Old World November 5th Updated Test Build
Test Branch 1.0.80559 Test 2025-11-05
Design
-
Civilian units defend cities instead of getting pushed out
-
Units with Leader Generals are immune to stun, panic, enlistment
-
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
-
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
-
Ocean depth tiles are safe from Tsunami's (Wrath of Gods)
Programming
-
Memory management cleanup, fixed more memory leaks
-
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
-
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
-
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)
-
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
-
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
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)
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.