graphical display issue affecting Arid Hills
  • Fixed inconsistency with the number of capture turns of cities
  • Fixed eliminated tribes being eligible for forming an alliance
  • Fixed improvement max player count not working for improvements with no improvement class
  • Fixed exception when submenus scrolled off-screen
  • Fixed bug where goal subject weight could result in an ineligible subject being chosen
  • Fixed acquired techs cost in Encyclopedia and added cost to tooltips in tech tree
  • Fixed some rebel spawn issues
  • Fixed event cache bug
  • Fixed modified collection exception
  • Fixed sort exception
  • Fixed incorrect iTriggerExtra in EVENTTRIGGER_CITY_CAPTURED
  • Fixed bug with bSingle effectCity effects that spawn rebels possibly being counted multiple times (affects mods only)
  • Text and event fixes
 
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