Created
June 4, 2020 00:12
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Design | |
A Double Victory condition has been added | |
This triggers when you have double the VP of your nearest competitor and at least half the target number of VP | |
All reform techs now give +1 Victory Point | |
Reform techs now go up in cost 25% each time they are researched | |
The Steel tech and Battleline tech have swapped places on the Tech Tree | |
Axeman and Maceman abilities have swapped (Axeman now have the arc attack, and Maceman now have the anti-infantry ability) | |
The strength values for these units have been adjusted | |
Axeman now also have a bonus against Polearm units | |
Trade League adjusted from: Unlocks Convoy, +3 Growth in Coastal Cities to: Unlocks Convoy, can Sell for the same price as Buying | |
Monetary Reform changed from: can Sell for the same price as Buying to: No Discontent penalty from Hurrying, -1 Discontent per year | |
Calligraphy: Now gives Libraries 4 Culture and 2 Science, from 4 Science | |
Some techs have been renamed | |
The Strategy tech has been renamed to Windlass | |
The Windlass tech has been renamed to Cogwheel | |
The Holy War law no longer provides training to State Religion cities | |
Holy War: Now adds “Can Hurry Unit Production with Money” to State Religion cities | |
Orthodoxy now allows Disciples to purge Non-State Religions | |
State Religion cities now yield +4 Civics (Down from +5) | |
The Secularism law has been changed so that all cities now have a -50% chance per year to produce rebel units (Down from -100%) | |
The Volunteers Law can now Hurry all City Production with Population, rather than just Units | |
The Veneration Theology now yields +20 Gold per Monastery (Up from +10) | |
City borders have had their vision range increased by one | |
All units have had their vision range increased by one | |
Mounted units now get a -25% penalty when attacking settlements (cities, tribe camps) | |
Polearm units exert ZOC against Mounted units | |
Greek’s Unique Units (Hoplite and Phalangite) now have the Polearm unit trait | |
Camel Archer loses Nomad Trait, gains 25% bonus vs Horse Units | |
Certain traits can now affect family opinions | |
The Famous trait now gives -25% Specialist Costs | |
A new unit promotion has been added | |
Heckler: +20% vs a unit with a General | |
The Dealmaker trait has been updated | |
This trait now gives Governors a -50% Improvement Cost buff | |
Bypassed heir is now a relationship with the Leader or Heir, rather than a trait | |
Maintenance modifiers for most effects have been reduced | |
Connected, Stronghold, Citadel and Palace 20% -> 10% | |
Citadel Growth reduced 20% -> 10% | |
Shrines now give the Healer promotion (+1HP/Year) instead of Herbalist | |
A capture capital ambition has been added | |
Alliances now always cost a lump sum payment | |
Resource cost per population based on culture has been rebalanced | |
The price for buying additional orders now has more volatility | |
Excess orders are now always sold for 10 gold (This will not affect market cost) | |
Commander Archetype no longer has “Can Hurry City Production with Population” | |
Commander Archetype now has “Can Hurry City Production with Orders” | |
AI archetypes now affect likeliness to declare war | |
Earlier specialists (Acolyte, Monk, Priest, Officer, Poet) cost less Civics to build | |
Improvements without specialists now cost Maintenance | |
Building an Urban improvement on a non-Urban tile costs more Stone | |
Trader family workers can build multiple roads per Year | |
Founding a Patrons Seat no longer grants the Seat +1 Culture level, now adds a Great Minister to court | |
Patrons Seat no longer has “Can Hurry Project Production with Money” | |
All Patron Cities now have “Can Hurry Project Production with Money” | |
Barbarian Strength (a setting that can be adjusted during game setup) will now influence how likely it is that tribes will declare war on you | |
Tribes now spawn faster at higher difficulty levels | |
Tribes raiding range now scales with difficulty | |
Most money event rewards have been rebalanced | |
Changing a city governor now costs 5 orders | |
Roads no longer require a connection to a trade network | |
Suggested tile improvement options no longer include multiples of the same improvement class | |
The Family Gifts mission that Chancellors can do will now show the player an event informing them of the outcome of that mission | |
Art | |
Cattle have received idle animations | |
The barbarian marauder unit has received some animation updates | |
This unit now has attack and hit animations | |
The combat idle animation for this unit has been updated | |
Some unit and specialist icons have received updates | |
The Onager unit icon has been updated | |
The Acolyte, Rancher, and Woodcutter Specialist icons have been updated | |
The following unit promotion icons have been updated | |
Sniping | |
Hardy | |
Some tech tree icons have moved around or been updated to account for tech tree changes | |
Tribe crest icons have been updated | |
A new icon has been added to indicate when a city is idle | |
The icon for the Colosseum has been updated | |
The model for the Onager unit has been updated | |
The model for the Odeon has received some minor updates | |
The model for the Amphitheater has been updated | |
The Pantheon Wonder has been updated with a greybox model | |
The Odeon and Town models have been updated | |
Various events have been updated with new art | |
UI | |
The single player setup screen has received some updates | |
There is now a ‘Premade Map’ option available, with a new map included called ‘The Old World’ | |
Players can now set AI aggression during game setup | |
AI aggression determines how aggressive the opponents will be towards you | |
Tech Tree rework | |
These changes are to better communicate to players what techs are currently available, and which will be available soon | |
Players can now use Shift + Tab to reverse cycle through units and decisions | |
Mercenary units (and other free units received from events) are no longer associated with any families | |
Event decisions that reward a random trait will now produce an additional pop up to inform the player of what trait was received | |
The Choose Research pop up will now update or close after things are selected via the Tech Tree screen | |
The tech tree spacing will now adjust based on aspect ratio | |
There is a known issue with this feature where the Tech Tree spacing will not update after your resolution is changed. To fix this, save the game, then quit and relaunch. Upon reloading the tech tree spacing should be updated to match your new resolution settings. | |
Luxury action buttons have had their text updates to give the options available more clarity | |
The City Build queue has received some minor updates | |
The close button present on units/projects present in the build queue has been updated | |
There is now an arrow button between each queued item, allowing players to move things that are later in the queue to the beginning of the queue | |
The specialist widget in the City screen has been improved | |
Family widgets have been improved | |
Added new category icons for Worker | |
The Training yield icon has been updated to better differentiate it from Maintenance | |
Various icons have received a polish update | |
Added Action Icons | |
Anchor | |
Unlimber | |
Add Urban | |
Add General | |
Found City | |
Worker filters moved to a context menu | |
The unit list tab has been updated to sort units similarly to how they are listed in the unit pop up help text | |
More consistent layout for player/tribe selection panels | |
Family portraits have been spaced out a bit on the relatives section of the character actions panel | |
The Inheritance screen background has been updated | |
An indicator arrow has been added to show which active cycle group is selected | |
Added minimap minimize button | |
Updated help text regarding specialist cost reductions | |
The window size of the file browser has been increased | |
An ‘All Job Candidates’ option has been added to the gameplay options menu | |
This option will show all candidates, even those who already have a job | |
Graphics options present in the settings menu have been updated with tooltip text | |
Graphics preset option has been moved to the top of the menu, as it determines all other settings | |
Selection panels have received some small revisions to standardize them and remove unnecessary elements | |
Some UI elements have received minor updates to reduce clipping issues | |
Audio | |
Music is now unlocked after researching the Drama tech | |
This feature is still in progress, music will still not start until reaching turn 10 regardless of whether or not Drama has been researched | |
Add audio for worker actions | |
Cutting | |
Digging | |
Mining | |
Farming | |
Building | |
New Events | |
Prophecy | |
Your scouts investigate some nearby ruins and make a shocking discovery | |
The Diviner | |
Your scouts find an interesting character upon investigating some nearby ruins | |
Face in Gold | |
Another civilization arrives in your court to discuss coinage | |
Mechanical Wonders | |
An heir from another nation arrives in your court and has a request after spending time with your great scientist | |
A Flirtation | |
Your spouse is openly flirting with someone during a goodwill banquet, gossip ensues | |
Caravan of Love | |
The heir of another nation shows some interest in your heir during a visit to celebrate relations between your nations | |
Unrequited | |
You receive some troubling news about the heir of another nation after their recent visit to your nation | |
True Inheritance | |
Your servants discover that your heir is missing from their chambers and has left a note for you | |
Pleasure Banquet | |
Just as an eventful day full of contests and performances seems to be wrapping up, more wine is brought to the hall and your subjects request the festivities continue | |
Funeral Procession | |
Following the death of a person from your nation, their family requests a funeral procession to honor their military career | |
Visitor from the East | |
A noted scholar and philosopher arrives in your nation and requests an audience with you | |
Mysterious Sickness | |
Citizens in one of your cities are suffering from a mysterious disease and your scientists demand immediate action | |
The Pox Spreads | |
The pox continues to ravage the city it started in, and has begun to spread | |
After the Death | |
After several difficult years, the mysterious sickness seems to be receding, and you must decide how to mark this moment for generations to come | |
A Confirmation | |
Your spouse comes to you with a demand regarding your heir | |
Unfaithful Tidings | |
Rumors about your are circulating in the capital, and your spouse approaches you with a simple plea | |
Uncanny | |
Rumors of your heir’s uncanny abilities have reached the court, and many wish to inquire about their knowledge | |
Lovesick | |
You visit the academy where your child is studying rhetorics, and find that they have wooed many of their classmates | |
Youthful Zeal | |
You visit the academy of rhetorics, and you and your child end up in an argument about court policies | |
Eager for Combat | |
You receive news that your child is unhappy with their lessons at the academy of tactics, and then they send a demand | |
Peaceable Kingdom | |
Your child visits home and has acquired an interest in caring for animals, and you must suggest how they further their interests | |
Returning Soldier | |
A soldier comes home | |
Physical Confrontation | |
An incident at the tactics academy requires your attention | |
Ancient Lessons | |
Your child finds something in nearby ruins | |
Rule of Law | |
Your child visits court | |
Unhealthy Interests | |
Your child shows an interest in poisons | |
A Funny Feeling | |
You wake up with stomach pains | |
Traitorous Tutor | |
Your servants discover that your heir and their tutor are missing | |
This event will start an event chain | |
Impatience | |
Your family has some disagreements regarding your ruling style | |
A Keen Eye | |
Your spies are bickering about a rival nation and you offer a solution | |
Secret Strike | |
Your spies suggest a plot to put your enemies at odds with one another | |
Rousing Words | |
The latest recruits have finished their training and you are tasked with giving an inspirational speech to send them off | |
In Your Honor | |
Your Chancellor returns with good news after delivering gifts to one of your families | |
Devoted Followers | |
Your family is grateful for the gifts delivered by your Chancellor, and asks for additional support to a cause they are devoted to | |
Unexpected Feelings | |
Your Chancellor delivers some gifts to one of your founding families, and a member of that family mistakes the intention behind the gift | |
What is Art? | |
Your family appreciated the gifts sent by your Chancellor, and decide to send you a gift in return | |
Chastened | |
Your Chancellor attempts to bring gifts to a family, but it doesn’t work out as expected | |
Delivery Mistake | |
The gifts you intended to send to one family were mistakenly delivered to another family | |
Moment of Weakness | |
While engaged in war with a foreign nation, a different nation arrives in court to make demands | |
Denouncement | |
Your family is unhappy with another nation’s decision to adopt a certain law, and demands you denounce them | |
Ongoing Alliance | |
A nation reaches out to you after your coronation to discuss terms for maintaining the alliance between your nations | |
Heated Debate | |
One of your families asks you to denounce another nation for following a different religion | |
Family Politics | |
After receiving some gifts from your Chancellor, a member of the family visits you in court | |
A Time to Reap | |
A courtier arrives in court to inform you of a decision they’ve made | |
Entrails | |
An augur requests to do a spiritual reading for you | |
This event will start an event chain | |
The Court Mourns | |
Your nation mourns after the death of a Courtier | |
Disturbing the Peace | |
The heir of your rival is caught disturbing the peace | |
Outrage in [City] | |
Outbreaks of violence have erupted in one of your cities | |
Rekindled Passion | |
You are in a miserable stupor and the royal household suggests solutions that may help | |
Translations | |
One of your families requests that you translate foreign texts into your own language | |
Educating Our Women | |
Your elites voice concerns over educating women to be their equals | |
Freed Slave | |
A philosopher comes to you to discuss how they feel about slavery | |
Tutorial events have been added for Spearman and Maceman units | |
Miscellaneous Changes | |
Some units have received some minor name updates | |
The Catapult unit is now called the Onager | |
The Onager unit is now called the Mangonel | |
The Raider unit is now called the Marauder | |
Some tutorial events have received minor edits | |
The introduction tutorial event will now always fire regardless of tutorial settings | |
The introduction tutorial event has received some text edits | |
Multiple changes have been made to change the “Empire” term to “Nations, to clear up inconsistent use of terms | |
The help text for unlimbering and anchoring actions has been updated | |
The pillaged text now appears again | |
The camera now pans to AI founding cities | |
Date and time are now listed with save information in the file browser | |
The Map Editor has received a few minor updates | |
Support for Custom User Translation mods has been added | |
Players will need to create a ‘Translations’ folder in their Documents\My Games\OldWorld directory - Custom User Translation mods will go into this folder | |
Bug Fixes | |
Fixed an issue where conquered cities could not be assigned to a family | |
Fixed an issue with raising improvements | |
Fixed an issue where using Ctrl + Hover was not correctly showing the worker build previews | |
Fixed an issue where hovering over families in the single player set up screen resulted in a null reference error | |
Fixed an issue where aqueducts could provide multiple fresh water bonuses | |
Fixed an issue with making decisions after using the undo button | |
Fixed an issue where players could not remarry after their spouse died | |
Fixed an issue where the family marriage mission would fail to fire sometimes | |
Fixed an issue where AI would not attack captured cities that were in a state of anarchy | |
Fixed an issue where characters that were placed in Council roles did not have their actions list update appropriately | |
Fixed an issue with courtier and royal family member costs | |
Fixed an issue where some actions were incorrectly being put into context menus when selecting foreign leaders | |
Fixed some issues with text placement and scaling on the selected character and family panel UI elements | |
Fixed an issue where some UI elements weren’t properly hidden in certain full screen menus | |
Fixed an issue where dead characters could still provided bonuses | |
Fixed an issue with locking tooltips for characters | |
Fixed crash from event that spawns rebel units around barbarian cities | |
Fixed an issue where the character upgrade pop up would have no options to choose from | |
Fixed an issue where the Anchor and Unlimber cooldown icons were swapped for boat units and certain siege units | |
Fixed an issue where some character actions were incorrectly being hidden | |
Fixed bug with Miners working on Laurion Mines | |
Fixed an issue where luxury action buttons were mislabeled, also fixed their text positioning | |
Fixed an issue where tech tree status icons were inconsistent sizes | |
Fixed some issues with dead characters | |
Fixed some issues with map settings present on the game setup screen | |
Fixed an issue where a blank space would appear after character names when their family crest wasn’t shown | |
Fixed an issue where the diplomacy icons shown in the empires tab were inconsistent sizes | |
Fixed some alignment issues with unit cooldown icons | |
Fixed an issue where some map editor tools buttons weren’t being highlighted correctly | |
Fixed an issue where civics icons would sometimes appear incorrectly on the inheritance screen | |
Fixed an issue where some event titles appeared incorrectly in the game log | |
Fixed an issue where the camera could still be zoomed in and out with a pop up active | |
Fixed an issue with options toggles | |
Fixed an issue where the legitimacy icon would overlap with Legitimacy text | |
More work has been done to address performance issues | |
Fixed some issues with performance on game start up | |
Fixed various event issues | |
Fixed various error messages that could occur |
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