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Test Branch: Old World Version 0.1.41502 Test (08/17/2020) | |
Main Branch: Old World Version 0.1.41598 Early Release (08/19/2020) | |
Design | |
The strength of the Battering Ram has been increased to 6 (Up from 3) | |
The strength of the Siege Tower has been increased to 8 (Up from 4) | |
The strength of the Light Chariot has been increased to 6 (Up from 5) | |
The strength of the Kushite Cavalry has been increased to 8 (Up from 7) | |
The Assault unit effect now grants +50% strength bonus when attacking into Urban tiles | |
The following units now gain +20% strength versus damaged units | |
Palton Cavalry | |
Cataphract Archer | |
The following units now do splash damage when attacking | |
Akkadian Archer | |
Cimmerian Archer | |
Assigning a General now costs 100 Training | |
Assigning a Governor now costs 100 Civics | |
Diplomats (with the exception of the leader) can now serve as Agents | |
The Capital city now earns +2 Culture per year | |
Greek cities now earn +3 Culture per year (Down from +4) | |
Some new ambitions have been added | |
Control four luxuries | |
Control eight luxuries | |
Families now include an Oligarch | |
This character serves as the head of the family, and their opinion will affect the opinion of the whole family | |
The Oligarch’s portrait will be featured next to family information in the Families tab | |
Art | |
The following improvement models have been updated | |
Garrison | |
Fort | |
The Pantheon wonder model has been updated | |
The model and icon for the Elite Huscarl unit has been updated | |
The Skirmisher unit has been updated with combat animations | |
Tree vegetation has been updated | |
Scrub vegetation on hill tiles has been updated | |
The icon for the pathfinder unit effect has been updated | |
UI | |
The attack preview HUD has been updated to support a 3D view of the selected unit and their intended target | |
This preview will display unit combat idle animations (If applicable) | |
Unit action buttons will be hidden while the attack preview is displayed | |
Specialist buttons will now switch to a state where they cannot be interacted with if a specialist cannot be built/queued | |
UI panels on the right side of the screen (Characters, Families, etc) will now be hidden while the choose research pop up is open | |
Active missions will now display the number of years left until completion on the mission button | |
Sorting of the Characters tab has been improved | |
A ‘Select Mods’ button is now available in the Advanced Setup tab of the Singleplayer set up screen | |
The Mod management screen has received some UI polish updates | |
Various HUD elements have received some background polish updates | |
Audio | |
The Warlord unit has been updated with attack and hit audio effects | |
The Nomad Marauder unit has been updated with walk and run audio effects | |
The following units have received some adjustments to their combat audio effects | |
Peltast | |
Marauder | |
Various combat audio effects have been updated to include auto-ducking to improve the balance of mixed combat audio effects and their volume | |
AI | |
AI uses Scouts for sentries | |
AI will make alliances with Tribes | |
AI now settles sub-optimal locations if the best tile is not available | |
Miscellaneous Changes | |
The random setting for Tribal location on the Continent map script now includes a wider variety of tribe count and placement | |
Units will now turn and face each other after moving, if they are hostile | |
Bug Fixes | |
Fixed an issue where event options granting a character an archetype listed the tooltip text twice | |
Fixed an issue where minimized event decision buttons would not update to be selectable after yield stockpiles changed | |
Fixed some flickering issues that could occur when mousing over tiles | |
Fixed an issue where help text was not displaying correctly under certain circumstances | |
Fixed an issue where strength and critical chance stats were not positioned correctly on the attack preview window | |
Fixed an issue where divider lines were appearing in help text windows in circumstances where they weren’t necessary | |
Fixed an issue where workers would stop performing queued Road-To actions before the route was completed | |
Fixed an issue where cities would sometimes not expand as expected upon being founded | |
Fixed an issue where specifying a coastal start on the continent map script could result in the player starting next to any body of water (Players should now always start on the coast of an ocean or a bay) | |
Fixed an issue where a loading screen hint featured a spelling error | |
Fixed an issue where certain resources were not contouring to terrain correctly | |
Fixed an issue that was causing the AI to miss city capture opportunities | |
Fixed a graphical issue that could occur when hovering over a queued specialist in the city screen | |
Fixed an issue where barbarians would sometimes not attack when they were in range to do so | |
Fixed an issue where font colors initially didn’t appear correctly on disabled options present on pop ups | |
Fixed a flickering issue that could occur when selecting characters on the Inheritance screen | |
Fixed some issues with setup screen backgrounds | |
Fixed some setup screen tooltips that were not appearing correctly | |
Fixed some help text issues | |
Fixed various null reference errors | |
Fixed a texture issue that was occurring with the warrior unit | |
Fixed a UI issue that could occur when selecting a family |
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