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Old World November 12th Updated Test Build

[h2]Test Branch 1.0.80669 Test 2025-11-12[/h2][p][/p][h2][/h2][h3]Design[/h3][p][/p]
  • [p]Leader Generals immune to Disarm and Immobilization (Grappler), in addition to Panic, Stun, and Enlisting[/p]
  • [p]Caravans can't spawn on a tile with a Caravan, although they can still occupy the same tile as one when moving [/p]
[p][/p][h3]Programming[/h3][p][/p]
  • [p]Improved AI attack planning to reduce the effect of counterattacks[/p]
[p][/p][h3]UI[/h3][p][/p]
  • [p]Holding Alt with a selected unit displays the unit's movement path/range assuming water control in all water tiles [/p]
  • [p]Unit attacked log now shows damage done instead of health left[/p]
  • [p]Notifications now appear when invisible units are soon to become visible [/p]
  • [p]Added a longer camera delay to AI attacks [/p]
  • [p]Relatives panel now shows dead characters[/p]
  • [p]Player tooltip reveals yields information when game is over, similar to observer mode [/p]
  • [p]Updated text for some law Encyclopedia entries[/p][p][/p]
[h3]Bugs Fixed[/h3][p][/p]
  • [p]Fixed Cathedral happiness adjacency not working[/p]
  • [p]Fixed question marks appearing in some event text[/p]
  • [p]Fixed memories for assassination getting applied to dead character instead of family[/p]
  • [p]Fixed tile improvement highlights being shown for non-team units[/p]
  • [p]Fixed appearance of fortify bar on unit banner for Testudo [/p]
  • [p]Fixed some AI and UI revealed terrain knowledge[/p]
  • [p]Fixed net yield help text for projects with effects with improvement modifiers [/p]
  • [p]Fixed imprisoned mission succeeding on dead characters[/p]
  • [p]Fixed null reference on shutdown [/p]
  • [p]Fixed observers getting achievements from the player they are observing[/p]
  • [p]Fixed religious dissent projects being valid without associated religion[/p]
  • [p]Fixed Tribal truce missions failing silently when tribe has an ally[/p]
  • [p]Fixed some issues with the leader customization settings feature [/p]
  • [p]Fixed history popup not always showing fog of war[/p]
  • [p]Fixed tile reveal not being reset after an Occurrence changes visibility (Wrath of Gods)[/p]
  • [p]Minor Worker/Occurrence fix for better mod support[/p]
  • [p]More robust null handling from ModCache lookup[/p]
  • [p]Text and event fixes[/p]

Old World November 5th Updated Test Build

[h2]Test Branch 1.0.80559 Test 2025-11-05[/h2][p][/p][h2]Design[/h2][p][/p]
  • [p]Civilian units defend cities instead of getting pushed out[/p]
  • [p]Units with Leader Generals are immune to stun, panic, enlistment [/p]
  • [p]Can no longer hire Barbarian units (affects Carthage and Orator leaders)[/p]
  • [p]Added tribal unit upgrade cost of money equal to its upgrade cost in training [/p]
  • [p]Increased Prosperous trait money from 5/10 per culture level to 8/16[/p]
  • [p]Halved Intelligent trait science output[/p]
  • [p]Assassination attempts that fail have a chance to avoid negative consequences[/p]
  • [p]Enlisting a unit replaces any existing cooldown by the enlisted cooldown [/p]
  • [p]Capturing city timer no longer counts back up when city is left vacant[/p]
  • [p]Cities in the capturing state no longer go to Anarchy if no capturing progress has been made[/p]
  • [p]Units can pass through capturable cities without capturing them as long as they don't stop inside [/p]
  • [p]Ocean depth tiles are safe from Tsunami's (Wrath of Gods) [/p]
[p][/p][h2]Programming[/h2][p][/p]
  • [p]Memory management cleanup, fixed more memory leaks [/p]
  • [p]AI builds more strongholds, citadels and unique units[/p]
  • [p]AI now uses units with disarm effect early, so that later attacks can take advantage of it [/p]
  • [p]Tribe placement improvements on map generation[/p]
  • [p]Automated workers now take into account road pings[/p]
  • [p]ModManager improvements[/p][p][/p]
[h2]UI[/h2][p][/p]
  • [p]Added "Polearm" instead of "Rout" to combat preview, to make it clear when polearm units prevent a rout [/p]
  • [p]Holding Ctrl with a worker selected adds the improvement on the worker's tile (if any) to the unit action buttons[/p]
  • [p]Cloud games are now sorted by whether or not it's your turn first, time since last upload second, and alphabetically third[/p]
  • [p]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 [/p]
  • [p]Capitalized some game terms (Unit, City, Nation, Character, Tile, etc)[/p]
  • [p]Tweaked adjacent terrain target help text [/p]
  • [p]Improvement name is shown for bonus placements of improvements that produce no yields[/p]
  • [p]Planned specific improvements/roads for players on your team now listed on the tile tooltip (but still not as tile widgets) [/p]
  • [p]Camera no longer pans to failed unit movement if instant unit movement is turned on, or in Network games[/p]
  • [p]City screen button tooltip now differentiates between increasing and decreasing happiness[/p]
  • [p]Effect of free specialists now shown in improvement yield previews[/p]
  • [p]Unit modifiers to improvement yields only shown if unit on the tile [/p]
  • [p]Forced March button tooltip clarification [/p]
  • [p]Blocked abandoning ambitions in Learn to Play scenarios[/p]
  • [p]Changed High Vision icon effect color for Scouts [/p]
  • [p]Changed capture progress bar appearance on city widget when paused[/p]
[p][/p][h2]Bugs Fixed[/h2][h2][/h2]
  • [p]Fixed attack preview not always updating[/p]
  • [p]Fixed error logged on shutdown[/p]
  • [p]Fixed unit repair recommendations[/p]
  • [p]Fixed Resources sometimes being listed multiple times in Encyclopedia[/p]
  • [p]Fixed never-buildable improvements appearing in map pin UI [/p]
  • [p]Fixed null reference in overlay customizer map pins [/p]
  • [p]Fixed mod manager UI when session is not already valid [/p]
  • [p]Fixed Atalia wikipedia link[/p]
  • [p]Fixed formatting of Zealot enlist tooltip[/p]
  • [p]Fixed 'Consumes X Orders' line showing when order cost is already shown[/p]
  • [p]Fixed enlisting a unit that had been capturing one of your cities not capturing it back for you[/p]
  • [p]Fixed effectCity help sometimes not appearing [/p]
  • [p]Fixed observer visibility update [/p]
  • [p]Fixed observer not being able to cycle decisions[/p]
  • [p]Fixed camera sometimes not panning to a unit that could not complete its movement[/p]
  • [p]Fixed movement preview when moving into a capturable city[/p]
  • [p]Fixed Tribe Elimination event and stat if eliminating a tribe through hiring a unit[/p]
  • [p]Fixed null reference caused by blank note pings[/p]
  • [p]Fixed yield panel not updating with changes to player trade network connections [/p]
  • [p]Fixed timeline borders for final turn when game is over[/p]
  • [p]Fixed Envoy trait tooltip[/p]
  • [p]Fixed player luxuries not being correctly updated when a resource was removed from a tile with a specialist[/p]
  • [p]Fixed city unit production buttons missing unit traits [/p]
  • [p]Fixed caravans causing game crash in Pharaohs of the Nile scenario 2[/p]
  • [p]Fixed unit action cost labels sometimes getting applied to mission buttons (affects mods) [/p]

Old World Nov 4th Hotfix update

[h2]Main Branch 1.0.80522 Release 2025-11-04[/h2][p][/p][p]Hotfix release that fixes some game hang issues, particularly when using Road pings, issues with cloud game Host Controls, event text not always displaying correctly in some languages, changing terrain height in the game editor, tile visibility issues when in an alliance and borders not updating for Observers[/p]

Old World October Update: Archetype balancing and UI improvements

[h3]Main Branch 1.0.80396 release 2025-10-29 [/h3][p][/p][h3]Headline changes[/h3][p][/p]
  • [p]Leader archetype balancing for Heroes, Builders, Zealots and Diplomats[/p]
  • [p]Added Road Improvement Ping (Map pin)[/p]
  • [p]Rebel chance icon added to Cities Screen and City tooltip[/p]
  • [p]MP setup and observer mode improvements[/p][p][/p]
[h3]Design[/h3][p][/p]
  • [p]Hero leaders can now Launch Offensive after attacking. This still puts the Hero unit on cooldown, so they cannot act after Launch Offensive[/p]
  • [p]Add Urban (Builder Leader ability) stone costs doubled (20 on flat and 40 on hill)[/p]
  • [p]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[/p]
  • [p]AI now requires a Diplomat leader to start a National Alliance. Increased probability of an alliance offer [/p]
  • [p]Duplicate nations are now allowed even with preset leaders, as long as dynasties are not duplicated [/p]
  • [p]Mounted units no longer get attack bonus into Marsh. Renamed Flat to Open for Mounted Attack bonus[/p]
  • [p]Harbors give 100% bonus to adjacent nets, up from 60%[/p]
  • [p]AI now aims to have have a minimum of about a tenth of its units be its Unique Unit[/p]
  • [p]Eliminating the last unit of a tribe outside of a camp now also counts as eliminating the tribe and triggers elimination events[/p]
  • [p]Specialist builds are allowed to continue after their improvement has been pillaged[/p]
  • [p]Map options limiting the number of city sites now concentrate sites around player starts[/p]
  • [p]Consorts can now be Regents without needing to be Royal. Ill characters will not be picked to be Regents[/p]
  • [p]Added repair cost to Town and Village improvements[/p]
  • [p]Free-for-all player starts no longer try to separate human players[/p]
  • [p]Ambitions that require Wonders now consider Wonders owned by teammates to be impossible to acquire[/p]
  • [p]When a preset character joins a preferred family their children now join the same family [/p]
  • [p]Reduced the amount of Forest on the Desert map script. Removed option to specify starting inland or on the coast[/p]
  • [p]Tribe units can now heal after moving[/p]
  • [p]In No Events / No Characters, truce offers cost nothing if you're winning the war[/p]
  • [p]Unit position swaps clears temporarily hidden state of the swap initiating unit [/p]
  • [p]Characters with an active mission on them (like marriage) cannot be auto-married in the meantime[/p]
  • [p]Great Lighthouse now applies faster upgrade bonus to existing hamlet class improvements, not only newly constructed ones [/p]
  • [p]Added initial turn timer time stockpile. Slow adds 3 minutes, Medium 2 and Fast 1[/p]
[p][/p][h3]Programming[/h3][p][/p]
  • [p]Fixed several memory leaks (more improvements here coming next update)[/p]
  • [p]Memory allocation optimization[/p]
  • [p]Minor MP performance optimization[/p]
  • [p]Improved AI for Zealot leader enlisting[/p]
  • [p]AI no longer attacks civilians if doing so puts their units in danger of being killed[/p]
  • [p]Unhardcoded some AI diplomacy parameters, made warState.xml more mod-friendly[/p]
  • [p]Updated AWS SDK to 3.7[/p]
  • [p]Modio version upgrade [/p]
  • [p]Unity package updates[/p]
  • [p]Added option for CRC tracing when loading mods[/p]
[p][/p][h3]UI[/h3][p][/p]
  • [p]Added Road improvement ping[/p]
  • [p]Cities with effects that give Rebel chance are marked with a Rebels icon in the city list screen and city tooltip [/p]
  • [p]Population in the city list screen is now a link to city specialists [/p]
  • [p]Worker build action button yields no longer subtract unimproved tile yields[/p]
  • [p]Map Overlay Customizer now has seperate options for Urban and Rural Improvements[/p]
  • [p]Renamed the City Number options and City Site Density to City Site Spacing [/p]
  • [p]Default player name in MP and network server name are now taken from the online platform nickname[/p]
  • [p]MP Setup screen newly added players duplicate the parameters of the previous player[/p]
  • [p]Cloud game hosts can now rename the game using the host control popup [/p]
  • [p]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[/p]
  • [p]Observers now use their set language rather than the language of the observed player[/p]
  • [p]Chat hotkey no longer works for non-host observers [/p]
  • [p]Show Foreign Family Colors option now also applies to city widget crests [/p]
  • [p]Clicking a General portrait on a selected unit now selects the character[/p]
  • [p]Law tooltips now show family opinion changes instead of family class opinion[/p]
  • [p]New Place Bonus decisions get sorted to the front of the event queue [/p]
  • [p]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[/p]
  • [p]Added foreign opinion helptext to specify the portion of the Ruthless AI opinion that is due to a player alliance[/p]
  • [p]Added character archetype crest to mission targets[/p]
  • [p]When a unit cannot complete a move, camera pans back to unit location and fatigued sound is played [/p]
  • [p]Right-clicks on UI widgets now work with a tooltip locked [/p]
  • [p]Moved some help text to the advanced help text option[/p]
  • [p]Temporarily hidden units show a timer [/p]
  • [p]Temporary hidden status is ignored for damage preview if unit has to move for previewed attack[/p]
  • [p]Last choices for customized leaders are remembered[/p]
  • [p]Succession list helptext (tooltip for the Inheritance button) shows archetype icons [/p]
  • [p]Removed Follower list when selecting families [/p]
  • [p]Remove the separate popups for dead/retiring governor, agent and general [/p]
  • [p]Improved goal instructions in Learn to Play scenarios[/p]
  • [p]City religious improvement tooltip now includes unfinished and pillaged improvements [/p]
  • [p]Added tribe elimination notification[/p][p][/p]
[h3]Bugs Fixed[/h3][p][/p]
  • [p]Fixed AI development claiming more than the nation's share of city sites when using limited City Site Number options[/p]
  • [p]Fixed agent tab not properly updating after assigning agent character[/p]
  • [p]Fixed setup screen bug with number of players [/p]
  • [p]Fixed modified trade values not being calculated in trade bonus helptext [/p]
  • [p]Fixed city culture tooltip flicker[/p]
  • [p]Fixed overlay customizer not updating toggles when re-opening after making unsaved changes[/p]
  • [p]Fixed locked overlay highlight switching off of Custom when toggling customizer [/p]
  • [p]Fixed improvement filter issues, include unfinished improvements [/p]
  • [p]Fixed pillaging, burn and launch offensive not clearing hidden status[/p]
  • [p]Fixed some issues with temporarily hidden units [/p]
  • [p]Fixed retry cloud upload directing to succession UI [/p]
  • [p]Fixed map selection with character assignment UI active[/p]
  • [p]Fixed double state religion reference in happiness help text [/p]
  • [p]Fixed AI leaving Wonders unfinished if interrupted[/p]
  • [p]Fixed not being able to change language when it's not your turn [/p]
  • [p]Fixed popup and decision processing when not the active player's turn[/p]
  • [p]Fixed foreign characters showing on 1st turn of Hotseat game[/p]
  • [p]Fixed custom nickname bugs[/p]
  • [p]Fixed improvement net yield help text to include income from adjacent tiles that belong to a different city[/p]
  • [p]Fixed game reload inconsistent state[/p]
  • [p]Fixed pathfinder not being reset when a new tile is revealed [/p]
  • [p]Fixed implicit conversion with maiMinStats/maiMaxStats [/p]
  • [p]Fixed Recruit button not appearing with no orders [/p]
  • [p]Fixed assassinating heir mission not giving achievement when heir exploring[/p]
  • [p]Fixed AI not building most projects[/p]
  • [p]Fixed map scripts sometimes generating marsh on hills[/p]
  • [p]Fixed Regicide achievement not always triggering[/p]
  • [p]Fixed characters incorrectly showing under Court filter[/p]
  • [p]Fixed tile widgets not always updating after place bonus decision resolved [/p]
  • [p]Fixed not being able to retire when there are no opponents in SP[/p]
  • [p]Fixed possible null reference when a city is razed[/p]
  • [p]Fixed Mounted unit attack bonus incorrectly being listed in tooltips as a negative defensive modifier[/p]
  • [p]Fixed tribal unit movement bug[/p]
  • [p]Fixed extra divider in improvement tooltip for improvements with no yields [/p]
  • [p]Fixed event trigger text not always showing correctly[/p]
  • [p]Fixed camera hotkeys not working in map editor[/p]
  • [p]Fixed MP setup when playing scenarios where player order doesn't match scenario save[/p]
  • [p]Fixed new tribe leaders not following their tribe's religion in Wrath of Gods scenario[/p]
  • [p]Fixed mod infos initialization, source effects were not being properly set on new game. Fixes Rebel text in the Wrath of Gods scenario[/p]
  • [p]Text and event fixes[/p]
[p][/p][h2]Join the Old World Community[/h2][hr][/hr][p]That’s it for now! You can follow along and join the discussion here:[/p][p]Discord | Twitter | YouTube | Twitch | Facebook | Instagram | Reddit | Old World Wiki

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Old World October 22nd Updated Test Build

[h2]Test Branch 1.0.80302 Test 2025-10-22[/h2][p][/p][h2]Design[/h2][p][/p]
  • [p]Mounted units no longer get attack bonus into Marsh. Renamed Flat to Open for Mounted Attack bonus[/p]
  • [p]Adding urban tiles (Builder Leader ability) stone costs doubled (20 on flat and 40 on hill)[/p]
  • [p]Eliminating the last unit of a tribe outside of a camp now also counts as eliminating the tribe and triggers elimination events[/p]
  • [p]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[/p]
  • [p]Duplicate nations are now allowed even with preset leaders, as long as dynasties are not duplicated [/p]
  • [p]In No Events / No Characters, truce offers cost nothing if you're winning the war[/p]
  • [p]Unit position swaps clears temporarily hidden state of the swap initiating unit [/p]
  • [p]Characters with an active mission on them (like marriage) cannot be auto-married in the meantime[/p]
  • [p]Great Lighthouse now applies faster upgrade bonus to existing hamlet class improvements, not only newly constructed ones [/p]
  • [p]AI now aims to have have a minimum of about a tenth of its units be its Unique Unit[/p]
  • [p]Added initial turn timer time stockpile. Slow adds 3 minutes, Medium 2 and Fast 1[/p]
[p][/p][h2]Programming[/h2][p][/p]
  • [p]Fixed several memory leaks[/p]
  • [p]Memory allocation optimization[/p]
  • [p]Improved AI use of Enlist[/p]
  • [p]Unhardcoded some AI diplomacy parameters, made warState.xml more mod-friendly[/p]
  • [p]Updated AWS SDK to 3.7[/p]
[h2]UI[/h2][p][/p]
  • [p]Added Road improvement ping[/p]
  • [p]Temporarily hidden units show a timer [/p]
  • [p]Temporary hidden status is ignored for damage preview if unit has to move for previewed attack[/p]
  • [p]Last choices for customized leaders are remembered[/p]
  • [p]Cloud game hosts can now rename the game using the host control popup [/p]
  • [p]Succession list helptext (tooltip for the Inheritance button) shows archetype icons [/p]
  • [p]Removed Follower list when selecting families [/p]
  • [p]Remove the separate popups for dead/retiring governor, agent and general [/p]
  • [p]Improved goal instructions in Learn to Play scenarios[/p]
  • [p]Moved some tooltip text to advanced help text[/p]
  • [p]MP Setup screen newly added players duplicate the parameters of the previous player[/p]
  • [p]City religious improvement tooltip now includes unfinished and pillaged improvements [/p]
  • [p]Added tribe elimination notification[/p]
[p][/p][h2]Bugs Fixed[/h2][p][/p]
  • [p]Fixed AI not building most projects[/p]
  • [p]Fixed map scripts sometimes generating marsh on hills[/p]
  • [p]Fixed Regicide achievement not always triggering[/p]
  • [p]Fixed characters incorrectly showing under Court filter[/p]
  • [p]Fixed tile widgets not always updating after place bonus decision resolved [/p]
  • [p]Fixed not being able to retire when there are no opponents in SP[/p]
  • [p]Fixed possible null reference when a city is razed[/p]
  • [p]Fixed Mounted unit attack bonus incorrectly being listed in tooltips as a negative defensive modifier[/p]
  • [p]Fixed tribal unit movement bug[/p]
  • [p]Fixed extra divider in improvement tooltip for improvements with no yields [/p]
  • [p]Fixed event trigger text not always showing correctly[/p]
  • [p]Fixed camera hotkeys not working in map editor[/p]
  • [p]Fixed MP setup when playing scenarios where player order doesn't match scenario save[/p]
  • [p]Fixed new tribe leaders not following their tribe's religion in Wrath of Gods scenario[/p]
  • [p]Text and event fixes[/p]