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Test Branch: Old World Version 0.1.48413 Test (03/15/2021) | |
Main Branch: Old World Version 0.1.48461 Early Release (03/17/2021) | |
Design | |
Characters now have a maximum of 5 traits | |
Agent Yields are now affected by their opinion | |
Religious Disciples now produce yields when standing on Religious improvements | |
Disciples standing on a Monastery produce +1 Science per turn | |
Disciples standing on a Temple produce +5 Money per turn | |
Disciples standing on a Cathedral produce +1 Order per turn | |
General Traits (Tough, Highlander, Besieger, etc.) now apply to all units if the Leader has those traits | |
Per city bonuses for events are now adjusted for inflation | |
Landowner Families now grant +2 Culture per crop | |
The following resources are considered crops: Wheat, Barley, Sorghum and Citrus | |
Trader Families now grant +20 Money per bullion | |
The following resources are considered bullion: Gems, Gold, Silver and Pearls | |
A new mission has been added: High Synod | |
The mission has a chance of positively or negatively impacting your Religion’s opinion of you, or it can trigger a ‘High Synod’ event | |
This mission is unlocked by the Doctrine technology, requires an Ambassador and costs 2 Orders to start | |
Religions will now become unhappy if you are at war with Tribes or Nations of their faith | |
Some traits have been updated | |
Angler is now ‘Pathfinder’ | |
Leaders with the Pathfinder trait get +50% output from camps and nets | |
Governors with the Pathfinder trait get +100% output from camps and nets | |
Planter is now ‘Breeder’ | |
Leaders with the Breeder trait get +20% output from farms and +50% output from pastures | |
Governors with the Breeder trait get +50% output from farms and +100% output from pastures | |
Forester is now ‘Naturalist’ | |
Leaders with the Naturalist trait get +20% output from lumbermills and +50% output from camps | |
Governors with the Naturalist trait get +50% output from lumbermills and +100% output from camps | |
Delver now boosts mines in addition to quarries | |
Leaders with the Delver trait get +20% output from mines and quarries | |
Governors with the Delver trait now get +50% output from mines and quarries | |
Some traits have been combined | |
The Honest trait has been removed and combined with the Righteous trait | |
The Dishonest trait has been removed and combined with the Corrupt trait | |
The Heartbroken trait has been removed and combined with the Bitter trait | |
The Beautiful trait has been removed and combined with the Exotic trait | |
Some traits have been removed | |
Drillmaster | |
Smelter | |
Herder | |
The Cunning and Loyal traits are now opposites of each other | |
Theology costs have increased | |
Tier 1 Theologies: 400 Civics | |
Tier 2 Theologies: 600 Civics | |
Tier 3 Theologies: 800 Civics | |
Higher Tier buildings now take longer to build | |
For example, a Ministry will take longer to build than a Courthouse - and furthermore, a Palace will take longer to build than a Ministry | |
Art | |
Foxes have been updated with new animations | |
These are a visual representation of the ‘Fur’ resource | |
The following improvement models have been updated | |
Manichaean Temple | |
Zoroastrian Cathedral | |
Manichaean Cathedral | |
The icon for the Adur-Burzen Mihr has been updated | |
The Adopt Religion icon has been updated | |
Some Main Menu website navigation buttons have been updated with new icons | |
Discord | |
Mohawk Website | |
More Persian teen character portraits have been added | |
UI | |
An icon will now display above improvements that have been pillaged | |
An icon will now display above resources that have been harvested | |
Characters that serve as the Head of a Family or Religion are now color coded on the Character tab | |
The Options Menus have received some updates | |
An ‘Override Scaling Limit’ option has been added to the Accessibility Tab of the options menu | |
Toggling this option on will allow players to scale the UI 1.5x more than usual | |
Audio | |
The Conscript unit has been updated with new SFX | |
New Events | |
A New Resource | |
Your recent establishment of slavery stands as a statement to all within and without your borders | |
Angry Acolytes | |
The discontent among religious members of your nation has boiled over into violent protests | |
Inciting Unrest | |
Your Agent has established an agent network in a foreign city, and is ready to conduct insurrection missions | |
Treachery Abroad | |
Your agent has established an agent network in a foreign city, and is ready to conduct treachery missions | |
Spousal Efforts | |
Your spouse doesn’t particularly enjoy your company | |
The Free People | |
The free people of your nation join with you to celebrate your declaration of Freedom | |
Tutorial: Agents | |
This tutorial event explains Agents to the player | |
Tutorial: Agent Networks | |
This tutorial event explains Agent Networks to the player | |
Tutorial: Agent Missions | |
This tutorial event explains Agent Missions to the player | |
The High Synod | |
Your Ambassador believes you can reach religious concord with a religious group | |
Spring Equinox | |
Your nation gathers to celebrate the Spring Equinox | |
Summer Solstice | |
Your nation gathers to celebrate the Summer Solstice | |
Fall Equinox | |
Your nation gathers to celebrate the Fall Equinox | |
Winter Solstice | |
Your nation gathers to celebrate the Winter Solstice | |
Some stub events have been expanded with new text | |
AI | |
The AI will now move idle Religious Disciples onto Religious buildings for extra yield production | |
The AI is now more likely to pop ancient ruins | |
Improved AI family opinion management | |
Improved AI unit management | |
Miscellaneous Changes | |
Two new Main Menu navigation buttons have been added | |
Twitter - Clicking this button will navigate users to the Mohawk Games twitter account | |
Twitch - Clicking this button will navigate users to the Mohawk Games Twitch channel | |
Players can now subscribe to the Mohawk Newsletter directly from the Main Menu | |
Bug Fixes | |
Fixed an issue where some project icons were missing their roman numeral tiers | |
Fixed a null reference error that would occur when hovering over Family icons in the Cities screen | |
Fixed a display issue with options menu sliders | |
Fixed an issue where certain technologies were being cut off by the scroll bar on the Technology Tree screen | |
Fixed an issue where the resource bar was incorrectly appearing during player transition in Hotseat mode | |
Fixed an issue where players could receive luxury ambitions that could not be completed with the number of factions/tribes in their current game | |
Fixed an issue where family icons were not appearing in the Family Tree | |
Fixed an issue where Leaders portraits were missing from the Diplomacy tab | |
Fixed an issue where the Religion tab was disabled in games with the ‘No Characters’ option set | |
Fixed an issue with Specialist ambitions | |
Fixed a display issue with coastal tiles on the Mac version (The mac version is currently only available on the Test Branch) | |
Fixed an issue where players could not give captured cities to a family that had not been founded yet | |
Fixed an issue where AI was using fortify in instances it didn't need to | |
Fixed an issue where AI was overusing the March ability | |
Fixed an issue where AI was not prioritizing assigning Generals properly | |
Fixed an issue where AI was not claiming city sites properly | |
Fixed some tile widget update issues | |
Fixed an issue where some worker tile overlays were not being hidden properly | |
Fixed an issue where the family head was not always updating properly on the selection panel | |
Fixed an issue where AI players did not get a family for their first city when the Pick Later nation option was used during game setup | |
Fixed some sorting issues with city widgets and tile widgets | |
Fixed some sorting issues with city widgets and units | |
Fixed some text wrapping issues in the combat preview window | |
Fixed an issue where the capture city pop up would not appear if the player only had one family | |
Fixed an issue where the undo button was not disabled at the start of a new turn | |
Fixed an issue where Trader workers weren’t building multiple roads per turn correctly when using City Connection mode | |
Fixed an issue where the automation widget wasn’t visible when workers were on cooldown | |
Fixed some issues where tile text wasn’t being displayed in time with unit animations and actions | |
Fixed an issue where Egyptian spouses were not showing up correctly in the Inheritance screen | |
Fixed an issue where some unit links were directing to the wrong encyclopedia page | |
Fixed a flickering issue that could occur when hovering over healthbars | |
Fixed an issue with the Herbalist trait | |
Fixed some AI miscalculation issues | |
Fixed some instances of inaccessible choose research decisions staying in the cycle count | |
Fixed various event issues |
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