1. Old World
  2. News

Old World News

Old World September 17th Updated Test Build

[h2]Test Branch 1.0.79755 Test 2025-09-17[/h2][p][/p][h3]Design[/h3][p][/p]
  • [p]Temporarily hidden units (i.e. Scouts bounced out of Trees) now become visible after 5 turns (or after attacking or moving)[/p][p]Temporarily hidden units can no longer occupy territory that they would not be able to occupy if not hidden (i.e. foreign territory while at Truce)[/p]
  • [p]Scouts are no longer removed from the map after establishing an Agent Network and instead get a 5 turn cooldown and are hidden for 10 turns[/p]
  • [p]Enlightenment now gives +3 Happiness only for Monks in Monasteries of Religions that have that Theology [/p]
  • [p]Assault bonus to attack against forts no longer applies when forts give no defensive bonus[/p]
  • [p]Disabled some more ambitions in One City Challenge[/p]
  • [p]Rightful Heirs can no longer become Missing, Exiled, Imprisoned or Fugitive[/p]
  • [p]Added ambitions for building Wonders added in Wonders and Dynasties[/p]
  • [p]Delvers have an opinion penalty towards Stewards of the Land. These traits are now mutually exclusive (Wrath of Gods)[/p]
[p][/p][h3]Programming[/h3][p][/p]
  • [p]Performance optimization for trade network recalculations[/p]
  • [p]AI water control improvements and bug fixes[/p]
[p][/p][h3]UI[/h3][p][/p][p]Turn timer changes (MP):[/p]
  • [p]There are now 2 warnings that turn time is running out[/p]
  • [p]First warning triggers at 30 seconds remaining, turns timer text red and plays audio warning[/p]
  • [p]Second warning triggers at 15 seconds remaining, increases timer text size and plays audio warning again[/p]
  • [p]These times are configurable using a mod in globalsInt.xml[/p]
[p][/p][p]Other UI changes:[/p]
  • [p]Improvement helptext and unit build option prereqs take into account tile owner rather than unit owner[/p]
  • [p]Added helptext warning when trying to build Improvement for teammate who doesn't have required Tech [/p]
  • [p]Improved some luxury trade help text[/p]
  • [p]Yield production graphs also display the total accumulated up until the hovered point (after game is over and for observers)[/p]
  • [p]'Only Show Map Tacks For Worker' option renamed to 'Contextual Map Tacks'. Now shows improvement pings whenever workers, settlers or disciples are selected[/p][p][/p]
[h3]Bugs Fixed[/h3][p][/p]
  • [p]Fixed potential null reference in Map Editor[/p]
  • [p]Fixed some temporary invisibility issues [/p]
  • [p]Fixed audio tracks not always being listed in Main Menu audio options[/p]
  • [p]Fixed tribal units with a raid target counting towards a tribal camp's defend threshold or raid start threshold [/p]
  • [p]Fixed edge case with Carthage3 African Invasion goal not completing[/p]
  • [p]Fixed iGovernorCostModifier applying to orders (affects Darius dynasty and mods)[/p]
  • [p]Fixed Wrath of Gods scenario map size[/p]

Old World September 10th Updated Test Build

[h2]Test Branch 1.0.79688 Test 2025-09-10[/h2][p][/p][h3]Design[/h3][p][/p]
  • [p]Highlands map script now has 27% more tiles to compensate for less useable area[/p]
  • [p]Veneration Theology gives +10% spread chance, up from 5%[/p]
  • [p]Revelation Theology gives +20% spread chance, down from 25% [/p]
  • [p]Enlightenment Theology gives 2 Happiness per Monk, down from 3[/p]
  • [p]Barbarians cannot enter a nation's territory before raids are possible[/p]
  • [p]Tribes can only adopt world religions[/p]
  • [p]Poet trait gives positive opinion of other poets[/p]
  • [p]Further decreased likelihood of AI founding religions early based on AI Development and Aggression (applies for at most first 16 turns)[/p]
[p][/p][h3]Programming[/h3][p][/p]
  • [p]Performance optimization[/p]
  • [p]AI performance improvements[/p][p][/p]
[h3]UI[/h3][p][/p]
  • [p]Renamed Rider projects from Import to Supply [/p]
  • [p]Imprisoned trait removed from characters on death[/p]
[p][/p][h3]Bugs Fixed[/h3][p][/p]
  • [p]Fixed AI peace offers sometimes using the no events popup when events are enabled [/p]
  • [p]Fixed yield stockpiling ambitions being offered when close to already being completed[/p]
  • [p]Fixed duplicate event option archetype help text[/p]
  • [p]Fixed tribal camp events not resetting with Reset Random Seed on Load option enabled[/p]
  • [p]Fixed bug preventing DLC related hints being shown in Encyclopedia[/p]
  • [p]Tribe AI fixes[/p]
  • [p]Text and event fixes[/p]

Old World September 3rd Updated Test Build

[h2]Test Branch 1.0.79611 Test 2025-09-03[/h2][p][/p][h3]Design[/h3][p][/p]
  • [p]Tribe unit behavior is less predictable [/p]
  • [p]Bypassed events are less frequent and tied to event level[/p]
  • [p]Bypassed relationship penalty increased from 60 to 80[/p]
  • [p]Automatic (non-event) marriage will prefer candidates with a lower age difference [/p]
  • [p]Removed orders for refusing tribal truce in No Characters [/p][p][/p]
[h3]Programming[/h3][p][/p][p]AI improvements:[/p]
  • [p]Tweaks to exploration and retreat[/p]
  • [p]Keep potential danger separate from actual danger [/p]
  • [p]Increased value of heir tutor mission [/p]
  • [p]No longer guards starting empty city sites unless there is another player nearby[/p]
  • [p]No longer imports horses until they can build horse units[/p]
  • [p]Hittite Scouts avoid chopping trees that will unhide them[/p]
  • [p]Further reduced AI emphasis on tile buying[/p]
  • [p]Tribe AI improvements[/p]
[p][/p]
  • [p]Missing shaders in asset bundles are now replaced with game versions where possible (affects mods)[/p]
  • [p]Updated Epic dev tools and SDK [/p]
[p][/p][h3]UI[/h3][p][/p]
  • [p]Learn to Play is removed from the main menu after completing all the LTP or LBP scenarios or on disabling the tutorial[/p]
  • [p]Added help text for event options that give archetypes in Roleplaying mode[/p]
[p][/p][h3]Bugs Fixed[/h3][p][/p]
  • [p]Fixed city and culture limits not showing on Encyclopedia entries for relevant improvements[/p]
  • [p]Fixed uneven distribution of tribal unit types[/p]
  • [p]Fixed some bugs with AI use of missions[/p]
  • [p]Fixed converting a game to play-by-cloud not working when not your turn in Strict turnstyle[/p]
  • [p]Fixed missions continuing for dead target character[/p]
  • [p]Fixed camera focus on tile bug [/p]
  • [p]Fixed changing capital clearing sent luxuries[/p]
  • [p]Fixed modded asset bundles not loading in some cases[/p]
  • [p]Fixed load/save error from adjacent unit effects[/p]
  • [p]Fixed bug with AI exploring units trying to harvest when they cannot[/p]
  • [p]Fixed unbuildable units and tech cards showing on the tech tooltip (affects mods)[/p]
  • [p]Fixed foreign occurrence effects on units, movement and visibility not being applied immediately (Wrath of Gods)[/p]
  • [p]Fixed some occurrence load/save issues (Wrath of Gods)[/p]
  • [p]Fixed some non-global Occurrences showing as global in helptext (Wrath of Gods)[/p]
  • [p]Fixed wrath from difficulty not being applied in the Wrath of Gods scenario[/p]
  • [p]Fixed displayed prosperity level not matching effect in the Wrath of Gods scenario[/p]
  • [p]Text and Event fixes[/p]

Save 75% on Old World

[p]Old World is a revolutionary new historical strategy game where you lead your dynasty over generations of rule against rival kings and queens. Wage massive wars, manage your court, and build a dynasty — or watch your empire crumble to dust.[/p][p]
Old World is now 75% off as part of the Hooded Horse August Sale! [/p][p]
HOODED HORSE AUGUST SALE[/p][p][/p][previewyoutube][/previewyoutube][p]

[dynamiclink][/dynamiclink][/p]

Old World Update: New map size, Multiple Victory adjustments, AI improvements

[h2]Main Branch 1.0.79513 release 2025-08-27[/h2][p][/p][h3]Design[/h3][h3][/h3]
  • [p]Duel map size is now smaller (45x45) and defaults to 2 players[/p]
  • [p]Added new map size Tiny, which is the same size as the old Duel[/p]
  • [p]Maximum Number of Opponents allowed is now set per map size at twice the default number of players[/p]
  • [p]Random map size can no longer result in an actual map size that is too small to accommodate the chosen number of players[/p]
  • [p]Added new Ultra-wide aspect ratio option to MP setup (map width is 40% of map height)[/p]
  • [p]Each Victory condition is disabled for other players after first being achieved[/p]
  • [p]It is no longer possible to lose the game after being the first to complete a victory condition[/p]
  • [p]Tribes, Raiders, Rebels and Barbarians now more likely to pillage improvements and attack units rather than cities[/p]
  • [p]All members of a team with a nation allied to a tribe can found cities on that tribe's sites, for an extra cost[/p]
  • [p]The AI avoids founding a religion for a certain number of turns, depending on AI aggression and development levels [/p]
  • [p]The AI can no longer start with improvements that are required for founding a religion (Shrines and Pastures)[/p]
  • [p]Units that are no longer hidden because of an effect being removed remain hidden until they move or attack[/p]
  • [p]Hidden scouts no longer get bounced several tiles away just to remain hidden in Trees[/p]
  • [p]Make Peace/Alliance with a Tribe ambitions no longer require tribe contact and don't fail if the last contacted tribe is eliminated [/p]
  • [p]Adad-Guppi and Ramesses II cannot die for the first 50 years (Wonders and Dynasties)[/p]
  • [p]Slum improvements are now Urban (Behind the Throne)[/p]
  • [p]Added new map script Desolation, a fertile land with deserts that expand over time (Wrath of Gods) [/p]
  • [p]Occurrences no longer change terrain on a tile with an improvement (excluding roads) to a terrain type that is not supported by that improvement (Wrath of Gods)[/p]
  • [p]Occurrences no longer remove roads when changing terrain to a type that doesn't support roads, unless impassable (Wrath of Gods)[/p]
  • [p]Added new Sacrifice Courtier goal to the Wrath of Gods scenario[/p]
  • [p]Drought raid event in the Wrath of Gods scenario can no longer occur in the first 20 turns or at all on Weak Tribe Level[/p]
[p][/p][h3]Programming[/h3][p][/p][p]AI improvements: [/p]
  • [p]Pathfinder enhancements[/p]
  • [p]Improved movement plans on congested maps [/p]
  • [p]Combat tactics improvements[/p]
  • [p]Fixed AI being less aggressive against other players than intended[/p]
  • [p]Improved attacks out of staging areas[/p]
  • [p]Founds cities for protection instead of retreating[/p]
  • [p]Less likely to retreat healthy units after attacking in the same area[/p]
  • [p]Better accounting for enemy power when allocating units to city defense and attack staging[/p]
  • [p]Anchored ships are higher priority targets[/p]
  • [p]More urgent repair of pillaged improvements[/p]
  • [p]Revised specialist and improvement building priorities[/p][p][/p]
[p]Other programming changes:[/p][p][/p]
  • [p]Minor performance improvements[/p]
  • [p]Occurrences are processed for each player separately during their turn [/p]
  • [p]New game loading screen no longer waits for the prehistory to finish, improving load times on fast machines[/p]
  • [p]Expanded and tweaked wording of warning of potential crashes on Raptor Lake CPUs [/p]
  • [p]Owned DLCs on GoG are now cached in memory after receiving ownership [/p]
  • [p]Better handling of modded XML paths on Windows[/p][p][/p]
[h3]UI[/h3][p][/p]
  • [p]Victory screen is updated when a player has met one of the victory conditions[/p]
  • [p]Victory popup on game over mentions the last victory earned instead of the first[/p]
  • [p]Score threshold for victory no longer shown after double/points victory achieved[/p]
  • [p]Net yield tooltip now groups yields that subtract from each other (affects mods only)[/p]
  • [p]Added loading screen hint about Advanced Help Text[/p]
  • [p]Specialist help text without the advanced help text option now includes a simple yield total in the place of net modified yields[/p]
  • [p]Cleaned up culture help text [/p]
  • [p]Player and tribe tooltips no longer show relationship with unmet entities[/p]
  • [p]Replaced icons for Strength and Weakness[/p]
  • [p]Removed tile change notifications from game log[/p]
  • [p]Localization text updates[/p]
  • [p]More UI related actions allowed during another players turn (i.e. renaming cities, setting reminders)[/p]
  • [p]Cloud notification emails no longer show details in Summary section if they appear in another category[/p]
  • [p]Network games are now removed from the Current Games list for eliminated players[/p]
[p][/p][h3]Bugs Fixed[/h3][p][/p]
  • [p]Fixed 11th ambition / 2nd National ambition sometimes getting offered[/p]
  • [p]Fixed null reference on exit to menu[/p]
  • [p]Fixed tooltips clearing unnecessarily between turns [/p]
  • [p]Fixed governor icon not updating after losing control of a city[/p]
  • [p]Fixed tile recommendation icon interactability when tile status is active[/p]
  • [p]Fixed possible crash if a mod eliminates a council position[/p]
  • [p]Fixed tile border expansion when using the Game Editor[/p]
  • [p]Fixed leader trait achievements not working when new leader already has trait[/p]
  • [p]Fixed AI behavior for congested battlefields[/p]
  • [p]Fixed pinned characters being shared between players[/p]
  • [p]Fixed some game editor actions not working when it's not the active player's turn[/p]
  • [p]Fixed AI building too many forts and in bad locations[/p]
  • [p]Fixed incorrect AI danger calculations[/p]
  • [p]Fixed Caravan animation being affected by "Follow AI moves" setting[/p]
  • [p]Fixes to Multiple Continents map script[/p]
  • [p]Fixed trigger text for some city culture events[/p]
  • [p]Fixed assign governor tooltip showing incorrect opinion change[/p]
  • [p]Fixed some duplicate titles in cloud email notifications[/p]
  • [p]Fixed caravan missions not being able to be completed through unrevealed territory [/p]
  • [p]Fixed governor project reminders not being dismissable[/p]
  • [p]Fixed toggle buttons closing reminders panel [/p]
  • [p]Fixed yield previews showing for improvement placement on invalid tiles with map tacks [/p]
  • [p]Fixed custom overlay not restoring properly after hovering to build a road[/p]
  • [p]Fixed a city site assignment bug that could result in AI cities on higher development levels not being grouped together[/p]
  • [p]Fixed null icon in eliminated player text on MP game tooltips[/p]
  • [p]Fixed cities not being able to be razed in no-character mode [/p]
  • [p]Fixed AI sometimes not clearing or claiming city sites[/p]
  • [p]Fixed net yield change tooltip for adjacent improvement modifiers [/p]
  • [p]Fixed events incorrectly showing origin of foreign occurrence[/p]
  • [p]Fixed display of family tab when large numbers of luxuries are sent to family[/p]
  • [p]Fixed helptext performance issue[/p]
  • [p]Fixed units sometimes not getting bounced from occurrence impassable tiles[/p]
  • [p]Fixed XP floating text sometimes not appearing [/p]
  • [p]Fixed map scripts allowing unreachable non-boundary tiles[/p]
  • [p]Fixed missing Tribal Truce and Peace missions in No Characters[/p]
  • [p]Fixed ethnicity helptext issue in Heroes of the Aegean 6[/p]
  • [p]Fixed Kingship god icon positioning (Wrath of Gods)[/p]
  • [p]Fixed global Occurrences (e.g. Drought, Plague) being more frequent than intended (Wrath of Gods)[/p]
  • [p]Text and event fixes[/p]