Old World October 16th Updated Test Build
Test Branch 1.0.74469 Test 2024-10-16
[h2]Design[/h2]
[h2]Programming[/h2]
[h2]UI[/h2]
[h2]Bugs Fixed[/h2]
[h2]Notes for modders:[/h2]
If your mod adds units in unit.xml:
If your mod adds event links in eventLink.xml:
[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