Old World Blues patch 4.2.3

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Update 4.2.3 was released on April 30, 2023.

Patch notes

Steam Workshop page.

Major Features

- Made rather substantial balance changes, quality of life improvements and bug fixes for many trees or nations in Utah, Idaho and Mexico. The specifics of these changes are summarized throughout the list below. As an aside, thank you to all who responded to the recent survey. Your feedback played a significant role in the changes made.

- A round of high-confidence tech and unit changes. This includes a new assignable leader trait for Motorized, buffs to some weaker or neglected units, adjustments to some air values, doctrine tweaks and more. The full list can be found here: https://pastebin.com/vsC9QDP6

Added

- Added a new alternative method for opening the organization market via a button at the top of the organization relations decision menu

- Added a counter to the organizations top bar tab to track the number of organizations you’ve not had a recent transaction with

- Added a tooltip on hovering over an organization’s name in the market GUI which shows whether or not they are available for another transaction

- Added 10 new achievements for some select nations in Utah, Idaho, Mexico or Texas

- Added substantial AI logic to focus and event choices for Idaho and Northern Utah countries to make their nation interactions be handled more intelligently and be a higher priority if a player is on one or more of those nations

- Added modifiers to Zomak’s previously blank trait choices in the Vault City renewal path

- Added a new trait to Jonathan Maxson upon being cured for Lost Hills

- Added 3 new advisors for Lone Star, 2 of which are available for the Republic of Texas

- Added a custom tooltip for Strathcommune focuses that give militia

- Added Organization boosts to Implants for Power Armor for standardization

- Added Warrior Training and the first Asymmetric Warfare tech to Jackals at gamestart

- Added Dog tech to Broken Coast and Vipers at gamestart

- Added 5% Stability, Reckless Aggression tech and two naval module techs to Broken Coast at gamestart

- Added 4% Stability, Basic Industry tech and Pre-Construction tech to New Hammond at gamestart

- Added more resources to several states of Broken Coast and Sorrows, and one or two states of New Canaan, New Hammond and Eastport at gamestart

- Added 2 more factories, slightly more population and slightly more resources to High Chapel’s states at gamestart

- Added Sail Navigation tech to Shi at gamestart

- Added Combat Language to New Canaan at gamestart

- Added Scout Kits, Pre-Agriculture tech and the first Naval Module tech to Eureka at gamestart

- Added the first two Infantry Perks, Pioneer Kits, Scrapbots, Fission Batteries tech and a slightly larger power armor and caravan equipment stockpile to Lost Hills at gamestart

- Added Supply tech and slightly more unit xp and equipment to Guardians at gamestart

- Added slightly more crossings to Idaho’s Snake River to better combine the frontlines of existing crossings

- Added 5% more stability to both cartels at gamestart

- Added Support Equipment, Ohm’s Law and 1 offmap Civilian Factory to Vault 37 at gamestart

- Added a new idea to the Slags tree which is included in their later merged idea

- Added Maximilian as an advisor for Ejército Mexicano after defeating him and changed the modifiers and costs of the Zapata and Moctezuma advisors slightly

Changed

- Changed the Military Signing Bonuses caps decision to require less manpower to use and have a marginally adjusted modifier and cooldown

- Changed the scavenging decisions for Eureka as well as some of the focuses in the initial tree to be stronger

- Changed many Vault City focuses for Maier, Gordon and the Brain to be slightly stronger, faster or otherwise altered

- Changed Arroyo to now have their “Exerting Influence” idea replaced with another with no debuffs upon resolving all 5 crises

- Changed Arroyo’s early army buffs to grant additional bonuses to Infantry Defense

- Changed many Arroyo focuses for the council branches to be stronger or altered

- Changed the modifiers granted upon the Chosen One’s return for each council member’s years in charge to be stronger and properly scale linearly

- Changed the Merrymen events for Arroyo triggered by Dmitri’s path to occur much more often

- Changed several Lanius focuses to be blocked by the focus “To Dog City” rather than “Towards Dog City” to avoid being cut off by an automatically occurring bypass

- Changed several Lanius advisors to be slightly stronger

- Changed Lanius’s Beast of the East spirit to give more conscription

- Changed some of Lanius’s optional early or post Hangdogs focuses to be stronger

- Changed the Chiconet coring mechanic to cost less energy

- Changed many focuses or traits for Tlaloc’s sons and Nuevo Aztlán to be stronger or have additional effects

- Changed shared focuses for Tlaloc’s sons which previously gave robot research bonuses to instead add some sophisticated robot technologies up to Assaultrons and Sentry Bot Mk1’s

- Changed Tlaloc’s sons to all start with an added offmap military and civilian factory

- Changed the unique branches for the trees of Tlaloc’s sons to now all be 30 day focuses

- Changed some shared focuses for Tlaloc’s sons to take 45 days instead of 60

- Changed a large amount of focuses for the cartels to take 45 days instead of 60

- Changed a majority of Costa Cafeinada and Petro Chico focuses to take 50 days instead of 60

- Changed a small amount of Free Fighters focuses to take 45 days instead of 60

- Changed a few focuses for the cartels, Costa Cafeinada, Petro Chico, Tlaloc and Free Fighters to be stronger or have additional effects

- Changed the Flower Wars Izta/Aztlán spirit to grant more army experience

- Changed many Nuevo Aztlán advisors to be slightly stronger, or on some outliers weaker

- Changed many focuses for the second and third acts of New Canaan’s tree to be stronger or have additional effects, including two new capstone ideas

- Changed most of the shared branches for Utah and Idaho generics to have stronger, added or adjusted effects alongside general fixes and improvements

- Changed the events for many Utah or Idaho nations to be slightly stronger or altered

- Changed the unique trees for Heaven’s Gate, High Chapel, Murtaugh Reformers, Lord’s Anointed and New Hammond to be stronger or otherwise improved

- Changed the unique decisions for New Hammond and the Southern Idaho nations to be slightly stronger on average and function more properly

- Changed New Hammond to start with a higher conscription law

- Changed the Lost Hills/Alamo Chapter isolationist trade law to grant more stability

- Changed many focuses all across the tree for Lost Hills to have additional or raised effects

- Changed Lost Hills’ starting events to grant a tiny bit of political power and one more underground construction slot

- Changed Lost Hills’ plasma schematics focus to also give a substantial research bonus

- Changed Lost Hills’ focuses for council reform and for curing Maxson to cost less political power

- Changed some Lost Hills’ political decisions and the dig deeper decision to cost less

- Changed Lost Hills’ top left branch focuses to grant smaller but permanent buffs to infantry and power armor equipment instead of timed buffs

- Changed the NCR/Lost Hills appeasement/support rally decisions to cost less

- Changed many options for focus events and some direct focus rewards for Shi to be stronger

- Changed New Reno’s Van Graffs path focuses to be slightly stronger or altered

- Changed many Slags focuses to be stronger or have various quality of life improvements

- Changed some Slags and Modoc modifiers to be slightly improved

- Changed Two Sun’s Will Faster general to be slightly weaker

- Changed some Two Sun focuses to be slightly stronger

- Changed some Roach King focuses to be slightly stronger

- Changed Roach King and Vault 37 to have slightly larger starting templates

- Changed some of the focuses for the Eighties Life is a Highway branch to be stronger

- Changed one post-New Canaan focus for White Legs to grant a smaller conscription bonus

- Changed Archimedes II to have a slightly longer cooldown and grant a smaller incoming org damage reduction

- Changed Caesar’s Legion focus “Making Them Pay” to require owning the Weather Station

- Changed Mordino’s leader trait for The Den to be stronger

- Changed the default Washington Brotherhood puppet law and their starting spirit to be slightly weaker

- Changed The Cause’s starting spirit to grant more Power Armor speed

- Changed the frequency and bonuses or penalties of some organizations events somewhat

- Changed some focuses and the generals for Metis Congress to be slightly stronger

- Changed a few focuses for Bone Dancers to be slightly stronger

- Changed Cypher Warband’s starting idea to also grant 2% Conscription

- Changed Mad Trains and Metis Congress’s starting divisions to have more battalions

- Changed some existing personality traits for unit leaders slightly for balance

- Changed the gamerules list slightly for better order and removing nonfunctional rules

- Changed distance-based trade opinion penalties to be very slightly more mild

Fixed

- Fixed the AI for Lanius getting stuck on early focuses on occasion

- Fixed Angela Deth becoming a leader of Californian Way

- Fixed Assorted election decisions having their localization mention Murphy or Kimball

- Fixed the Thunderbirds having no choice if Arroyo invites them to faction

- Fixed Storm Mongers' scripted effects to increase and decrease favor

- Fixed NCR under Hayes being able to declare war on the Sky Reavers without a path to them

- Fixed Allgood and Hayes puppet creation focuses stealing land from allies

- Fixed a Chickasaw focus tied to Chained Choir requiring events that no longer occur

- Fixed Two Sun Great Race invitations being able to go to other nations that have conquered the capitals of nations that should be invited

- Fixed NCR events for Legion conquest firing for every capitulated member of the civil war

- Fixed a Rio Grande news event not showing its intended response to Texas nations

- Fixed Granite Company advisors disappearing when the Navarro Enclave tree loads

- Fixed a crash caused by clicking the MODUS portrait during the WARDEN event “Contact the President”

- Fixed the NCR's Environmental Restoration Act idea to correctly add stability

- Fixed Legion of Hades army leaders not being recruited properly

- Fixed checks for owning the Olympus Tribe's core states

- Fixed an idea for Max Sec which used modifiers improperly

- Fixed the unifier game rule idea localization to display the correct removal date

- Fixed many Mexico or Utah focuses having unintentionally very low focus times

- Fixed ghoul nations not starting with a default Outsiders law assigned

- Fixed manually triggered exodus effects not checking for all the gamerule options properly

Removed

- Removed Sea-Bastion from MacArthur’s advisors

- Removed Intermediate Robotics tech from Broken Cost at gamestart

- Removed New Vegas’s claim on Area 51

Technical Changes

- Added localized tech categories for the 3 Air Doctrines for future use

- Changed the color for Arroyo’s good karma gains to be more easily readable

- Fixed many typos for Arroyo, New Reno, Metis Congress, some Utah nations and some Mexico nations

- Fixed some minor errors in Chariot and Robot equipment localisation

- Added some debug decisions and a small amount more AI work for Arroyo and Tlaloc

- Changed minor aspects of some AI production and frontline management

- Changed some decisions categories to be slightly higher or lower in the menu