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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

[dynamiclink][/dynamiclink][/p]

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]

Old World News Roundup at the Hooded Horse October Publisher Sale

Over the last few months, Old World has received two main branch updates and kicked off another global community tournament series. Here's a roundup of all the recent Old World news that you might have missed.

Old World is also part of the Hooded Horse October Publisher Sale, at 75% off on Steam. Check it out, and the other games that are included in the October Publisher Sale.
[p]Hooded Horse October Publisher Sale[/p]


[h3]Old World News Recap[/h3][hr][/hr]Old World's August update brought some map size changes, multiple victory adjustments, and several AI improvements. Here are some highlights:
  • Decreased the size of the duel map
  • Added a new Tiny map size
  • Victory conditions are disabled for other players after the first being achieved
  • Adjustments to prevent AI from founding a religion for a certain number of turns
For more details on everything else that came with this update, check out the full changelog:
https://store.steampowered.com/news/app/597180/view/502834059926307058
The September update introduced additional AI improvements, changes to scout visibility, and theology balancing. Here are the highlights:
  • New visibility rules added for scouts
  • Theology bonuses adjusted to rebalance spread changes and monk happiness
  • Tribal behavior is made less predictable
  • AI logic improvements for water control, exploration, retreat, and performance
  • UI changes and updated tooltips
Check out the full changelog for a complete rundown of everything that changed in the September update:
https://store.steampowered.com/news/app/597180/view/503962497384974566?
Between releasing updates, the Old World team also kicked off their 2025 community tournament! Starting in early September, 30 players from around the world participated in a series of 1v1 network duels. The content creator community came together and provided live commentary and stream coverage of these matches.

You can check out the official YouTube playlist to see how this year's community tournament has shaken out so far. But keep an eye out for more updates, because the tournament isn't quite over yet!

Thanks for reading, and happy gaming!
- The Hooded Horse Team

https://store.steampowered.com/app/597180/Old_World/

Save 75% on Old World

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Hooded Horse October Publisher Sale[/p][previewyoutube][/previewyoutube][p] [dynamiclink][/dynamiclink][/p]