Main Branch: 1.0.69678 Release 11/22/2023
Headline changes
- Lower difficulty levels are now easier and a new lowest level difficulty added 'The New'
- Many balance changes including nerfs to Persian UUs and Schemer leaders
- Kush now available on the Middle East premade map
- AI combat, strategic and performance improvements
Design
- New difficulty level added The New. Reworked AI penalties on lower difficulty levels.
- Passive AI will not capture cities from a player who originally founded them
- Persian Unique Units (Palton Cavalry and Cataphract Archer) now have a range of 1. This can be increased by effects which increase range (Hills, Marksman promotion etc).
- Reduced Schemer leader orders per war from 2 to 1
- Kush now available on the Middle East premade map
- Reduced Desert mapscript size to be in line with other maps
- Upgrading an improvement now also upgrades the specialist, if the existing specialist is less advanced than the starting specialist of the upgraded improvement
- Garrison getting pillaged no longer removes existing governor
- Autonomous rule now repairs damaged cities that cannot passively heal completely in a turn, even if it's currently building something else
- Collateral damage (pierce, splash etc) formula simplified. This now does the percentage of the damage of a direct attack to the same unit, rounded up. This change increases collateral damage dealt in some circumstances.
- Tweaked a few trait inheritance outcomes
- Added new trait flavor text and changed some to only appear dependent on character age. Reduced the likelihood of vomiting and diarrhea when characters become severely ill.
- Tweaked tutorial events to make them less prone to cluster on the same turns
- Generals of tribal units now get XP
- Tribes now attack civilian units at a lower priority
- Former regents now get a trait giving +1 wisdom and keep their King/Queen Regent title
- In the Rise of Carthage scenarios, Balearic Slingers are now buildable on the islands instead of regular Slingers. Regular Slingers can upgrade to Balearics.
- Rise of Carthage scenario 4 starting city happiness boosted
Programming
- AI combat, strategic and performance improvements
- Improved retreat and target selection.
- Better AI coordination so it doesn't get some units attacking a target while other healthy ones are retreating.
- Better AI awareness of power shift when it moves its units
- Improved AI evaluation of tiles for border expansion and buying
- AI exploration and wood chopping improvements
- Reduced AI fort spam outside of borders, especially for Kush
- Revised AI Settler movement to force march when it has excess orders
- Fixed the AI starting multiple Settlers at the same time, when it just needs one
- Fixed AI not viewing rebels of other nations as a threat when they actually are
- Fixed AI incorrectly estimating the cost of buying resources
- Fixed AI risky behavior of attacking too close to the fog of war without protection
- Fixed tribe AI movement bug
- Fixed Hittite AI chopping trees too much at the expense of exploring
- AI builds militia more frequently instead of festivals if it cannot build other units
- Minor Stun/Push AI optimization
- Minor AI exploration fix
- One AI cache per player, instead of one per game
- Units that require a non-buildable improvement are no longer considered a possible build, unless that improvement is present
- GOG SDK updated
- Added STAT_YEARS_REGENT
- Starting location resource placement order shuffled, so players later in the turn order don't always slightly benefit from rare luxury placement
- Added Pharaohs of the Nile campaign source and XML to Reference folder
- Added effectCity bAutoBuildUnits, which is like the current autonomous rule, but builds units instead of projects and specialists
UI
- Dynasties are now shown and can be selected on the Choose Leader screen
- Alt+right mouse button is now a shortcut for improvement pings
- Loading a single player game as a network game now allows AI player reassignment
- Mouse click no longer triggers when releasing button after drag
- Moved cycle button tooltips to right of cycle button UI
- Added border expansion preview for under construction specialists
- Added yields change from trade and tribute to war declaration effect tooltip and yield loss from connected cities to peace breaking effect tooltip
- Revised cloud game host control popup to be more consistent. Replaced general save button with individual action buttons.
- Improvement suggestions no longer take worker safety into account
- Reduced spacing in yield display for tile/specialist widgets
- Reduced tile text font and icon size
- Random nation now sets random dynasty for both SP and MP
- Negative changes in happiness/discontent now shown using opposite yield color
- Dynasty dropdown with Pick Later will use the dynasty name if available
- Added option to only use default dynasties for AI players
- Added Deficit concept to Encyclopedia
- Event Browser: The New Entry button now opens a new event the Wizard
Bugs Fixed
- Fixed events not triggering on clearing tribal camps
- Fixed bug with cloud games not updating correctly when exiting without completing turn, causing them to need to be rewound
- Fixed bugs causing replay data to get discarded unnecessarily
- Fixed Kush Unique Units not applying Zone of Control
- Fixed map script bug causing generation to sometimes fail on Desert maps with large number of players
- Fixed last page of Modio mods not displaying in install tab
- Fixed double folder names when mod name contains plus (+) symbol
- Fixed simultaneous mode non-dynamic turn timer length
- Fixed turn style and turn timer dropdowns in server host controls
- Fixed AI assert
- EffectUnit iActionsExtra are now applied immediately upon acquiring the effect
- Fixed a few instances where the number of tribes were miscounted
- Fixed the Sentinel dynamic tutorial triggering in the wrong player's territory
- Fixed collection modification during enumeration
- Fixed reveal map division by zero when one of the players has been eliminated
- Fixed city sites not keeping track of original tribe upon being cleared
- Fixed tribe site visibility on the minimap when settlements are not city sites
- Fixed improvement construction time remaining not updating when worker goes on cooldown
- Fixed Spartan elimination event in Rise of Carthage scenario 2
- Fixed idle councilor reminder showing when no missions available
- Fixed Wonders being eligible for pillage by event bonuses
- Fixed Cognomens getting replaced with lower value versions in some scenarios
- Fixed critical hit icons not being immediately updated on ending turn or changing turn style in MP
- Tribe units now actively occupy empty city sites to convert them to settlements again
- City widget and culture bar update fixes
- Fixed city attack damage preview for adjacent effectUnits
- Nested link fix (affected anti-Melee, anti-Infantry etc links)
- Fixed some null references for tribal invasion AI
- Fixed leaderboard display in Pharaohs of the Nile scenario 6
- Fixed families of starting units in Pharaohs of the Nile scenarios 3 and 6
- Fixed issue with scenarios not getting unloaded correctly
- Fixed Map Editor not setting mapWidth and mapHeight values on loading a map
- A slot assigned to an AI when loading a MP game now gets full AI state
- Fixed an AI cache issue for of existing improvements outside territory
- Fixed no character UI issues
- Happiness/discontent bar sign issue fixes
- Fixed subject reordering breaking old saves
- Fixed out of range exception
- Fixed decision cycling sometimes not actually cycling
- Worker selection cycling UI performance fix
- Fixed client background task deadlock
- Text and event fixes