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Test Branch: Old World Version 0.1.49656 Test (04/19/2021) | |
Main Branch: Old World Version 0.1.49765 Test (04/21/2021) | |
Design | |
A new achievement has been added | |
Have Ten Leaders (in one game) | |
Play By Cloud Multiplayer Games have been disabled on the Test Branch | |
This change was made to address version mismatch issues that are caused by multiple players using different branches | |
Play By Cloud Multiplayer games will remain available on the Main Branch | |
The ‘Enemy of the State’ trait has been removed | |
This trait was replaced with ‘Fugitive’ where applicable | |
Art | |
The Stronghold improvement model and icon have been updated | |
The Nomad Warlord unit model and formation have been updated | |
The Maceman unit has received a texture polish pass and now displays team color textures | |
Three new Historical character portraits have been added | |
Mago | |
Aristotle | |
Agnodice | |
Four new event paintings have been added | |
Barbarian Campfire | |
Combat Training | |
Horse Rider | |
Tutoring | |
The following unit icons have been updated | |
Warlord | |
Nomad Warlord | |
Palton Cavalry | |
Construction stages have been removed from rural improvements | |
Farm, Mine, Quarry, Lumbermill, Pasture, Camp, Grove | |
Running dust particles have been added to various units | |
UI | |
The Cities tab has been improved | |
Players can now select a Filter to view, and then choose the sorting order for that filter - the following filters are now available | |
Production | |
Governor Status | |
Family | |
Growth | |
Civics | |
Training | |
Culture | |
Players can now right-click unit sorting options to only show that unit type in the Units tabs | |
Hovering over a unit in the Units tab now highlights their tile on the map | |
Some selection panels now include the ability to collapse and expand sections based on your choice | |
Family Selection Panel: Cities and Living Members categories can now be collapsed/expanded | |
Religion Selection Panel: Cities and Theology categories can now be collapsed/expanded | |
The City screen will now display an indicator when a yield is being consumed by production | |
For example, hovering over the City’s civics yield while building an ‘Archive’ will inform the player that the City’s civics is being used to produce the Archive | |
The Agent button on the City Widget now has different states to display if there is no agent, or if the player can add an agent | |
The Mini Technology tree now features a ‘Toggle Names’ button that allows players to toggle whether Technology names appear on the tree [Players can also hold ALT to view Technology names on the mini technology tree] | |
The Multiplayer Pause/Play button now features tooltip text that explains how turn timer settings can be found in the Options menu | |
The ‘Current Games’ heading on the Start Screen can now be clicked to force a refresh of the Cloud Games list | |
Religious icons on the Nations/Tribes tab are now larger and color coded | |
The HUD has received a polish update | |
Audio | |
The Pikeman unit has been updated with new SFX | |
The Caravan unit has been updated with new selection SFX | |
New Events | |
Two’s Trouble | |
Two children from your nation have become inseparable as of late, and are creating trouble in the palace | |
Childhood Fight | |
One of your advisors visits you in a panic, explaining that your children have gotten into a fight | |
Study Rivals | |
Your child sends a letter from the academy, expressing that they are having trouble keeping up with their rival | |
Late Nights | |
Your child is caught sneaking out of the palace | |
Little Leader | |
Your child’s influence on another child is strong | |
Sparring Partners | |
Your child is consistently at the top of their sparring group...apart from one | |
Young Hero | |
Your child risks their life to save another child | |
Playing Ball | |
Your child and a friend greet you while playing a game of catch | |
Rhetorical Questions | |
Your child’s inquisitive nature has angered a member of your nation | |
Teen Idol | |
Your child idolizes a teenager of your nation, wishing to be more like them when they grow up | |
Mountain Minerals | |
A nearby mountain is reported to have layers of an unknown iridescent metal folded into the rock | |
Studying [Landmark] | |
A student in your nation believes that studying the properties of a nearby landmark will aid their studies | |
Natural History | |
Your Court Scientist is too excited to rest after hearing about a nearby landmark | |
Shadows and Dust | |
The stunning beauty of a nearby landmark makes you feel small and fragile | |
Fire of the Gods | |
Religious groups argue over the use of a nearby landmark | |
River Crossing | |
The waters of a nearby river are dangerous, and you must decide what kind of bridge to install | |
The Sea Peoples | |
Your scouts report seeing signs of devastation on a nearby coast | |
Desert Peoples | |
Your scouts report meeting a hardy and friendly tribe of nomads in a nearby desert | |
Sacred Ground | |
The discovery of a landmark has the priests of two religious groups at each other’s throats | |
Those Before | |
Your family wishes to resurrect the practices of your ancestors, to pay respects to those who came before | |
Beast of the Sea | |
Your scouts bring news of a nearby sea, where locals tell tales of beasts that move across the waves | |
The Pilgrimage to [Landmark] | |
Pilgrimages to a nearby landmark are causing disruptions in your City | |
Mountain Fighting | |
You visit the rugged landscape of a nearby landmark, but you aren’t there to see the sights | |
Taking the Mantle | |
One of your Generals is dead, and their child is wracked by grief and anger | |
Restless General | |
Your General requests permission to return to the battlefield, despite still bearing vicious wounds from a previous fight | |
The Missing | |
News arrives that the body of your missing subject has been found | |
[Character] Wounded | |
You receive word that a member of your nation managed to escape battle after their forces were defeated, though they didn’t escape unscathed | |
Betrayal of the Faith | |
An incident takes place during a religious procession | |
Hostage Situation | |
You find a dangerous situation taking place in your private chambers | |
This event can start an event chain | |
Of Dogs and Daggers | |
A tragedy occurs while you are winding down from a day of royal duties | |
AI | |
The AI no longer claims city sites that are closer to a human player (See below for more details) | |
This will only occur in games where the AI starts with more than one city | |
This behavior will only last for 30 turns in normal games | |
This behavior will only last for 10 turns in ‘Play to Win’ games | |
Bug Fixes | |
Fixed some clipping issues with the heal effect | |
Fixed an issue where the Governor project icon wasn’t appearing correctly in No-Character games | |
Fixed an issue where icons were missing from disabled tabs | |
Fixed an issue where the Ranged Tactician Leader bonus icon was not appearing correctly | |
Fixed an issue where the Military Prestige and Industrial Progress technology icons were not appearing correctly | |
Fixed a display issue with coastline rivers | |
Fixed an issue where AI would try to move into the same non-visible tiles repeatedly | |
Fixed other various AI movement issues | |
Fixed an issue where AI was sometimes not repairing hamlets | |
Fixed an issue with AI’s use of March | |
Fixed an issue with AI Civics spending | |
Fixed an issue related to the AI’s use of the ‘Influence’ mission | |
Fixed a UI exception related to AI calculations | |
Fixed a spacing issue with the cognomen label on the Timeline screen | |
Fixed an issue where tribes weren’t assigned a new leader properly upon the death of the old leader | |
Fixed some expectations that could occur in the event browser | |
Fixed an issue where the Restart Game button was present in Network games set up with certain settings | |
Fixed a text issue with one of the loading screen hints | |
Fixed an issue where Agent and Governor indicators didn’t update properly after the positions were filled | |
Fixed an issue where the Cities tab would display Luxury information when no luxuries were being sent to a city | |
Fixed an issue where Luxury information didn’t display help text in the Cities tab | |
Fixed an issue where the Light Chariot unit was missing its textures | |
Fixed an issue where Culture help text wasn’t displaying the complete values of the city’s culture | |
Fixed an expectation that could occur when closing the Event Browser | |
Fixed a scenario loading error that could occur on Mac | |
Fixed some character opinion issues | |
Removed random rotations from some improvements that could present display issues at certain rotations | |
Fixed an issue where the Cities category title appeared as broken text on the Religion selection panel | |
Fixed a text issue in the unit list | |
Fixed an issue where city production yields could overlap | |
Fixed an animation error the could occur when engaging in combat | |
Fixed some issues with blurry icons in the Technology Tree | |
Fixed some alignment issues with the city widget | |
Fixed an issue where the Governor values column was still present on the Cities screen in No Characters games | |
Fixed a crash related to the Epic Social overlay that could occur when attempting to launch the game | |
Fixed a sorting issue with the attack cursor and the city widget | |
Fixed some instances of doubled parentheses on the City screen | |
Fixed a health bar display issue that could occur when using modded HP values | |
Fixed some cycling issues that could occur when the last cycle was an idle city | |
Fixed some settings issues that could occur when toggling mods on during game set up | |
Fixed an issue with Tactics students causing truces | |
Fixed an issue where upgrading units would cause them to lose their Family assignment | |
Fixed a memory leak | |
Addressed some performance issues related to UI and terrain, we appreciate your feedback as we continue to improve performance! | |
Fixed various event issues |
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