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  3. Old World October 16th Updated Test Build

Old World October 16th Updated Test Build

Test Branch 1.0.74469 Test 2024-10-16


[h2]Design[/h2]
  • City damage is now affected by critical hits
  • Slander, High Synod, and Trade missions cost Money instead of Civics
  • Grand Vizier position disabled in Competitive mode (Behind the Throne)
  • Beja Archers no longer have the Pierce effect (Pharaohs of the Nile)
  • Reduced the chance of an event from the "Scheme Against a Rival" mission (Behind the Throne)


[h2]Programming[/h2]
  • AI prioritizes building roads, connecting cities, and exploring more
  • In Simultaneous MP games, the AI now waits for all human players to end their turn, or the turn timer to almost expire, before taking its turn
  • Removed unneeded terrain rebuild on application focus for Macs
  • minRating/maxRating subjects can now check for a value of 0
  • Relaxed version checking requirements on modded MP games. A warning only popup is displayed when joining games where mod versions do not match
  • MP players without identical mods will have a warning "Version Mismatch" in their player tooltip
  • Added mod support for adding new diplomacy types
  • Added mod support for dynamic improvement names
  • Yield price calculation values now moddable via XML
  • Map Editor max map size increased to 180x180. This is now moddable via XML
  • XML changes to units and event links. See the 'Notes for modders' section


[h2]UI[/h2]
  • Shift-Clicking on recommended improvements now adds them to the worker's queue
  • Any non-leader character can now be pinned (e.g. foreign leaders) and pins are no longer cleared on character death
  • Unit tooltip is now scrollable and unit effects are alphabetically ordered
  • Cloud game tooltips now show elapsed time since the last upload
  • Scenario screen category toggle arrows no longer select scenario class
  • Removed total yields display from most effectPlayer and effectCity help text, to simplify tooltips
  • Re-aligned game log graphics
  • Player luxury management context menu now scrollable
  • Clicking on the nation name in a foreign city widget now selects the nation
  • Improved accuracy of yields on out of territory improvement pings


[h2]Bugs Fixed[/h2]
  • Fixed missing damage preview for civilian units/ships if they are the only unit in a city
  • Fixed Passive AI attacking cities when it shouldn't
  • Fixed EffectCity terrain yields being counted twice
  • Fixed fog reveal animation not clearing tiles it has already animated
  • Fixed unit animations sometimes freezing
  • Fixed some bad player start placement asserts
  • Fixed hidden units not getting bounced when hostile borders expand to include their location
  • Fixed clicks not behaving as expected on city screen
  • Fixed replay for games where multiple players can take their turns simultaneously
  • Fixed toggling off "Use Mods" in the MP setup screen not unloading mods
  • Fixed mission results not appearing in target player's turn summary e.g. city damage from treachery
  • Fixed bug which sometimes allowed tribute while at war
  • Fixed issues with starting a multiplayer game from the mods screen
  • Fixed null check for notification helptext
  • Fixed exception if right-clicking the empty head of a not-yet-founded religion
  • Fixed missing trait in Hanno II's dynasty tooltip (Wonders and Dynasties)
  • Text and event fixes


[h2]Notes for modders:[/h2]

If your mod adds units in unit.xml:
  • Add a bRegular flag (after bGeneral in the order) to denote a "regular military" unit.
  • The flag makes the unit count as "regular military" in the stats, and the AI also assumes that non-regular units are worth less.


If your mod adds event links in eventLink.xml:
  • aeSubjectClasses is no longer needed
  • The link will save all subjects in the triggering event, it will figure out the classes by itself
  • If you only want some subjects saved, put iNumSubjects on the link (in eventLink.xml) to save that many subjects
  • Put iNumSubjects = 0 if you don't care about any subjects and are only using the link as a shortcut to trigger something else
  • For any event links that are meant to be immediate, and are used with EventLinkStart:
  • Tag the link with bImmediate = 1 in eventLink.xml
  • Use EventLinkAdd in eventOption.xml, as with regular links. EventLinkStart will be removed in the future