[Crusader Kings 3] Dev.-Diaries

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[Crusader Kings 3] Dev.-Diaries

Beitragvon Goose » 16. Juni 2020 19:36

Liebe Zonies, herzlich Willkommen in diesen Thread hier findet Ihr alle Dev.-Diaries von CK3 chronologisch geordnet. Ich verlinke euch den jeweils die entsprechende Seite werde aber einen kleinen Text dazu schreiben um was es in diesem Dev.-Diary geht (keine komplett Übersetzung).

Ich möchte mich noch vorab bei Marvin und Danlas bedanken, für die Nutzung einiger Übersetzungen von Dev-Diaries. Damit wünsche ich euch noch viel Spaß beim erforschen der Dev.-Diaries.





Ich hoffe mein Thread / Aufzählung konnte euch irgendwie weiterhelfen,
Mit freundlichen Grüßen: Goose
Zuletzt geändert von Goose am 27. Juni 2020 19:53, insgesamt 9-mal geändert.

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Re: [Crusader Kings 3] Dev.-Diaries

Beitragvon Goose » 16. Juni 2020 19:37

Pre-Realease

(Dev-Diary #0) The Vision (Öffnen)
Link zum Dev-Diary (auf englisch)
Es geht darum wie sie das Spiel designen wollen, mit welchen Schwerpunkten.

(Dev-Diary #1) Dynasties and Houses (Öffnen)
Link zum Dev-Diary (auf englisch)
Sie sprechen darüber was Sie an den Dynastie-Mechaniken geändert haben, z.B.: Dass die Dynastie dann aus mehreren Häusern besteht

(Dev-Diary #2) The Medieval Map (Öffnen)
Link zum Dev-Diary (auf englisch)
Sie sprechen über Änderungen an der Karte, die sie vorgenommen haben, z.B.: dass kleinere Titel wie Baronien nun auch sichtbar auf der Karte sind.

(Dev-Diary #3) War (Öffnen)
Link zum Dev-Diary (auf englisch)
Reden über allgemeine Themen, wie Truppengattungen, Generäle, wie Eroberungen ablaufen etc.

(Dev-Diary #4) Development and Buildings (Öffnen)
Link zum Dev-Diary (auf englisch)
Reden über neue und spezielle Arten von Gebäuden

(Dev-Diary #5) Schemes, Secrets and Hooks (Öffnen)
Link zum Dev-Diary (auf englisch)
Reden über neuen in den Intrigen-Mechaniken.

(Dev-Diary #6) Council, Powerful Vassals and Spouse Councillor (Öffnen)
Link zum Dev-Diary (auf englisch)
Reden über die Ratsmechaniken und deren neuen Möglichkeiten.

(Dev-Diary #7) Characters and Portraits (Öffnen)
Link zum Dev-Diary (auf englisch)
Reden über die Änderungen die sie an den Charackter-Darstellungen gemacht haben. 3D-Modelle & sichtbare Emotionen

(Dev-Diary #8) Courts, Guests and Wanderers (Öffnen)
Link zum Dev-Diary (auf englisch)
Reden über die Änderungen am Hof, sowie Gäste & Wanderer.

(Dev-Diary #9) Lifestyles (Öffnen)
Link zum Dev-Diary (auf englisch)
Reden über die Änderungen am "Lebensstyle" eines Charackters, dass Sie diese nun mit Fähigkeitenbäume ausstatten, aus denen man Bonis ziehen kann.

(Dev-Diary #10) Lifestyle Events (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über die verschiedenen Events die jetzt bei Wahl eines Lebenstyle auftreten und diesen beinflussen können.

(Dev-Diary #11) Seduction, Torture and the Intrigue Perk Trees (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über die Fähigkeitenbäume von Intrige/Verführung & Folter.

(Dev-Diary #12) The Stewardship Lifestyle (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über den Fähigkeitsbaum des Verwaltungslebensytles.

(Dev-Diary #13) The Learning Lifestyle (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über den Fähigkeitsbaum von dem Medizinischen/Schulischen und Theologischen Lebensstyle.

(Dev-Diary #14) The Diplomacy Lifestyle (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über den Fähigkeitsbäume der diplomatischen Lebensstyle.

(Dev-Diary #15) The Martial Lifestyle (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über den Fähigkeitsbäume der militärischen Lebensstyle.

(Dev-Diary #16) Tutorials and Tooltips and Encyclopedias, Oh My! (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über das Tutorial, sowie Tooltipps und die Enzyklopädie

(Dev-Diary #17) Governments, Vassal Management, Laws, and Raiding (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über den Aufbau der Regierung, mit Themen wie Vasallenverwaltung sowie den Gesetzesmechaniken.

(Dev-Diary #18) Men at Arms, Mercenaries and Casus Belli (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über Kriegsgründe und die Kosten für Kriegserklärung, Aufbau des Militärs sowie Söldner.

(Dev-Diary #19) Factions and Civil Wars (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über Fraktionen und daraus resultierende Bürgerkriege.

(Dev-Diary #20) Religion and Faith (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über den Aufbau der Religion (Eigentschaften/Doktrine/Heilige Orden/etc) <- in diesem Fall primär auf Katholisch bezogen.

(Dev-Diary #21) Custom Faiths and Pagan Reformation (Öffnen)
Link zum Dev-Diary (auf englisch)

Dieses mal gehts um das Gründen eigener Glauben bzw Reformieren von Heiden
- Zu Gründender Glauben basiert immer auf Religionsgruppe (wie bsp. Christentum)
Bild

- Grundsätze und Doktrinen können frei gewählt werden
- Auswahl abhängig von Gruppe
- "ungewöhnliche Doktrrinen sorgen für spannungen (z.B. Polyamorie im Christentum im Gegensatz zum Islam
- Gründen kostet Pietät
- Je weiter Grundsätze und Doktrinen von Herkunft weg ist, desto teurer wirds
Bild

- Gründen sorgt logischerweise für Spannungen mit der Welt

Heidenreformation
- Kostet auch Pietät und benötigt mind. 3 Holy Sites der Religion im eigenen Reich
- Restlicher Prozess ist dem Gründen eines neuen Glaubens dann aber sehr ähnlich
- Konvertieren von Vasallen ist durch Bonus auf unreformierte Konvertierung einfacher

Einige mögliche Grundsätze die man wählen kann:
Bild


Vielen Dank an Danlas(Schmiddie) den Admin von Marvin's Server dass ich seine Übersetzungen nutzen darf.

(Dev-Diary #22) A Medieval Tapestry (Öffnen)
Link zum Dev-Diary (auf englisch)

Geschlechtsoptionen:
Alle Geschlechtsrestriktionen werden durch die Glauben kontrolliert. Durch das bereits beschrieben Glaubenssystem, können sich die Restriktionen ändern.
Es gibt immer für männlich und weiblich die gleichen Möglichkeiten in den Grundsätzen
Bsp.: Sicht auf Geschlechter hat "Männlich dominiert", "Gleich" und "Weiblich Dominiert" und alle Restriktionen die Frauen bei "Männlich dominiert" haben, haben Männer bei "Weiblich dominiert
Bild

Eigene Rolle im Rat für Ehepartner, Partner kann auch für Events sorgen und kann direkt das Reich beinflussen
Bild

Mit den Game Rules lassen sich wie in CK2 das ganze grundsätzlich verändert werden. Man kann also mit der Gender Equality Rule sagen, dass bei den Glauben meisten statt "Male Dominated" "Female Dominated" ausgewählt ist, was dazu führt, das zu beginn des spiels hauptsächlich Frauen die herrschenden Positionen innehaben
Bild

.

Sexualität
Haben im Vergleich zu CK3 mehr granularität. Es gibt jetzt neben Hetero- und Homosexuell auch noch Bi- und Asexuell. Diese werden aber nicht als Trait im Characterbildschirm angezeigt sondern über ein eigenes System (Wie genau zeigen sie noch nicht)
Bei Kindern zeigt sich ihre Sexualität wenn sie ungefähr 10 sind und es wird sich danach auch nicht mehr ändern.
Bild

Sexuelle und Romantische Anziehung werden im Spiel nicht getrennt von einanander modelliert.
Was jedoch differenziert wird, ist Sexuelle Präferenz und Sexuelles Handeln. Eine Sexualität ist nie verboten an sich, sondern nur Möglicherweise ihr Handeln. (Man bekommt bei verbotenen Sexualitäten also erst den "Sodomie" Trait, wenn man auch danach handelt)
Die KI wird nie gegen ihre Sexualität handeln, der Spieler kann jedoch auch als Heterosexueller Mann einen Homosexuellen Mann verführen (hat aber ein Penalty und kann nie zu Lover werden)
Game Rules diesbezüglich sind "Sicht auf gleichgeschlechtliche Beziehung" und Sexualitäts Verbreitung
Ersteres kann bei allen Glauben den Grundsatz zu "Akzepiert gleichgeschlechtliche Beziehung" ändern.
Zweiteres Bestimmt, wie verbreitet die Sexualitäten sind. Default ist Hetero ist der Standard, "Gleich" sorgt abe auch dafür dass alle 4 Sexualitäten des Spiels gleich verteilt sind. Man kann aber auch z.B. Bisexualität zur dominierenden Sexualität machen
.

Glauben
Zu Beginn des Spiels sind alle Glauben freigeschalten
Viele neue Glauben in Afrika und Indien
Afrika hat jetzt "Roog, Bori, Siguism, Akom, Waaqism, and Kushitism"
Bori haben besipielsweise Matriarchen und Siguism betet Ahnen an und glaubt Zwillinge sind blessed.
Hindu wurde in 7 Glauben aufgeteilt (Sie erwähnen hier aber nur 6 Vaishnavism, Shaivism, Shaktism, Smartism, Krishnaism and Advaitism
Buddhismus hat 5 Glauben, Jainismus hat 3.
Bild

Allgemein haben viele Religionen eine genauere Aufteilung bekommen
Es gibt die Regel "Zufällige Glauben" was zufällig an Alle glauben verteilt. Achtung, der folgende Screenshot kann Augenkrebs verursachen:
Bild


Ethnien und Kulturen
Es gibt jetzt 7 Ethnien: Western Europe, Northern Pagans, the Middle East/North Africa, Byzantium, the Steppe, Sub-Saharan Africa, and India
Durch das dynamische Porträt System sind übergänge dazwischen Fießend

Vielen Dank an Danlas(Schmiddie) den Admin von Marvin's Server dass ich seine Übersetzungen nutzen darf.

(Dev-Diary #23) Holy Orders (Öffnen)
Link zum Dev-Diary (auf englisch)
Heilige Orden, ähnlich den bereits besprochenen Söldnerkompanien, können für religiöse Kriege angeheuert werden, bekämpfen aber alle gegnerischen Einheiten. Werden aufgelöst, solbad nicht mehr im Krieg mit anderer Religion.

Haben ein paar besondere Regimenter (z.B. Ordensritter)

Kann nur einen Orden gleichzeitig anheuern, ist man Patron des Ordens, geht's umsonst, kein drei-Jahres-Limit

Könige/Kaiser können für Geld/Pietät einen neuen Orden gründen und ihnen eine Burg/Stadt als Standord geben, erster König/Kaiser in der Hierarchie über der Holding gilt als Patron

Orden können auch versuchen sich in zusätzliche Holdings auszubreiten (Events) Kann sie auch rausschmeißen

Kann auch andere Charaktere anhalten einem Orden beizutreten (z.B. Erben loswerden)

Was es kostet wird irgendwie nicht erwähnt.

Vielen Dank an Marvin, dass ich seine Übersetzungen nutzen darf.

(Dev-Diary #24) Heresies and Doctrines (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen darüber wie Häretische Glauben an Macht gewinen und zu Ausbrüchen dieser kommt und wie Religionen gegenander in der Beziehung stehen.

(Dev-Diary #25) Map Features and Map Modes (Öffnen)
Link zum Dev-Diary (auf englisch)

Terrain: Ver. Gebäude für verschiedene Terrains, beeinflussen Entwicklung, Frontbreite, Bewegungsgeschwindigkeit
Bild


Context Sensitive Selection: Je nach Map-Mode werden verschiedene Menüs geöffnet, wenn etwas auf der Karte ausgewählt wird

Verschiedene Zoomstufen im Pol. Kartenmodus (Realm Map Mode):
Bild
Nah


Bild
Mittel


Bild
Fern


Andere Kartenmodi bleiben gleich für Zoomstufen.

Vielen Dank an Marvin, dass ich seine Übersetzungen nutzen darf.

(Dev-Diary #26) Map Scope (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über einzigartige Gebäude (wie z.B. Notre Dame)

(Dev-Diary #27) Cultures and Cultural Innovations (Öffnen)
Link zum Dev-Diary (auf englisch)

Kulturen:
- Gibt Kulturen und Kulturgruppen
- Einfluss auf Vasallen und Bevölkerung
- Konvertierung mit dem Steward möglich und fancy new scripted effects
Karten von einigen Kulturen:
Bild
Bild
Bild
Bild


Innovationen:
- Machen einen eindruck wie Institutionen in EU4
- Verbreiten sich in der Kultur
- Wenn verbreitet schaltet verschiedene Dinge wie Nachfolgegesetze, CBs oder Boni frei
- Drei Kategorien (Militärisch, Civil, Speziell(kulturelles und regionales))
- Letztere können zum Teil durch Entscheidungen freigeschalten werden
Bild

- Verbreiten sich über „Exposure“ und „Fascination“
- Exposure ist organische Verbreitung, also durch benachbarte Provinzen
Bild

- Fascination wird aktiv von „Culture Head“ festgelegt
Bild

- Culture Heads sind die mit den meisten Provinzen ihrer Kultur und einer mit hohem Bildungswert verbreitet Innovationen schneller

Ären
- Auswahl der Innovatonen wird über Ären geregelt
- Insgesamt 4: Tribal, Früh-, Hoch- und Spätmittelalter
Bild

- Alle starten mit der Tribal Era und viele feudale regionen haben bereits meistens alle Innovationen daraus
- Um voranzuschreiten muss Datum erreicht sein und mind. Die Hälfte der vorhergehenden Innovationen erreicht sein
- Um aus Tribal raus zu kommen darf Culture Head nicht Tribal sein
- Wenn man aus Tribal rauskommt hat man kurzen Boost um aufzuholen

Vielen Dank an Danlas(Schmiddie) den Admin von Marvin's Server dass ich seine Übersetzungen nutzen darf.

(Dev-Diary #28) Art Focus (Öffnen)
Link zum Dev-Diary (auf englisch)
Reden über grafische Details wie Kleidung, Unitmodells, Besitztümer, Karte und dem allgemeinen Userinteface.

(Dev-Diary #29) Even the Smallest Decision (Öffnen)
Link zum Dev-Diary (auf englisch)
Reden über die verschiedenen Möglichkeiten von selbst kleiner Entscheidungen und deren Auswirkungen.

(Dev-Diary #30) Event Scripting (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über den neuen Aufbau von Events (Bezogen von der Modder/Programmierer-seite).

(Dev-Diary #31) A Stressful Situation (Öffnen)
Link zum Dev-Diary (auf englisch)

Stress!
Stress ist das Mentale Well being eines Characters und wird in 3 Stufen unterteilt, je höher der Stress desto größer die Mali
Bild

Stress erhält man durch Aktionen die gegen eigene Charactereigenschaften gehen
Bild

Aber auch im Kerker sein, Probleme in der Liebe usw könnne stress aufbauen

Mentale Breakdowns
Wenn stress den Character überwältigt können Events feuern die einen Breakdown darstellen.
Sind unterschiedlich stark nach stress level. ->Stufe 1 vllt jemanen anschreien; Stufe 3 sogar vllt mord
Bild
Bild


Bewältigungs Methoden
Bewältigungs Methoden (z.B. Selbstkastei oder Alkoholismus) sind langzeit Methoden eines Characters gegen stress, geben möglichkeiten schneller stress zu verlieren gegen Mali und entscheidung um stress damit zu senken
Bild
Bild


Sammeln oder verhindern von Stress soll Strategische ENtscheidung sein zusammen mit den Bewältigungs Methoden
Bild
Bild


Vielen Dank an Danlas(Schmiddie), den Admin von Marvin's Server, dass ich seine Übersetzungen nutzen darf.

(Dev-Diary #32) Going Medieval on Audio (Öffnen)
Link zum Dev-Diary (auf englisch)
Reden darüber wie Sie die Musik im neuen Spiel anpassen und verbessern wollen.
-Neue Hintergrund-Soundeffekte für ausgeführte Aktionen u.o. Situationen
-Es soll Soundeffekte geben wenn man auf der Karte in spezifische Regionen reinzoomt, z.B.: Bei Besitztümern, soll es sich nach Stadt/Kirche/etc. anhören, sodass die Karte lebendiger wirkt.
-Die Musik soll ruhiger sein
-Es soll in Eventfenster nun auch spezifische Themenmusik und Ambiente geben, hier ein Beispiel von einer Heirat:
Video nur mit Ambiente | Video nur mit Musik


Weitere Beispiele für Musik&Sounds:
Kriegserlärung
Ambiente Sounds für England
Ambiente Sounds für Ägypten (Nil)
Ambiente Sounds für Indien


-Musik wird per Orchester gespielt, folgend einige Hörbeispiele:




-Custom/Eigene Musikmods/Soundsmods sollen möglich sein
-Paradox wird dazu noch einen Forumpost machen, wie man dies macht.
Hier ein Beispiel wo der Kriegserklärungssound ausgetauscht worden ist

(Dev.-Diary #33) An Offer You Cannot Refuse (Öffnen)
Link zum Dev-Diary (auf englisch)

Zwischen Vasallen und Lehensherren gibt es Verträge die festlegen, wie viel Truppen und Geld z.B. abgegeben werden.
Dieses System wurde schoneinmal vorgestellt, wurde jetzt aber überarbeitet

Screen des Vertrages:
Bild

Möglichkeiten die man hat:
- Steuern
- Truppenabgabe
Die beiden sind die "Core Base" -> niedriger = Bessere Meinung; höher = schlechtere Meinung
Darunter ist das "Kleingedruckte". Werden durch Innovationen (siehe anderes DD zu dem Thema) freigeschalten
Hier Beispiele:
Bild
Bild
Bild

darunter sind dann noch weitere Dinge möglich wie "Religiöser Schutz" oder "Münzrecht"

Beim Verändern des Vertrags können immer nur 3 Dinge gleichzeitig angepasst werden
Wenn man nur einzelne Dinge ändert erzeugt dass Tyrannei, deswegen sollte man immer auch etwas machen, dass dem Vasall gefällt
Bild
Bild

Auch können "Hooks" (Vermutlich Gefallen oder Schädigende Infos) genutzt werden um Dinge durchzusetzen
Bild

Auch wenn etwas keine Tyrannei gibt, kann Vasall unzufrieden weredn
Vasallen könnne auch Verträge anpassen, müssen aber einen fairen Handel erstellen
Manche Vasallen starten mit unterschiedlichen Verträgen zum default

(Verträge sind auch modbar, dafür schaut bitte ins DD)
Und noch viel wichtiger, am Ende des DDs findet ihr ganz viele Bilder von Haustieren von PDS mitarbeitern, dafür unten den Spoiler im DD öffnen)

Vielen Dank an Danlas(Schmiddie), den Admin von Marvin's Server, dass ich seine Übersetzungen nutzen darf.

(Dev.-Diary #34) It is all about appearances (Öffnen)
Link zum Dev-Diary (auf englisch)
Sprechen über die Charackter Darstellung, folgend einige Beispielbilder:

Bild

Bild
verschiedene Gesichtsformen

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Zusammenfassung aller Ethnien

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Beispiel für die Vererbung des Aussehens

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Beispiel Zeitlinie über das Aussehens eines Charackters über seine Lebenszeit

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Beispiel für die verschiedenen Körperformen

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Beispiel wie das Gewicht, das Ausehen des Charackters verändert

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Beispiele für verschiedene genetische Eigenschaften, wie z.B. Kleinwüchsigkeit, Gigantismus & Albinismus


Friseur:
Der Friseur geht zurück, man hat die Möglichkeit mit diesem das Aussehen seines Charackters zu verändern.

Bild
Beispiel für das Menü des Friseurs


Warnung, folgende Bilder könnten ggf. für manche Nutzer unangenehm sein. Um diese anzuschauen einfach nach unten Scrollen...










Bild
Beispiel für das Aussehen eines verletzten Charackters

Bild
Beispiel wie Krankheiten (Pest, Unterernährung, etc.) das Aussehen verändern

(Dev.-Diary #35) User Testing Before Release (Öffnen)
Link zum Dev-Diary (auf englisch)

Kleine Zusammenfassung von Danlas:
Es geht um "User Testing", nein das heißt nicht QA.
Auch hier keine Gameplayinformationen deswegen nichts weiteres von mir dazu.

(Dev.-Diary #36) Gotta Go Fast (Öffnen)
Dev.-Diary auf englisch
Reden über die Perfomance des Spiels & deren Ziele wie Sie die KI verändern / verbessern wollen.


Beispiel für die Perfomance im direkten Vergleich mit & ohne "Threading"

(Dev.-Diary #37) Modding (Öffnen)
Link zum Dev-Diary (auf englisch)
Reden über das Modding allgemein, welche neuen Möglichkeiten bestehen.

(Dev.-Diary #38) All Legacies Showcase (Öffnen)
Link zum Dev-Diary (auf englisch)
Geben eine Vorschau über alle "Vermächtnisse" der Dynastien, welche Wege man gehen kann und dadurch die Bonis die man bekommt.

(Dev.-Diary #39) Achievements (Öffnen)
Link zum Dev-Diary (auf englisch)
Geben eine Preview von den Errungenschaften die mit dem Release freischaltbar sind, siehe folgende einige Vorschaubilder:

BildBildBildBildBildBildBildBildBild


Ich hatte eigentlich vor jedes Achievement zu übersetzen dass dort vorgestellt worden ist. Doch leider sind meine Sprachkentnisse nicht so gut, dass ich alles perfekt übersetzen würde können.

(Dev.-Diary #40) A New Journey Begins (Release Dev Diary) (Öffnen)
Link zum Dev-Diary (auf englisch
Reden über CK§ allgemein

(Dev.-Diary #41) A Grand Thank You! (Öffnen)
Link zum Dev-Diary (auf englisch)
Ein Dankeschön von den Entwicklern an die Spielerschaft, kündigen auch an wann es mit den nächsten Diaries weiter geht.


Spiel wurde am 01.09.2020 um 18:00 (CEST) Uhr released
Zuletzt geändert von Goose am 8. September 2020 22:48, insgesamt 19-mal geändert.

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Re: [Crusader Kings 3] Dev.-Diaries

Beitragvon Goose » 27. Juni 2020 19:53

Dev.-Diaries ab Release



Dev Diary #42: 1.1 Patch Notes




Ist nichts anderes als die Patch Notes für die folgende Version, folgend im Spoiler die Liste (aber in englisch)

[Ist ein bissichen viel]
Patch Notes 1.1 (Öffnen)
#########################################
#########################################
################ 1.1.0 ####################
#########################################
#########################################

###################
# Game Balance
###################
- A woman being close to the fertility cutoff cap (3 years) now gives the 'Low Fertility' marriage penalty.
- Being unable to inherit titles no longer blocks claim inheritance. The Castrated, Bastard, and Disinherited traits still block claim inheritance. Only from within your dynasty for Disinherited
- Building a new Temple now gives much more piety, you can't do it too often anyways
- Cities and Temples now follow the same cost scale as Castles
- Clan rulers now desire fewer spouses the lower their tier is. The Piety penalty only triggers if they are below desired spouses. The numbers are: Baron/Count wants one, Dukes two, Kings three, and Emperors four.
- The Piety hit from being below desired spouses has been doubled.
- Confederate Partition now ignores land held by vassals with title allegiance when there's titles with their own separate succession (E.G., elective titles, titles with their own gender laws). This means no more creating a kingdom where all the vassals will go with another title
- Courtiers you have a kid with are now slightly more likely to stick around
- Creating a title will now cause vassals dejure under it to lose title allegiance if their allegiance is to a title of the same tier. E.G., creating the empire of Italia as the HRE will cause the Italian vassals to lose allegiance to the HRE
- Denying Call to Arms now costs Fame, potentially reducing your Level of Fame. Denying offensive wars has a small impact, but denying defensive calls have a massive impact.
- Denying a defensive war now reduces opinion with your ally by -50 for 25 years (decaying)
- Denying an offensive war now reduces opinion with your ally by -20 for 5 years (decaying)
- Slashed the opinion modifier from Diplomacy by half
- Diplomacy skill now gives a prestige mult % (with offset)
- Electors should now be less inclined to form or join independence factions, unless they're another faith than their liege
- Fixed pregnancy chance remaining unchanged for significant fertility spans before dropping drastically. Now the reduction in pregnancy chance is gradual instead. E.G., before the couple's fertility dropping from 53% to 52% would cause the chance of pregnancy to drop from 3% to 2% per month, while now it'll go from 2.52% to 2.47%
- For player cultures, the culture head now updates within a month when one ruler becomes bigger than another
- For player dynasties, the dynast now takes at most one month to update when someone else becomes more than 10% stronger, rather than up to a year
- Giving away a holding of the wrong type as an ambitious or greedy character will no longer incur stress
- Greedy gift-receivers now no longer demand insane amounts of additional gold
- The AI is now much more likely to demand the conversion of heretical vassals, if their refusal would result in them being marked as criminals. This should make the AI less likely to collapse to heresy.
- Heresiarchs will no longer accept demands of conversion.
- Denying a conversion request now gives the liege a revoke reason, in addition to the imprisonment reason they already got.
- Outbreaks of heresy now increase the Fervor of the affected Faith much more positively. This means that large faiths are more likely to bounce back to max Fervor after a Heresy outbreak.
- If a vassal asks for something in return for you asking them to convert faith, denying their request no longer gives you an imprisonment/revoke reason on them (you're being impious by not parting with simple material wealth!)
- If you have Partition and your primary title has a special election form, the heir to that title will be the primary heir for your Partition and get a share as long as they're a valid player heir, even if they otherwise wouldn't have been part of the Partition, or later in the Partition order
- Increased cooldown on asking vassal to convert faith to 15 years
- Inheritance succession can now go up to 6 generations upwards to find a distant relative rather than just 3
- It is now harder to murder someone you're at war with, or murder their vassals/courtiers
- The maximum success chance/secrecy of Abduct Schemes are now 85% (down from 95%).
- It is now practically impossible to abduct someone you're at war with, with a lesser penalty to their vassals/courtiers
- It's now much harder to scheme to abduct Rulers (especially Foreign Rulers) and subjects of a foreign court.
- Knights will more often gain prowess and blademaster traits in battle
- Large realms are now unlikely to convert religion in wars
- Lowered the attack stat of Pikemen
- Lowered the recruitment costs of MaA
- Made a number of interactions unavailable if you're at war with the target (E.G., it makes no sense to ask the Pope for money while you're at war with her)
- Made diplomacy affect the opinion gained from gifts much more (x3)
- Military prestige/piety maintenance costs no longer reduce you Fame/Devotion gain
- Opinion from multiple elective titles no longer stacks for each title with the law, it happens once per vassal based on their title allegiance's law.
- Outnumbering the enemy now further increases the survivability of your knights
- The Pechenegs are now a bit more stable at game start
- Rebalanced debt so that it now comes in levels. The higher the level, the harsher the penalties. Penalties include levy reductions, to make severely indebted realms collapse easier.
- Reclusive characters will no longer host feasts
- Removed the stress loss for lustful characters when renouncing celibacy, as it could lead to free stress loss
- Significantly nerfed the 'resurging saoshyant' modifier
- Slightly reduced the cost of Main holdings
- Vastly empowered the Mongol Empire's armies. Now you will truly learn to fear the horsemen of the steppe!
- Temujin & co now starts off with substantial prowess scores.
- Temujin now starts with a full roster of knights, as well as a few Han siege engineers.
- The Mongol Empire is now much more aggressive, and will attack several times per year, if opportunity arises.
- Weak realms are now much more likely to agree to subjugation by the Mongol Empire.
- The Borjigin Dynasty is no longer obscure, and starts with a few Warfare legacies unlocked.
- Ask to Take the Vows cooldown increased to 10 years.
- Ask to Take the Vows now costs piety to use, rather than giving you piety.
- Ask to Take the Vows improves the opinion of your Court Chaplain and Head of Faith when used.
- The 'Take the Vows' interaction can now be used on characters of 10 years or older (used to be only Adults).
- The 'Take the Vows' interaction can now be used on characters that are married or betrothed.
- The 'Take the Vows' interaction can now be used on characters that stand to inherit titles, this means that it's possible to prune your partition inheritance by disinheriting children using this tool.
- The AI acceptance values of Ask to Take the Vows have been massively reworked to take many things into account. Most notably having a Learning Education makes children much more likely to want to go to church.
- Using Ask to Take the Vows on someone now moves them away from your court, into the court of a theocrat in the realm (if there's one) or into the pool.
- You can not force characters married/betrothed in the incorrect lineality to Take the Vows (i.e. Women in a Patrilineal Marriage).
- You now need a Strong Hook to force acceptance of Ask to Take the Vows. Weak Hooks give a bit of acceptance instead.
- The AI is now more inclined to buy certain MaA based on their culture
- The AI is now more inclined to recruit their cultural MaA
- The AI is now much more likely to request money from their Head of Faith, especially if their HoF is very rich
- The AI is now reluctant to betroth boys to old women, regardless of them sharing their dynasty or not.
- The AI now only wants to spend money on recruiting guest claimants that have claims on bordering realms
- The AI (primarily War Defenders) will now consider White Peace more often, to avoid dragging wars on needlessly. They'll look at how long the war has lasted for, and compare that to their current War Score. This should reduce the number of extremely drawn-out wars.
- The AI will now account for Bankruptcy when considering White Peace. Starting at -100 gold, the AI will then progressively pursue White Peace more as they fall deeper into debt (-2 years of income, and -4 years of income), offsetting this by how close they are to winning (at 80 or above War Score, the AI will try to 'toughen it out' as the winnings from the war is more likely to outweigh the expenses of maintaining their army).
- The AI will now only demand conversion from vassals if they have the money to pay their demands, if the vassal is unlikely to simply accept straight-up.
- The AI will now take age and fertility into account when marrying away any character of a reputable house, not only their own. This should make it less likely for interesting characters to end up in fruitless marriages.
- The Exclave Independence game rule now triggers closer to succession for AI rulers
- The Inbred trait is now much less likely to be inherited, but further reduces fertility
- The Renown gain from alive dynasty members is now capped at 2/month (100 alive members)
- The Strong Blood dynasty modifier now only improves the chance of characters with no inherited genetic traits getting a positive one by 400%, rather than 40 000%. +400% means that the chance of getting Comely for instance is 2.5% instead of 0.5%
- The holder of Jerusalem is now unlikely to accept Populist demands
- The opinion hit from being unallied as a Clan vassal has been increased to 15 for non-powerful vassals, and 30 for powerful vassals.
- Titles automatically destroyed due to a ruler getting unlanded now gives that rulers claims if they received claims on the counties they lost
- Turks are now more likely to assimilate to local cultures than they were
- Under Partition, higher-tier titles no longer reduce the number of counties you get. In practice what this tends to mean is that in some (but not all) cases where your primary heir would get only one or two counties, they get one more
- Very non-zealous characters will now revoke titles from other-faith vassals if that'd be the best for the realm, presuming that there's no tyranny loss.
- Viking vassals are now more restricted when it comes to overseas conquests
- Wandering characters who decide to marry will now prefer to marry a character traveling with them, rather than creating a spouse
- Winning a Great Holy War as the attacker now refills all the levies and garrisons in the counties taken
- Wounded Knights are now less likely to die in battle
- You can now manage the focus of your children even if they're landed, as long as you're their liege
- You may now revoke the last county of someone who holds a duchy or higher that is impossible to revoke (E.G., a head of faith title). That will lead to that higher title getting destroyed
- You must be at peace to create a new faith.
- Your liege now gets "opinion of predecessor" towards your heir when you die, if they end up your heir's liege and your heir had no liege or a different liege
- wandering characters with absurd amounts of gold will now tend to spend it all on improving themselves (no more inviting wanderers with 7000 gold and banishing them!)
- Added more restrictions to the check for if characters are willing to cheat on their partners
- Alan culture now starts with Compound Bows researched in 867 as well as 1066.
- Germania can no longer be created by spiritually-headed Christians, who must create the HRE instead.
- Increased the Level of Splendor gain from the "Dynasty of Many Crowns" decision from 75 to 1000
- Increased the area for Stammesherzogtum to include parts of Bavaria and northern Germany, so all German cultures are able to gain the innovation.
- Increased the base fortifications slightly for castle holding upgrades.
- Indimitated vassals are now slightly-less-deterred from joining factions
- Jarl Haestinn now starts at Fame Level 5 instead of 6
- Made the 'Religious Construction' county modifier focus more on bonuses for temple holdings specifically instead of development in general.
- Nerfed the 'Supplies' siege event to grant a total of 20% Siege progress, down from 40%.
- Peasant Leaders now get a discount on raised levy maintenance, making popular revolts less likely to succumb to crippling debt
- Peasant and Populist Faction Leaders now gain gold contributions from faction members when war is declared, so that they can pay army maintenance. The gold is removed once the war has ended.
- Reduced the chance of children reincarnating with an ancestor's sinful personality traits
- Removed claimants with pressed claims from the pool of potential court physicians
- Removed extra 6th holy site of Alexandria from Waaqism
- Removed extra 6th holy sites of Wadan and Kisi from the Siguic and Bidaic faiths, respectively
- Restricted the Intrigue(Scheming) event "Confused Heritage" to players only, as the AI was going a bit wild with it and turning everyone into bastards unnecessarily
- The AI is now less likely to want to spend gold on Guests during war, and when their coffers are running low
- The AI should now be more inclined to build Castle holding upgrades
- The regional innovation Stammesherzogtum now also reduces the likelihood that vassals will join Independence Factions
- There is now a 5-10 year grace period on game start before Populist Factions will form
- Vassals are now increasingly likely to join factions the more in debt their liege is
- Zbrojnosh Men-At-Arms now counter Pikemen in addition to Archers.
- restoring the HRE is now easier & more rewarding, whilst still requiring a decent amount of prestige, realm size, & controlled kingdoms.
- Independence faction now has domains of all faction members as war goal
- When you successfully ask a vassal to end an offensive war, the defender now gets a small opinion bonus towards you.
- The maximum penalty for being over your domain limit is now -100% taxes/levies, increased from -90%.
- If you vastly exceed your Domain Limit for more than one year (the grace period for new inheritances/conquests), all buildings will deactivate until your domain limit is lowered.

###################
# AI
###################
- Discouraged the AI from doing naval invasions when land invasions are feasible
- Gave the AI dancing lessons
- Gave the AI some self-confidence lessons. Just because its liege is a complete coward, that doesn't mean it should avoid making or joining factions. It should only do so if they themselves are cowed
- Increased the AI willingness to spend on Duchy Capital buildings
- Informed the AI of the existence of the player when it is trying to spread out to avoid attrition
- Informed the AI that if it has nothing else to do in a war, it might as well defend the wargoal
- Russian Vikings are now much more unlikely to conquer overseas
- Should now be better at merging small army stacks
- Sternly told the AI that when it's trying to support the player, it shouldn't try to retreat just because the enemy is coming right at it (except if it hasn't yet arrived at the player's location)
- Taught the AI how to count. It will now when deciding whether to raise its troops consider all its troops, not just its levies. So it won't refrain from raising its troops just because its levies alone would be pointless to raise
- Taught the AI to be a bit better at avoiding pushing 3rd party claims that'll lead to the claimant going independent. It's still happy to push such claims for close family members
- The AI is more likely to acquiesce to a faction demand when they're deep in debt
- The AI is no longer more eager to join a claimant faction if the claimant is close to death, but instead less likely
- The AI is now more likely to create holy orders, but gets less likely to do so the more holy orders a faith has
- The AI no longer minds matrilineal marriages for men and patrilineal marriages for women in most cases when those marriages are within the same dynasty
- The AI now wants to recruit guests that they have a positive relation with, for example Friends or Lovers
- The AI should no longer attempt to call the player in against their own heir or spouse (they wouldn't accept, so they should presume the player wouldn't either)
- The AI should no longer bother the player with offensive call-to-arms if they're the primary defender in a war.
- The AI will now properly revoke Holy Order leases if they're of another faith
- The AI will now use Ask to Take the Vows under certain circumstances.
- The AI will now wait longer to send a new ransom request to the player after they previously denied one.
- The distance the AI is willing to raid is now based on its tier
- Told the AI it might as well support the player if there's no enemies around as long as there's enemies *somewhere*, rather than running off on its own to go siege something
- Told the AI that considering the threat of enemies when you're at sea makes some sense even if they can't get to you while you remain at sea
- Told the AI that counting the player's enemies twice if they're movement locked and trying to decide if the player needs help or not might lead to some silly decisions
- Told the AI that hunting down enemy armies in enemy territory is a good idea if it is safe to do so, even if it is currently in a defensive mode
- Told the AI that it is a good idea to raise more troops when it already has troops raised
- Told the AI that it might actually be a good idea to try to avoid running into enemy units while raiding
- Told the AI that it really doesn't make any sense to try to retreat from a dangerous enemy while at sea
- Told the AI that it shouldn't bother sending support to the player while the player is just moving around at sea. Only once the player is standing still or making landfall does support make much sense
- Told the AI that it's fine to hunt down enemy armies that aren't in either the attacker or defender's territory
- Told the AI that just because it thinks a battle's about equal, that doesn't mean it should refrain from piling more troops into it to be 100% sure
- Told the AI that maybe it shouldn't pretend it can't see your units when it actually can due to you being in or on the border of its liege's territory
- Told the AI that when deciding where to raid, it might make sense to measure the distance by sea, not as the crow flies
- Told the AI that when it has decided to either retreat or stand on fight, there's no point doing other things like hunting nearby enemy units, or trying to merge with a friendly stack
- Told the AI that when supporting the player while the player is at sea, it makes sense for it to go to the same province, rather than stay on land
- Told the AI to not bother pushing the claims of vassals of vassals. Its own, its direct vassals, and its courtiers should be plenty
- Vikings should now mostly prefer to conquer contiguous areas overseas (their vassals can still go their own way though)
- When granting titles, the AI now has a small preference for giving away titles it more recently acquired, instead keeping its older titles

###################
# Interface
###################
- Add a situation warning you of when a vassal may leave your realm due to inheriting a foreign title.
- Add character list filters for: not my faith, not my religion, not my culture, not my culture group, has no claims, has claims on me, and not player dynasty.
- Add developer easter egg character portraits to the credits view
- Added a Current Situation item for Vassals that could be granted to their Rightful Liege
- Added a descriptive text in the Dynasty View that tells how you pan it
- Added a game concept for Gifts
- Added a warning/suggestion in the current situation list for when having too few wives
- Added an alert for when your primary heir is of another dynasty and you don't have any members of yours in the (current) succession line
- Added game concept for the Unreformed Pagan Combat Bonus, making it clear that it only applies in counties of one's own faith
- Added missing "+" sign in tooltips about "X's opinion of you: 50"
- Added shortcut listings for the encyclopedia and character finder
- Added war start date to war tooltip
- Added warnings to the take vows interactions about kicking out potentially useful people
- Allow left mouse drag in dynasty tree
- Changed the name of the vassal contract modification confirmation interaction from "modify" to "modify vassal contract"
- Clicking a region in a cultural innovation tooltip now highlights it on the map
- Clicking on the checkbox or label will now also register the allow marriage button
- Contribution scores are no longer shown for GHW participants who can't have them.
- Crown authority tooltip only shows cost of locked levels
- Deceased rulers no longer shown an heir in the character window
- Directed GHWs now have a more accurate victory message
- Disallow wasting a hook use on a feudal contract negotiation if its already fair or in favor of the vassal.
- Display text in the realm view when the player has no vassals
- Don't show rally map icons on water, they are never valid there.
- Faith doctrine names should now be tooltippable in far more cases
- Fix borders not always being cleared when they could be.
- Fix the rally point icon when placing or moving rally points from blocking the click to actually move them if not hitting the map.
- Fix weak hooks suggesting you can force someone into a faction when the interaction requires a strong one.
- Fixed "Opinion of Liege" in character list entries not providing a breakdown when tooltipped
- Fixed "kinswoman" and "kinsman" in some cases being swapped
- Fixed Call to War and Offer to Join War interfaces in some cases selecting wars that cannot be selected. Now only auto-selects if there's only one war and it can be selected
- Fixed a handful of cases where localization would treat other players in MP as if they are you
- Fixed a misplaced space in the scheme success chance breakdown
- Fixed a number of cases where coats of arms could end up blank
- Fixed a superfluous Education Trait entry in the Encyclopedia
- Fixed a variety of interface functionality treating sessions where people can hotjoin but there's just one player, as if they're an actual multiplayer session. Could cause things like the "Player" mapmode to appear
- Fixed baronies showing up in the Ask For Claim interaction
- Fixed broken tooltips in the battle events list in the battle summary
- Fixed dead Popes being called king-bishops
- Fixed deleting a rally point not fully deselecting it, leading to clicking another rally point in the military view in some cases simply panning to that rally point without opening the rally point window
- Fixed directed GHWs (e.g. Jihads) showing incorrect war chest shares and scores for the person winning
- Fixed directed GHWs showing warscore share rather than rank
- Fixed doctrine tooltips in the faith view linking the doctrine itself, leading to pointless recursion
- Fixed dynasty modifier icons sticking around in the dynasty window after the modifier has been removed
- Fixed education focus icons in their tooltip lighting up on hover as if they were buttons
- Fixed faith doctrines in the encyclopedia and similar on the main menu sometimes saying "All <blank>:" rather than "All Adherents:"
- Fixed faith hostility descriptions "Evil" and "Hostile" not being tooltippable in some places
- Fixed it not being possible to filter by traits in the spouse interface that aren't shown (E.G., filtering by a specific education)
- Fixed links being unclickable in some tooltips
- Fixed links in the console output being unclickable
- Fixed mercenary troops not getting accounted for in a number of military strength breakdowns
- Fixed missing culture names in Guardian/Ward interactions
- Fixed pushing the claim of a courtier saying they "stay" your vassal rather than "become" your vassal
- Fixed regnal numbering failing in some cases when names contain non-ASCII characters
- Fixed some of the things that can block changing a focus not showing up in red with a warning symbol
- Fixed succession UI saying "From Realm's <blank>" rather than "From Realm's Partition Succession"
- Fixed the "<child> has no reason to stay at court" message claiming the child is your stepbrother or sister rather than child
- Fixed the "Realm will lose land when Vassal dies" alert showing up in some cases where the land won't actually leave the realm since the heir will become your vassal
- Fixed the "powerful vassal" text in the vassals list not having a tooltip
- Fixed the Allow Marriage checkbox
- Fixed the Claimants list for titles in some cases including people who don't actually have a claim on the title
- Fixed the Expose Secret interaction showing the effects of the Blackmail interaction
- Fixed the Find Concubine window in some cases showing someone who is already your concubine
- Fixed the Select Beneficiary having a game concept on the send interaction button, making it hard to click. Fixed the effects description *not* having a game concept for "Beneficiary"
- Fixed the achievements box in the Game Rules window only having a tooltip on the "Achievements (Not) Available" text rather than the whole area
- Fixed the center of the Resign from Council button not being clickable
- Fixed the character portrait in the Load Game window highlighting when you put your mouse over it, as if it were a button
- Fixed the character window strength breakdown listing "Attacker's/Defenders' Allies' Military Strength" rather than simply "Allies' Military Strength"
- Fixed the combat predictor in some cases ignoring some of your armies, thus predicting far worse odds than reality
- Fixed the declare war tooltip in the war declaration screen telling you about things blocking the war declaration twice
- Fixed the election candidate view showing the health icon twice on candidates
- Fixed the game pretending you could swap councillors (and then doing nothing when you clicked the button) in cases where the current councillor isn't eligible for the other's council position. Now it'll say Reassign instead, and lead to the current councillor being fired
- Fixed the game sometimes claiming a marriage has no chance of children despite both parties being fertile
- Fixed the game sometimes saying that the development progress will "change by x" when it'll actually "decrease by x"
- Fixed the hotkeys for the mapmodes hidden under "additional mapmodes" not working in the lobby
- Fixed the math sometimes overflowing for combat predictions for large battles, leading to it just saying the odds are even despite them being anything but
- Fixed the prestige icon in the Arrange Marriage view causing the prestige tooltip rather than the prestige gain breakdown tooltip
- Fixed the progress bar under "total soldiers" in the military view not having a tooltip; now gives the same tooltip as the label above it
- Fixed the rally point progress bar occasionally going offscreen
- Fixed the realm name of dead rulers being misplaced
- Fixed the religion filters and similar for character lists not always working. Was for instance broken in the election window
- Fixed the tooltip for the achievements icon in character selection covering the ironman checkbox
- Fixed the unit banner for stationary units turning invisible when you have the war overview window open
- Fixed the victory screen of Directed GHWs saying you didn't participate enough rather than showing your participation rank
- Fixed titles sometimes showing up twice in the title finder
- Fixed traits with gendered names such as "Pretty" having their names based on the target rather than schemer in romance schemes
- Fixed troop counts being massively wrong until you unpause. Now they'll only be a little bit off (since a lot of things can change on the first day)
- Fixed unpause tooltip in single-player sometimes saying "Game is Paused by UNKNOWN"
- Fixed word salad in the Level of Splendor toasts
- Fixed you in some cases getting a "your child can marry" notification for someone you have no power to marry off
- Fixed your heir display taking a day to update after your heir dies. Now instant for player heirs
- Got rid of strange glow on the "no character selected" portrait when creating a claimant faction
- Hovering over options in the dropdowns in the Barber Shop will now show the resulting change on your character model. No more having to click through the options one by one
- Improved consistency between Call to War and Offer to Join War interfaces
- Improved the look of faction entries when the faction is at war to push its demands
- Improved tooltip placement in the title window for the titles in the "De Jure Part of" list and the De Jure Hierarchy list in the holding view
- In the character view, hovering over the military strength of the character will now list knights with their cultural name rather than yours
- Invalid savegames can be toggled on or off when the save window is up
- Knights no longer have such a disproportionate effect on army quality levels. This has no impact on gameplay; just makes the quality level more representative of the actual effectiveness of the army
- Level of Splendor triggers now correctly show their name rather than just a number
- Made it clear in the Knight game concept that Knights represent both the character *and* their retinue of troops; a Knight isn't single-handedly causing 30 casualties
- Make sure absolute control is displayed correctly in the domain tab
- Make sure the friends panel can be expanded if at 8 or more
- Make sure the page number and close button are not drawn over each other in tutorial windows
- Make sure the right mouse button is registered when clicked to pan to the army from the outliner
- Make sure the views on a faith are not shown when the player hasn't selected a character yet
- Make sure to switch between click to show/hide on the tooltip for notifications
- Minor GHW layout improvement
- Only show the click to unlock text in lifestyle perks if it's available
- Only show the continue button if the credits list is still scrolling
- Only show the map icon and progress bar for tasks that have a councillor appointed to it
- Only show the select button in the MP lobby if the game has not been started yet
- Opening a dynasty tree now pans to you (if you're in it). Otherwise it pans to the dynast, or the founder if it is a dead dynasty
- Outdated information should no longer stick around in the character window
- Peasant and Populist revolts will no longer get dynasty-based names for governments that use such names
- Potential scheme agents with positive acceptance score are now listed as "Will join" rather than "Can be convinced"
- Remove double toast when a dynasty member makes a cadet house.
- Remove starting fervor info from the faith creation screen, it does not vary so it is unnecessary information.
- Remove the description for secondary characters on the bookmarks screen
- Removed dagger icon next to scheme start effects to make the less awkward when used with personal schemes
- Scheme Agent acceptance tooltip now shows the full breakdown directly in the list.
- Select the correct text flavorization when a title can't be granted
- Shift+F11 will now generate a picture of your current map mode and put it in your screenshots folder
- Show a message in the window when you have no vassals and are about to convert to a new faith
- Sort by name for Knights in the battle result window now uses first names instead of titled names.
- Stopped showing the opinion of players of the faction target when creating a claimant faction
- Successful conversion is now sent as a message rather than a toast
- The "Allow Marriage" button in the interaction list now looks far less out of place, and the full button is tooltippable
- The "Pending Crusade Participation" alert now only shows up if the head of faith would actually be upset at you for not participating
- The "will not accept" icon and tooltip now only shows up on interactions where there's no combination of options that'll lead to the recipient accepting. No more "will not accept" on ransom when they'll gladly accept as long as you're willing to pay
- The 'Alliance Expired' message now shows clickable links for the character names.
- The AI trying to ransom itself from your prison will no longer be called "Ransom Yourself"
- The Appoint a Councillor window now no longer appears under other windows until clicked
- The Great Holy War interface now tells you how much of the war chest you'll get when the war begins
- The Hajjaj version of the Pilgrim trait now has unique art
- The Muslim caliphates are now named "Sunni Caliphate" and such, rather than "Abbasid"
- The Romance interaction now uses the correct notification header
- The Success Chance and Secrecy modifiers are now not shown for Discovered schemes, to prevent being able to deduce who's scheming against you (only total chance is shown)
- The army tooltip now shows commander advantage rather than martial
- The automatic pausing from having died no longer gets unpaused when you dismiss the succession screen; you now have to manually unpause instead
- The battle predictor is no longer as pessimistic about your odds. Now a predicted 50% edge is enough to get "you'll probably win", while before you needed a 133% edge. The other categories have had their thresholds tweaked as well
- The breach siege event pictures now have the correct aspect ratio and properly updates to show the different breach levels.
- The character relation description will now include spouses and concubines of landed rulers.
- The concubine and blackmail interactions now show all their effects
- The faction interface now clearly shows who has been blocked temporarily from joining a faction, and until when
- The game will no longer claim that your guest's claim on a title that's already in your realm, or which has no holder, is useful
- The house & dynasty view now looks nicer for houses and dynasties with no living members
- The lost titles section in the ruler transition window is no longer shown where there's no lost titles and is expanded by default.
- The on-map council task icons are now always shown when you have the council window open
- The raid loot info now shows up in province tooltips when you have a raid selected rather than a raid army
- Tracked decisions now show as alerts instead of in the suggestion dropdown
- Unit movement arrows are more visible when moving through heavily-forested provinces
- When a war goal has multiple options (E.G., claim wars, holy wars), those are now sorted by tier then roughly by distance from your realm, rather than in arbitrary order
- When looking at the list of knights and potential knights, potential knights only have their portrait darkened rather than their entire entry, so it no longer looks as if buttons like "Recruit to Court" are grayed out
- When revoking a title, the new domain size is shown correctly now
- When viewing a battle you're not involved in, it'll no longer say it's "your" commander and "your" realm
- You can now hover over innovations in modifier breakdowns (E.G., "Manoralism" in the building cost breakdown) to see the full info on the innovation
- You can now queue movement waypoints for gathering armies using shift, rather than being limited to just the shortest available path
- You no longer get the Dangerous Faction alert for a faction that's at war with you. The ongoing war is presumably enough of a tell
- You now get a notification in the lower-right corner when a part of your realm gets sieged by someone you're hostile to
- Improved Bookmarks screen scaling on different aspect ratios
- Fixed missing description in Secret Exposed notification
- Don't show the cost of removing a title law if there is no cost.
- New Stress indicator look and placement
- Fixed various text overflow issues with localized text
- Added visible "close" button to Toasts
- More info for pinned characters in Outliner
- Fixed an issue where Sinful and Virtuous traits were not highlighted in the Character Window
- Clearer state of army in Army View
- More feedback on pause/unpause

###################
# Art
###################
- Added ethnicities for East African, South Indian and Slavic, and Arctic/Circumpolar
- Added lighting for Corridor Night event background.
- Fixed a CoA that was showing debug pink
- Large map names look better, at a small cost to tiny map names.
- Tweak to Knights Templar coat of arms
- Updated some character portraits in the credits list
- Fixed a large amount of portrait clipping issues between clothing, headgear and hair.
- Lowered some headgears to better rest on a character heads rather than floating.
- Improved teenager animations to not be neutral but also show more personality like adults.
- Adjusted animations to cause less intersections.
- Increased map readability by changing the colour slightly for titles that had similar, or the same, colour.
- Visual Map improvements in the African region.
- Fixed a number of lakes floating around.
- Added FXAA as an anti aliasing option
- Improved visuals of Bookmarks screen (New Game) and Main Menu
- Fixed some errors on the Bookmarks map
- Frontend menus have been tidied up
- New Siege Window layout and art
- Improved HUD visuals
- Color coded Education Trait Icons
- Increased contrast of character portraits
- Cleaned up file structure
- War Overview now looks cooler
- Culture Window looks cooler too
- Great Holy War is actually great
- Culture icons are now unified to always display as a candle
- Added Easter Egg DNA for Henrik Fåhreaus, Debbie Lane, Hanna Löhman, Maximilian Olbers, Bianca Savazzi

###################
# Localization
###################
- A more flavourful description added for when murder by hunting "accident"
- Added Vote Strength to game concepts
- Added a first person present tense text for the "join faction" effect
- Added an alternative text for holy war if one has the pluralist doctrine
- Added clarification on the modifier text for the Condottieri innovation
- Added description for Parliament Special Building
- Added dynasty names
- Added localization for Yazidi bishops and theocracies
- Added missing character name to bastardry reveal event
- Added missing whitespace in Fabricate Hook event titles
- Added some missing perspectives for effects
- Added some uppercase loc commands for cases where a 'you' is displayed instead of a name
- Added text for the first-person version of losing one's guardian
- Added the alternate localization 'Ritual Suicide' for non-Christian Faiths with the 'Consolamentum' tenet
- Children who reincarnate as an ancestor with sinful traits now acknowledge that isn't actually a good thing
- Clarified some of the information in the reactive advice about education
- Clarified the effect of the perks 'Sound Foundations' and 'Friendly Counsel'
- Clarified the effects of the "Found new Kingdom/Empire" decisions
- Correct loc command for seduction tooltip if you're already friends
- Corrected a few befriend events that did not start with an uppercase letter
- Dynasty prefixes in effects and decisions are now more consistent
- Fixed a broken game concept in the Pluralist doctrine tooltip in German
- Fixed a bunch of grammar and typos
- Fixed a capitalization error in one of the female south slavic names
- Fixed a number of typos and grammar issues
- Fixed a recursive 'MAX_RECURSION_DEPTH' recursion bug in the event No Time For Myself
- Fixed a scope mis-match in the lover reveal event which caused the event to describe people having affairs with themselves
- Fixed an error that caused rulers to use their own name instead of the name of the potential spouse on some marriage acceptance breakdowns
- Fixed an error that caused the Consecrate Bloodline decision to refer to "The Papacy Himself"
- Fixed error that would occasionally cause titles to be presented as " 's Primary Title"
- Fixed grammatical error in Great Holy War victory desc
- Fixed several minor grammatical errors.
- Fixed the missing text for polyamory tenet compatibility
- Fixed the tooltip for the war chest distribution
- Fixed typo in "Shunned" game concept text
- Improved the text of the 'Secret Revealed!' event for lovers
- Learning requirement for temporal condemnation is now shown as an int
- Re-named the 'West African' culture group to 'Guinean'
- Reduced the fowl feast event texts so no scroll is required in the English version
- Removed the tooltip link in GHW dynamic titles
- Removed unused strings from hastings bookmark
- Renamed the 'Initiate Consolamentum' decision to 'Initiate Endura' to be more correct
- Renamed the Temporal Condemnation interaction to Condemn Sins so it's a verb like other interactions
- Renamed the Wendish Empire to the Southern Baltic Empire
- The greeting in the secret documents letter is now more mysterious
- The tooltip for candidates in an elective succession now correctly displays the name of the candidate instead of the person who nominated them
- Updated Tutorial text
- Updated loc for using a strong hook on someone
- Updated the building localization so that the text colours are consistent among all building entries in the encyclopedia
- Updated the confirmation button name for the "Dynasty of Many Crowns" decision
- Updated the cultural titles for Iranian culture-group rulers, including unique titles for Muslim and non-Muslim rulers
- Updated the description for bastard secrets to fix possible grammatical issues for certain scopes
- Updated the description for bastard secrets to fix possible grammatical issues for certain scopes "
- Updated the error messages for incompatible tenets when creating a new faith
- Updated the event text for "Earned Responsibility" to accurately use the player character's gender
- Updated the event text for "Twist of Fate" for when your dead heir was already an equal or higher tier ruler than your current character
- Updated the explanation for Fervor's impact on Popular Opinion
- Updated the name of Tengriism's religious group from 'Shamanic' to 'Steppe' to be more consistent with the naming scheme of other religions
- Updated the name of the 'Crusader King' trait for Muslims
- Updated the names for 'c_hordalandi' and 'b_sunnhordalandi'
- Updated the tooltip for Divine Marriage to clarify how it works
- Updated the tooltip for when powerful vassals block a succession law change
- Various typos and grammar issues fixed
- Various typos fixed in traits and interactions
- Added localization to some triggers that were missing it

###################
# Game Content
###################
- Add define for the desired number of spouses in polygamous faiths - allows to specify the value per primary title tier level
- Added a new "Ayyar" cultural Men-at-Arms for Iranian cultures
- Added a new Suggestion to recruit men-at-arms when a player has fewer regiments than expected for their rank
- Added a notification toast when your liege changes to inform you who your new liege is and why they became your new liege.
- Added animations, AI balancing, localization, and other small things to martial events
- Added more mythological names for warhorses and added animations to events
- Removed traits that were unused
- Reviving Taltosism now allows you to choose between vanilla Taltosism & swapping out one tenet for a scripted alternative whilst promulgating the restoration.
- Reviving Taltosism will now convert Magyar Group counties more generously, especially in Mogyer areas with less German influence.
- Updated the 'Establish Batrican Supremacy' to have more accurate and easier to understand requirements
- Updated the martial lifestyle event "Under Siege"
- added "the Apostate" nickname when reviving Taltosism.
- made Reviving Taltosism more visible, flexible, & meaningfully challenging.

###################
# User Modding
###################
- "image = blah" now works in combat effects
- Add can_declare_war trigger to see if a character can attack another character for a set of titles using a CB with an optional claimant.
- Add console command to dump out landed title hierarchy from barons up their de jure liege's.
- Add current_day trigger
- Add current_month trigger
- Add holder_ignore_head_of_faith_requirement which will suppress the head of faith warnings in history when giving someone a title, useful to represent a historical person holding a head of faith title due to conversion or other representation but not affecting actual gameplay.
- Add player_heir order of succession type, it will always grab the player heir of the person evaluating the succession.
- Add set_mother effect to change the mother of a character.
- Added FaithDoctrine.GetNameNoTooltip; GetName now is tooltippable
- Added add_piety_no_experience and add_prestige_no_experience effects to add/lose to them whilst not changing the persistent experience gain.
- Added console command print_naval_distance, to find the naval distance between two provinces
- Added console commands pause_on, save_on, and pause_and_save_on. These force the game to pause and/or save at a specific date, or when a specific event triggers (for any character in the game)
- Added define AI_USE_VASSAL_OF_VASSAL_CLAIMS
- Added define DEBT_MODIFIER_THRESHOLDS. Debt now gives a character modifier based on this, as well as a combat modifier
- Added define MARRIAGE_OWNER_IS_MATCHMAKER that lets the AI logic for marrying skip the interaction redirect logic when figuring out who it can marry off. As long as that matches the actual redirect logic for the actor, the result is the same but faster
- Added define MAX_HEIRS_IN_LINE_OF_SUCCESSION_TOOLTIP
- Added define MAX_MONTHLY_PRESTIGE_GAIN_FROM_ALIVE_MEMBERS
- Added define MAX_QUALITY_POWER_MULT
- Added effect generate_building
- Added effect set_can_be_named_after_dynasty = no to suppress such naming for titles. You can also put can_be_named_after_dynasty = no in the title definition for historical titles
- Added global data system promote GetGeographicalRegion. E.G., GetGeographicalRegion( 'world_europe_west_iberia' ).GetName
- Added graphics defines PRESTIGE_LEVEL_PATH, DYNASTY_PRESTIGE_LEVEL_PATH, and PIETY_LEVEL_PATH
- Added link "activity" for getting the activity a character is participating in
- Added link "house_founder". Added link "last_house_head"; same as "house_head" if there is one, but if the house is dead it'll give you the last person to be head of it
- Added on-action on_concubinage_end
- Added on_vassal_gained on-action
- Added tab-complete for virtually every console command where that makes sense (E.G., add_trait, show_title, change_culture)
- Added title transfer type swear_fealty
- Added trait flag blocks_from_claim_inheritance = yes and blocks_from_claim_inheritance_from_dynasty. Being unable to inherit titles no longer blocks claim inheritance
- Added trigger debt_level
- Added trigger has_relation_to, matching the data function HasRelationTo
- Added triggers ai_reserved_gold and ai_war_chest
- Allow title laws to define if they are shown in the title law UI or not.
- Allow title laws to define when they can be removed or not.
- Disabled the use of the "inheritance" and "abdication" title transfer reasons, as using them could break a variety of things
- Dynamic descriptions now log when they make use of loc that does not exist
- Eliminated "break" effect
- Enable the AI to use scripted guis based on the ai_is_valid and ai_chance in definitions. By default a scripted gui will not be used.
- Fix copying coat of arms only working across the same scope types. Can now correctly copy from a title to a title, a title to a dynasty, etc.
- Fix set_title_name and reset_title_name not updating the name on the map instantly.
- Fix some in game coat of arms not refreshing the shown texture when given a new coat of arms by effect.
- Fixed adding an is_shown to a council task not actually hiding it in the council window when not fulfilled
- Fixed grant_titles_interaction's effects being applied after the titles are given out, rather than before
- Fixed the game crashing or presenting other issues if you tried to create a title with no tier, barony tier, or county tier. This creation will now get outright blocked
- Fixed the vassal_count trigger having the behavior of the domain_size trigger rather than actually checking the vassal count
- Fixed title_will_leave_sub_realm_on_succession not properly accounting for heirs changing liege due to inheriting a higher tier title
- Gaining a title you have an explicit claim on no longer causes the on_explicit_claim_lost on-action
- Important actions now support "icon = blah"
- Improved performance of *_character_to_title_neighboring_*, *_character_to_title_neighboring_and_across_water_county_*, *_neighboring_realm_same_rank_owner, and *_neighboring_and_across_water_realm_same_rank_owner
- Remove court physician as being a required cached scripted relation.
- Remove friend and lover as being required cached scripted relations.
- Removed set_title_and_vassal_change_type and set_add_claim_on_loss, integrating them into create_title_and_vassal_change instead. This lets us ensure that all title and vassal changes are properly set up, and log errors at read-time if you forget to set the transfer type
- Removed unused desc system from doctrine groups
- Scripted Guis used by the AI can have an ai_frequency in months defined for how often they will be evaluated like character interactions.
- The "character:history_id" link now no longer logs an error on runtime if the character doesn't exist (when used in a event target comparison); it will instead error during load time if referencing someone who isn't in the history database at all
- The AI values tooltip in debug mode now shows which rough budget categories the AI has put its money into
- The ai_will_do of call_ally_interaction is now respected by the AI
- The on-actions in title_on_actions.txt (except on_title_destroyed) now provide scope:transfer_type so you can determine how the title/vassal change happened
- To make the above optimization possible, none of them work with barons or baronies any more
- You can now use "==" in place_in_line_of_succession for when you really do want to check equality (since "=" will throw an error since usually it makes little sense )
- do_ghw_title_handout now also handles dejure vassalization
- x_traveling_family_member now includes adult children too
- The trigger_event effect now supports delayed = yes/no
- Updated the info doc for character interactions
- The AI desire for matrilineal marriages is now scriptable through the ai_wants_matrilineal_marriage scripted rule
- Added trigger domain_size_excluding_grace_period
- Map Editor - Map Object Editor - UX improvements (grouped by layer, more compact)
- Map Editor - Map Object Editor - can create/edit/delete map objects types in editor
- Map Editor - Export & Import tool added for merging map changes by area
- Map Editor - Starts up faster
- Map Editor - Claims less memory
- Map Editor - Cursor change while editor is saving
- Map Editor - Height map can be reloaded while in editor




###################
# Databases
###################
- Added Saka culture to the Tarim Basin.
- Added additional rulers in Sapmi for both bookmarks. Both to add more variety with independent tribes, as well as splitting up the large realm of the Finnish ruler in Oulu.
- Added the Guiyi Circuit as an independent realm in 867 to better represent the history of the area in and surrounding Xia.
- Afar and Somali cultures now start the game with their Men-at-Arms innovation unlocked.
- Aquitaine now has Salic law (male only title-specific succession) in 867.
- Changed Andrew the Apostle's culture from Scots to Greek
- Changed a few Prussian dynasty names to sound less German.
- Changed a few additional counties in eastern Cumania to be of Kipchak culture.
- Changed the names for a couple of duchies in eastern Germany. Ostmark is now named Nordmark, while previous Nordmark is named Mecklenburg (the Billung Mark).
- Connected the Benin dynasty to its founder, to avoid a disconnected dynasty tree.
- Ekundayo of the Benin dynasty no longer lives to be more than 200 years old (causing her to still be alive in 1066!). She now passes away at a more reasonable age.
- Fixed the count of Grisons accidentally being independent in 867.
- Fixed two Dukes of Poland being presented as full Kings between 1031 and 1058
- House of Wittelsbach is now playable in 1066. Otto I (count of Scheyern) has been granted the county of Rothenburg, which encompases the area of Scheyern Castle.
- Improved the historical setup for Mosul in 867.
- Improvements to Cumania in 1066. A couple of fictional vassals was added to reduce the Khan's domain size and avoid vassals with a disjointed realm.
- Kashmiri culture no longer starts with Elephantry unlocked, since they are mostly situated outside the sub-continent of India.
- Kirati culture now start the game with the Elephantry innovation unlocked.
- Luticia is now independent in 1066, to represent the Slavic uprising.
- Made several changes to the De Jure setup in Sub-Saharan Africa.
- Made several government updates to the Russian principalities and their vassals. They are now consistently feudal, with occasional tribal vassals to represent recent (or semirecent) conquests.
- Made sure that Khazar still has counties of their culture in 1066 within the kingdom of Caucasus.
- Made the island of Socotra de jure to the duchy of Socotra.
- Members of the Contarini dynasty are now Cisalpine.
- Ostyak and Permian cultures now have their Men-at-Arms innovation Forest Warden unlocked in 1066
- Prince Ibrahim Aghlabid of the Sultanate of Africa is now a vassal under his father.
- Rhodri the Great's dad, Merfyn, is now suitably oppressive.
- Ruler of Naissus is no longer tribal in 1066.
- Saint Peter now keeps the name "Petrus" upon becoming the first Pope instead of getting a random papal name.
- Sami culture now starts with their cultural Men-at-Arms unlocked in 867, and two additional innovations in 1066.
- Tangut characters Xingge Pochou and Fuyun Ezangquhuai are no longer both married and betrothed.
- The dynamically-named Child of Concubine/Consort trait has been split into separate "Child of Concubine" and "Child of Consort" traits
- The ruler of Magdeburg is now a Theocracy in 1066.
- Updated and fixed several holding types within Tibet.
- Updated and fixed the names of Popes Eugenius II and III.
- Updated and improved the Polabian setup, mainly in 867, and added a number of Polabian names for the area to have less German names under Polabian rule.
- Updated history for Rethel and it's historical rulers.
- Updated the culture setup in the Steppes slightly.
- Updated the history and setup for the Karakhanids.
- Various improvements and changes have been made to the history of the western half of Byzantium in 1066, to more accurately represent the themes used at the time.
- Volga Bulgaria is now feudal in 1066, to represent the fact that they were more sedentary than not. Especially when compared to their nomadic neighbors.
- corrected the date of birth of Alfred's youngest daughter so that she is no longer his eldest.
- gave the House of Wessex a fixed motto.
- slightly adjusted Insularist setup in 867 Scotland
- Updated the kingdom of Sao's coat of arms.
- Corrected the Saffarid-Tahirid war to make the Saffarid the attacker, rather than defender. If the Saffarid successfully win the war, they will gain the duchies of Herat and Nishapur.
- Daju culture no longer has the Early Medieval era unlocked in 1066.
- Split up the much too big viking count north of Sweden in 1066 into smaller realms
- Updated a number of holdings in Bohemia, 867, to have the holding type match the ruler's government.
- Updated several holdings in east Africa to be tribal if held by tribal rulers at game start.
- The province of Zeeland now begins under the control of the HRE in 1066

###################
# Bugfixes
###################
- AI will ignore unit targets in attrition areas
- Cancelling construction that costs prestige or piety no longer gives you Fame or Devotion; just the prestige/piety cost back
- Don't count the court physician in the relationship tab as a relation.
- Fix not being able to reform your faith with the same doctrines, entirely different doctrines is only required if creating a new faith instead of reforming one.
- Fix temporal head of faith titles not following the player heir if the realm heir differs from the player heir from an elective primary title.
- Fix the mass ransom button being usable when the person we ransom to cannot pay the gold.
- Fix the player heir not always being the passed on house head if the player heir and realm heir differed due to a primary title being elective.
- Fix the prisoner action buttons not always matching up to if the interaction could be done.
- Fixed the special contracts, march etc, having the incorrect name until you had the right innovations for them.
- Fix unnecessarily handling controller input and rotating/zooming the camera. This will avoid some issues with black maps after loading into the game, if a connected controller constantly sent unexpected inputs.
- Fix war participant tooltip not listing the number of knights but just repeating the word knight.
- Fixed Divorce not being available if your faith requires divorce approval by the spiritual head of faith, but you don't have a spiritual head of faith (no head, or temporal head)
- Fixed GHWs in some cases resulting in the Crusader King unlanding another beneficiary to get the capital, rather than just directly getting the capital in the first place
- Fixed an issue where a modifier for elector voting would not print text properly
- Fixed characters of the non-dominant gender of a faith getting claims on their dying parent's titles. E.G., now men won't get such claims in a Female Dominated faith
- Fixed characters who change liege not always getting properly updated. This could for instance lead to their liege's vassal limit usage not updating
- Fixed excommunication being available for faiths with Communion but non-spiritual heads
- Fixed factions not disbanding when they lose or white peace their faction war
- Fixed granting an unlanded character titles in rare cases causing them to become independent
- Fixed house and dynasty modifiers never expiring when they have an expiry date
- Fixed it being possible to give your primary heir titles they won't get in partition by first giving them a title that they will get in the partition
- Fixed it in some cases being possible to on your death continue playing as someone who didn't actually inherit any titles from you
- Fixed it in some cases being possible to revoke a character's last county while they still hold a higher-tier title
- Fixed it in some cases not being possible to revoke a character's last duchy or higher
- Fixed merging units together ignoring knights for the purpose of supplies, leading to merging armies of just knights causing them to lose all supplies
- Fixed newly created and historical characters that start with a focus being considered to already have changed it once, preventing you from changing it again in the case of childhood focuses
- Fixed people who lose land in a war sometimes erroneously ending up as the vassal of the conqueror
- Fixed prestige gain from alive house and dynasty members getting the "Monthly Prestige Gain" modifier applied twice
- Fixed several issues of text overflowing in the UI in some languages
- Fixed siege phase time and morale loss modifiers applying via the owner of the holding. E.G., the owner having the Military Engineer trait would make it faster for others to siege their holdings
- Fixed sieges not immediately starting if a hostile army is standing in a holding that ceases to be occupied (E.G., due to a 3rd party war resolving)
- Fixed taking someone's primary title sometimes unlanding them entirely even though they should still have vassals to steal a county from
- Fixed taking the last physical land of a spiritual head of faith causing the head of faith title to be destroyed
- Fixed the game in some cases (like the "Disallow Marriage" checkbox) thinking people have been rulers for far longer than they actually have been
- Fixed the game in some cases blocking interactions saying "You is already considering a proposal from you" after interacting with yourself
- Fixed the game in some cases releasing people from prison when it shouldn't, such as when they become rulers
- Fixed vassals in some cases going independent or becoming a vassal of your liege if your primary title has its own succession laws and doesn't go to the same heir as the rest of your realm
- Giving out a title while above your domain limit will no longer give you stress. Previously it'd give you stress without warning you
- Guests with claims will no longer accept staying if you promise to press a claim that you cannot declare a war for.
- It is no longer possible for the county capital's fort level to go below 1, which would render it unsiegeable
- Made the Crusader helmet show up in the barbershop
- Remove incorrect warning about adjacent vassal contract levels if its display method is a radio button, they are unique picks already.
- The Promote Christian Settlements decision now gives Hungarian culture all innovations and innovation progress of Mogyer culture
- The Reclaim Britannia decision no longer changes effects based on dejure drift
- Titles with title-specific succession laws (E.G., Male Preference) that match your realm law are no longer considered separate when calculating partition splits, so they'll no longer always go to your primary heir unless the law is actually distinct from your realm laws
- Vassals of vassals are now able to declare war on vassals of their liege's liege
- When your spouse is also your heir in your latest save, we don't clone them to show them twice in the main menu
- Your children will no longer leave your court just because they're bold. So daughters won't run off in male-dominated society, and sons won't run off in female-dominated society
- A Head of Faith will no longer forsake their religion if your spouse is charming enough
- A bastard born to a landed woman and a landed man will now get her house as default
- A betrothal in your own court will no longer be talked about as a marriage
- A faction will no longer courteously greet you before calling you a tyrant
- A zealous character will now sweat a bit about committing adultery
- Added a 10 year cooldown to childhood events if the child decides to kill the animal instead of adopting it. You monsters.
- Added a cooldown to the "Know Thyself" upcoming death event to reduce the level of spam telling you about being at death's door
- Added a text variant for placing a vassal under house arrest
- Added a trigger in one of the options for clan.1201 so that rulers can't give away their only title in the name of diversity
- Added an alert for when you have no player heir to your titles but there's someone in your dynasty who can inherit
- Added encyclopedia link for attrition in a tooltip
- Added grandparent checks to scheme modifiers
- Added in events about upgrading relationships
- Updated conditions for rival in seduction events so they don't bonk you in the head while imprisoned
- Added missing background to the event Domain of Debauchery
- Added missing error icon next to 'Holy War for County' when Piety Level is Sinner
- Added missing perspectives to effect loc
- Added missing tooltip about prestige loss in rival upgrade event
- Added prisoner and jailor to custom loc key and trigger
- Added triggers to notifications so that marshal vassals don't gain opinion of themselves when they do something good
- Agent in scheme is now properly exposed
- Alawites & Qarmatians may no longer go on Hajj, though they have access to pilgrimages as usual
- All Hajj events now have the pilgrimage activity theme
- An imprisoned vassal will no longer scream about rebellion
- Apply army maintenance modifier to unraised MaA reinforcement cost
- Assyrians no longer have access to cataphracts
- Austria & Switzerland will now be correctly drifted into a restored Carolingian Empire
- Babies will no longer be assigned commander traits through a yearly event
- Barons married to other landed characters will no longer be naked
- Bastards can no longer create Cadet Branches
- Betrothal toast will now trigger if either participant isn't an adult
- Blocked Vlach rulers from taking the Unite the Slavs and Unite the Southern Slavs decisions
- Blocked the “Making Acquaintances” event and its options if the child already has all the traits/opposites that they can get from the event
- Blocked the seduction of characters who are imbeciles or incapable
- Butr culture now starts with Mubarizun unlocked in 1066
- Byzantine characters now use royal headgear instead of ducal headgear
- Calm doesn't like impatient
- Capital duchy modifiers are now correctly recalculated after moving the capital or destroying the duchy
- Character modifiers coming from difficulty settings are now applied correctly when loading save games and starting multiplayer games.
- Characters are now more reluctant, or outright forbidden, from leaving their partners behind
- Characters can no longer get different tiers of the same congenital trait
- Characters that should be naked no longer wear cloaks
- Characters using the northern portrait set no longer toss away their crown when they become emperors.
- Characters will no longer be as desperate for your friendship in foreign special diplomacy event
- Characters will no longer be doubly motivated to murder to move up the succession
- Child preacher in event must be of age 4 or older
- Children are no longer allowed to partake in an Intrigue challenge event
- Children are no longer encouraged to pick up more spouses
- Children can no longer be educated by hardened criminals
- Children can no longer be granted a bishopric as they are too young to handle both managerial tasks and religious duties
- Children can no longer start a literalist debate
- Children, imprisoned, and incapable vassals can no longer demand that you host a feast
- Clarified the development growth modifier from the terrain in the county capital to specify the capital holding name, instead of simply the county name.
- Clarified the name for the different culture group opinion penalty by making it say "Foreign Culture Group", rather than "Culture".
- Cleaned up cooldown for the befriend scheme
- Clicking the Too Few Spouses issue now opens the Find Spouse interaction
- Compassionate character are now told that blackmailing people is stressful
- Corrected several holding names in Europe.
- County task icon tooltip no longer shows big empty are when there's no councillor for that task.
- Courtiers can now marry even if they're out and about
- Courtiers of Theocracies and Mercenaries will no longer wear inappropriate clothes
- Crusader Helmets will now always show up when appropriate
- Devouring people will now have a clearer impact on your stress level
- Don't apply army maintenance modifier to prestige cost
- Dukes now understand that an Emperor can be their Rightful Liege when they're deciding if they want to join an Independence Faction
- Dynasty Heads/House Heads can now only use their special calls to war for conflicts where they are a primary participant and the target is not already involved
- Enabled the Nowruz festival event for all Iranian culture group characters, instead of only Persians.
- Establish Norman Culture decision now have the effects displayed
- Event childhood.1002 no longer triggers if child has both traits that the event can give
- Excommunicated characters can no longer Take the Vows.
- Family members of a prisoner will now be miffed if you snatch the prisoner up as your concubine/consort
- Feudal Elective nominations now check the title holder's lieges' laws when determining eligible candidates
- First Marriage event is not blocked from triggering multiple times for divorcees
- Fix court bishop income tooltip when using theocratic lease
- Fixed AI's caving to populist demands when they really shouldn't
- Fixed Scalloway using incorrect cultural names.
- Fixed Unify the Burgundies preventing culture conversion if the character was already Occitain
- Fixed a bug sometimes preventing concubines from being shown properly in the marriage window.
- Fixed a bug that caused the ransom prisoner event to occasionally display the payer's current gold total instead of the actual amount of gold they paid in ransom
- Fixed a bug that prevented Counties from joining Claimant Factions
- Fixed a bug where the faith of an attacker in a holy war did not lose Fervor when that attacker was defeated
- Fixed a bug where there would be a small gap between neck and torso at lower levels of body fat
- Fixed a bunch of errors popping during runtime
- Fixed a couple of Decisions not refunding their Prestige cost properly if the player opts out
- Fixed a couple of Scheme events for landed characters firing for unlanded characters
- Fixed a localization error in the Holy War Casus Belli effects that referred to the attacker's vassals as 'your vassals' even when you were the defender
- Fixed a typo in the A Spain United event
- Fixed an error which caused the event 'Differences in Faith' to trigger for counties of your own religion
- Fixed an error with the Unite the Slavs decision that prevented the De Jure drift effect from working correctly
- Fixed an event stating that your lover revealed your secret when you in fact did it yourself, by claiming a bastard as your own
- Fixed an inverted value that caused children with a 'bad' education affinity to do better at their education than children with a 'good' affinity
- Fixed an issue with the CB cost breakdown not showing properly for the Independence CB.
- Fixed behavior in the achievements window
- Fixed being able to send multiple Blackmail interactions to the same character while waiting for their first response
- Fixed broken capitalization in house and dynasty tooltips when you are the house or dynasty head
- Fixed broken god reference in a death transition text
- Fixed children with preexisting Guardians not being selected by default when using 'Offer Guardianship' on them
- Fixed embracing English culture sometimes converting landed spouses or family members without their consent
- Fixed faulty gender of a Roman
- Fixed imprisoned characters sometimes being chosen to be mercenary captains or Holy Order Grandmasters
- Fixed loc in seduction event
- Fixed lowborns getting kinslayer traits when murdering other lowborns
- Fixed perspectives for a number of Interaction triggers
- Fixed runtime errors in script
- Fixed some errors with tutorial concepts in the encyclopedia
- Fixed some rank/tier game concept confusion
- Fixed some siege logic that was causing infinite sieges in allied land when it was a part of the enemy realm.
- Fixed sorting knights by name in the battle overview window.
- Fixed the AI recruiting guests because they themselves had a good claim, rather than the guest
- Fixed the kingdom of Pontus capital being set outside its de jure area. The capital is now set as Trebizond.
- Fixed the mixed usage of possessive pronouns in the notification for Allied Combatants Captured
- Fixed the revoke title interaction so it shows titles properly in the interface.
- Fixed the show/hide invalid savegames logic
- Fixed typo the name for the County of Padua, which was incorrectly named Paduan.
- Fixed up some grammar when exposing Secrets
- GHW title recipients who own the target title will no longer conquer it from themselves
- Gnosticism's stress loss for granting titles now scales correctly
- Guardian remove themselves from guardianship if their ward is imprisoned
- Guardians will no longer keep teaching your kids after fleeing the realm
- Guests with claims on your vassal's vassal's titles will no longer arrive due to these claims
- Hajj decision has unique text to distinguish itself from the normal pilgrimage decision
- Head of Faith looks at incest as a divorce reason based on faith's doctrines
- Highborn people will now be more skeptical about marrying lowborns
- Hindu Shahis are correctly feudal now
- Historical characters will no longer be their own parent
- Holstein moved to Saxony/Germany, due to being pre-Danish union (mostly)
- If people start to murder your courtiers the experience will now be much smoother
- If you instantly regret romancing someone the game will now accept that you've moved on
- If you promise a vassal to educate their child they will now be miffed if you try to return the child
- If you're trying to elect a kinslayer as your heir you will now get a functional tooltip
- If your liege declares war on your war-target your war is invalidated
- Imprisoned AI rulers will now attempt to ransom themselves
- Imprisoning someone for having a Secret Lover when it's criminal does not cause tyranny when done via the secret exposed event
- Infertile spouses will now no longer wish each other 'a long life and many children'
- Intended achievements where you need to start as a particular can now also be accomplished after that character's death
- Interaction-acceptance now considers personality ONCE
- Intrigue event about zealous agent now exposes the scheme as well as the agent if you fail the duel
- It's now possible to negotiate an alliance even if your family is very inbred
- Khotan & Dzungaria now start entirely feudalised, rather than partially clan
- Knights that kill or wound commanders now have a chance to increase their prowess/gain prestige
- Korosten is now appropriately vassalised to Turov, the local tribal power
- Landless nuns now wear habits
- Level of splendor will no longer give 0 acceptance in marriages
- Losing a Liberty War now only gives the attacking faction members a hook on their liege, instead of everyone attacking the liege (which included participants of completely different wars).
- Lovers exposed during feasts have a trigger to ensure none of them are imprisoned at the time
- Lowborn bastards no longer try to belong to a House
- Lowered the amount of gold the recipient needs to have to unlock the Demand Payment interaction
- Lowered the penalty for negotiating an alliance with your primary heir
- Made sure effects are applied to the correct scope in rival upgrade events
- Made sure marriage action looks for consort instead of concubine
- Made sure reformed faiths get a new shiny icon
- Made sure that all loc strings in the game are localized
- Make a sieging standing army use proper siege animation. Also play victory animation when winning a siege
- Married couples will no longer be exposed as if they have an affair if they're also lovers
- Mercenary and holy order captains will now abdicate from those positions when getting titles
- Milete faith's have Same-Sex Relations set to Shunned by default
- More events now take place at the proper location
- More information given if a new religious movement is founded
- Moved blocking traits from Declare Bloodline Holy decision to be stress impacts instead
- Moved the effects of the Convert County Task conclusion event into the immediate block to stop the event script from overwriting player changes between the event firing and resolving
- Mystic will no longer stick their nose in religious matters that are of no concern to them
- Naughty children go straight to jail with no education
- Negative opinions for concubine or polygamous marriages now specifically checks for number of spouses and concubines
- Neighboring ruler war resolution message will now name the war
- Newly made nuns/monks are only sent to monastery of their faiths or to their liege's pool
- Nikephoros Palaiologos is no longer Duke of Bulgaria in 1066
- No more distance education
- Non-relevant mercenaries should no longer use the Palace Guards cultural Men-at-Arms.
- Now check for the correct scope when blocking attempts on joining one's ally in a war against one's liege
- Now show the correct name when offering an opportunity to ransom a character that's not landed
- Now showing the culture or religion trigger for Restoring the Roman Empire decision as it didn't print correctly as a tooltip
- Only the Byzantine Emperor now wears the Imperial Crown
- Order members can not be asked to (re)join a holy order
- Outremer culture no longer discovers up to 7 new innovations every time a new ruler adopts it
- Outremer culture now correctly retains all Innovations that its parent culture has discovered instead of only some of them.
- Pecheneg ruling dynasty now relates to Khan Kura
- People are now less eager to marry people they are terrified off
- People that are terrified of you are now more likely to agree to marriage, as long as they don't have to marry you
- People will no longer judge you harshly for breaking a betrothal to an Eunuch
- Physicians are no longer in two places at once when sick
- Pilgrimage decision preview will now give the correct minimum sum you will have to pay
- Player now gets notifications about their right-hand person
- Player unit graphics are now prioritized over other unit graphics when they occupy the same position.
- Player's reaction to someone recovering from illness is now based on their relationship with the character and the previous sick person's opinion of the player
- Populist uprising wars no longer invalidate on succession if the new liege does not personally hold the target title
- Prevent CTD when loading save with some incorrect landed state
- Prioritized what "Call To War" interaction and action to show
- Properly clear occupations when liege invalidates vassal's war by attacking the same target
- Rebuffing the advances of a romantic interest now correctly ends their scheme instead of forcing you to become soulmates anyway
- Reforming to feudal now grants the same amount of random buildings as previously built in the province
- Refusing to attend a feast when faith has 'Ritual Celebrations' tenet now results in loss of piety, rather than devotion
- Relocated an oddly-positioned tooltip when refusing a blackmail threat from another player in an MP game
- Removed an outdated reference to an old button in the 'Fabricating Claims' reactive advice
- Removed anachronistic Mogyers from Pannonia in 867
- Removed excess slaughtering from Iberian mercenary names
- Removed excessive warning in Take Stewardship of the Sacred River decision
- Removed incorrect holy sites of Jerusalem, Mosul, and Mecca from Yazidism. Replaced them with more suitable unique Holy Sites of Sinjar, Baalbek, and Lalish.
- Removed incorrect info about fabricating claims from the title integration council task tooltip.
- Removed redundant tooltip when offering to join a war you're already fighting in
- Removed some game log spam in multiplayer
- Removed the 'is diplomatically available' from the is_shown trigger for Temporal Condemnation so that it's failed conditions are only shown when failed
- Removed the multiple message and variations of the same condition for attempting to join or create a faction when underage
- Replaced fake Mogyër names
- Required baronies in befriending events are now checked for in the event trigger
- Reshaped the Thar Desert slightly for a better setup and to connect the counties of Ludrava and Vikramapura to one another.
- Restructured how bastard secrets are exposed to ensure that the piety loss/opinion loss from adultery only happens once
- Reworked and clarified a condition for Faith Reformation and Head of Faith title creation ΓÇö holy sites must be within your realm, and held by you or vassals of your faith
- Right trait is now referenced in elections
- Rum now no longer takes dynasty names, always retaining its title name regardless of the holder's culture
- Saladin's Helmet (DDE) will now appear for marshals of duke+ rank and duke+ rulers leading an army, as it's too opulent and fancy for common knights
- Same Faith only has one entry in the Laws section of the encyclopedia
- Secret exposure notification now removes the correct hook
- Show both siege weapon and standing unit during siege if army has siege weapons
- Show maximum possible tax and levies for bishop in the endorsement tooltip
- Sick characters now dress the part
- Sneaky people will now wear sneaky clothes
- Socotra & its historical rulers are Yemeni instead of Bedouin
- Splendor levels are no longer over-explained in the encyclopedia
- Split the Take Vows decision into two, one for asking someone to a go to a holy order, the other to a monastery
- Spouse will no longer reveal their own scheme or a scheme they're part of
- Spread Assyrian culture a little
- Spymasters will no longer try to dig up dirt on themselves
- Steward can no longer target themselves when discovering a claim for their liege
- Stopped swearing fealty to the Mongol Khan ending the wrong wars
- Stress gain/loss from deceased siblings is now calculated before friendship/lover/rivalry/opinion modifiers are deleted
- Stricter checks on titles so that one does not give away their primary title in an event in the name of diversity
- Svend II of Denmark now spawns as either bisexual or heterosexual
- Temujin's kids will no longer be educated child prodigies
- The "Form the Swiss Confederation" decision can now be undertaken even if the HRE doesn't exist
- The "New Cultural Era" toast will now show the correct culture's cultural head character.
- The " Cannibalism" decision can now only be taken once per Faith.
- The 'Form Outremer' decision now correctly transfers all Innovations known by your former culture to the new Outremer culture.
- The 'I'm not done with you yet' option in Torture events will now apply the correct effects
- The 'Pacifism' and 'Dharmic Pacifism' tenets now correctly provide +1 Domain Limit to all adherents.
- The 'Too Few Knights' warning will now only appear when you have too few knights, not when you have too many!
- The 'Unrepresented' event now only fires for clans, and cannot poach lands from player characters
- The AI will now shy further away from old marriage-partners
- The Arrange Marriage screen now allows you to toggle the 'matrilineal' checkbox prior to selecting a recipient.
- The Catholic Pope now wears the correct clothes
- The Consecrate bloodline decision now gives the bloodline trait to descendants even if the family tree has dead members
- The Decision to unify Iberia now displays the condition that you must have an Iberian Kingdom as your primary title
- The Domestic Affairs task now correctly gives an opinion boost of your direct vassals if you're a vassal yourself
- The Embracing/Abandoning Celibacy and Searching for Physician decisions are now available even when commanding an army
- The Exclave Independence game rule no longer fails if the heir of a dead character is at war for 5+ years
- The Head of Faith can no longer Excommunicate themselves
- The Jewish Head of Faith now wears the correct clothes
- The Mongol Empire will no longer destroy itself when winning a war
- The Mongol Empire will now always declare the correct wars when arriving
- The Pope can no longer publicly accept cannibalism
- The Pope will now always wear the correct clothes
- The council window resets to the player council tab when opened so the empty council position works correctly.
- The death notification toasts now show death reasons properly. They are always delayed to the next event tick after the death happens now, it was inconsistent before.
- The decision to Create the Kingdom of Israel can only be done once per campaign
- The declare war window will no longer show claimant CBs for characters whose claims can't actually be used
- The distance check for joining Holy Wars now checks realmborder-to-wartarget distance instead of capital-to-capital distance
- The duration of the Private Army from your spouse is now determined by their martial skill rating
- The elope scheme will now run smoother
- The enabled criteria for Special Buildings will now always show up
- The event 'Faction Organizing' no longer fires for factions you're already at war with
- The event for discovering bastard secret now mentions the bastard by name and shows their portrait in the bottom left
- The game will no longer tell you to take more concubines when you've had enough
- The potential guardian to a ward who's a courtier now checks if the ward or requester is of interest to them. To educate the courtier of a count is of no interest to a foreign emperor.
- The tutorial widget in the bookmark window will no longer show up for a fraction of a second when opening that window for the first time
- Toast about one's foreign guest enjoying the dance is now displayed properly
- Tooltip cleanup for
- Two players having a child together will no longer have a screaming competition about the name
- Tyranny now also gets added even if the vassal declines the title revocation
- Unlanded characters will no longer have random dungeons
- Updated Reclaim Britannia decision
- Updated loc for a councillor being blocked from being fired from the council
- Updated loc for culture innovations effects
- Updated localization for culture promotion modifier
- Updated requirements for creating the Empire of Germania to give correct tooltip
- Updated the event loc for An Insulting Accusation to imply that the character's believes in their vassal's innocence
- Updated the location triggers for befriend outcomes so that the correct location can be fetched when trying to befriend unlanded characters as an independent ruler
- Vassals and Lieges no longer receive a penalty to Negotiate Alliance when you're already at war
- Vassals can no longer call their liege into their own wars
- War important actions and suggestions will no longer show up when the player is in debt.
- Warning about your realm priest not endorsing you will no longer lie about levies
- West Slavic cultures are now easier to differentiate on the map
- When being courted by a pregnant woman, the option to bring you a wolf pelt is unavailable unless your religion allows for women combatants
- Fixed an issue when opening the marriage window for the 1st time and the player would get the wrong default sort order.
- When requesting gold in exchange for ending a war at the behest of your liege, the shown gold amount now correctly corresponds with what you actually receive.
- When setting title color from another title, shift it more, so gradient border is always present
- When the 'Generate Families' game rule is on, rulers who had a spouse and children generated will no longer receive the wedding event after game start
- Witches can now host a Grand Rite
- Women will now be punished for having too few consorts
- You are no longer malnourished and obese for life
- You can no longer Demand Conversion from imprisoned foreign rulers
- You can no longer ask your house head to approve your divorce if you are the house head (just do it)
- You can no longer attempt to find dead people's secrets
- You can no longer be tortured to confess a secret you don't know
- You can no longer demand liberty from a chill liege
- You can no longer grant a vassal who's at war with the recipient
- You can no longer lose a friend you didn't have
- You can no longer owe a favor to yourself because of a necklace
- You can no longer remove your vassal's guardians all nilly willy
- You can now condemn your vassals for their sins even if you're pious
- You can now declare war for your claims while imprisoned
- You can now help your allies in religious wars they start
- You can now marry your concubines/consorts without having to dismiss them first
- You can now only call people of the "right" faith to Great Holy Wars
- You can now scheme to claim thrones even while feasting
- You can now take other ruler's concubines as your concubines if you've imprisoned them
- You no longer is the real father, you ARE the real father!
- You now kick hostile Holy Orders from your holdings with a few choice words
- You wife will now leave your kids behind if she flees your tyranny
- You will no longer be encouraged to give away your last county
- You will no longer be stressed out if a spouse you dislike dies
- You will no longer be told twice about your ransom offer being accepted
- You will no longer call newly independent rulers your vassal
- You will no longer get a broken event if your liege declares war against someone you're already warring with
- You will no longer have to spend the rest of your life fabricating one hook
- You will no longer refer to someone else's claims as your own
- You will no longer think less or more of yourself depending on how good you are at romancing someone else
- You will now be told only once that you've successfully blackmailed someone
- You will now be told why you can't debate people 24/7
- You will now only be notified of the establishment of Norman culture if you're in Europe
- You'll no longer get events in third person about how virtuous you are
- Your de jure liege is no longer called your de jure vassal
- Your mentor will no longer ditch you in the middle of your education
- Zealous people are no longer more likely to say goodby to their religion
- Adaptive tenet now correctly requires you to have a pluralist religious attitude
- Added Welsh/Cumbrian cultural names for Hereford & Herefordshire.
- Added an extremely minor piety cost for changing to a different version of Mohammad's Succession
- Added missing children to Alfred the Great.
- Adjusted 867 Bulgarian de facto setup & history
- Adjusted historical & de facto setup for Wales in 867, making south Wales more fractious and splitting up Deheubarth. Hywel ap Rhys retains the duchy in 867, even though Deheubarth wasn't technically founded till 920, to represent the waning but still extant power of the Morgannwg kings, since we use the duchy as kind of a catch-all for the most powerful southern Welsh realm.
- Adjusted loc & circumstances surrounding acquisition of the Hajji/Hajjah trait, basing it on who can undertake the Hajj rather than being for all Muslims
- Adjusted loc in one of the Claim Throne Scheme events to remove erroneous title references
- Allowed Shia Zandaqa heresies to crop-up in Shia counties more consistently
- Baron-tier rulers no longer display the request claim interaction
- Betrothed will no longer attempt to divorce when one is made a concubine
- Blind characters can no longer become knights
- Blocked off Promote Christian Settlements decision in 1066, as it's already happened.
- Characters will no longer easily ransom characters they are at war with if asked to do so by said-characters' liege
- Corrected several edge cases related to creation of a de jure target kingdom title vs. a titular one
- Corrected various duchy holders having no land in their appropriate duchies without good reason
- Counts are properly assigned to de jure dukes after successful GHWs
- Destroyed kingdom titles when Uniting the West Slavs now have their de jure drift into your primary kingdom title
- Extended cn_issus cultural name to Armenian
- Forming Outremer now requires you to be specifically king-tier, a non-Byzantine Group culture, and only control half of the Arabian Peninsula
- k_austria & e_france can now maintain their primogeniture after obtaining it via decision
- Made Aethelred I significantly more unlucky whilst Alfred is alive and heir
- Made Dismantle Empire decisions use the standard decision cost flow rather than stealth-grabbing 10k prestige on declaration
- Made Form the Archduchy of Austria easier, more flexible, & slightly less anachronistic
- Made c_madoi fully tribal in 1066
- Made cannibalism more hygienic & mod-friendly
- Made d_takrur clan in 1066, made d_djolof tribal in 1066
- Made forming Switzerland easier, cheaper, more flexible, & more historical
- May only join holy war defenders who are either of your own faith, or which are being prosecuted against someone within your religion who you could not holy war yourself
- Neatened clan-tribal divides in the Horn of Africa
- Reduced mild anachronisms in 867 East Francia along Saxon borders
- Reduced verbosity of Mend the Schism decision
- Removed erroneous duchy from Unify Burgundies decision
- Removed duplicate cost checks in requirements list from several decisions
- Removed inappropriate prestige/piety requirements from a number of older decisions
- Replaced incorrect piety requirements in some decisions with piety level requirements
- Restoring the HRE can no longer be done using a hook on cooldown
- Restoring the HRE can no longer be done whilst at war with your Head of Faith
- Restoring the HRE no longer requires holding the electors
- Restoring the HRE will now apply gender-exclusion laws correctly (according to faith preference).
- Restoring the HRE will now de jure drift all of Germania into the HRE, if Germania does not already exist at the time.
- Reworked Norse/Norwegian names in Norway & North Atlantic to be more accurate
- Sanitised all Welsh places names to use Welsh as standard, with English/Norman cultural names.
- Split feudalising tribes important action out from wrong holding important action
- Split the family of Bleddri out of the royal family of Dyfed
- Spouses can no longer be both happy and unhappy with their spouse when at exactly -20 opinion of them whilst being seduced
- Stopped non-familial guests showing up in your court if they have claims on your titles
- Stopped revealed parents losing x3 piety levels instead of x1 in bastardy secret reveals
- Temporal Head of Faith titles now require independence or a liege of sufficient tier to create
- The Patriarch of the East now claims to be a Patriarch, not a Pope
- The Patriarchs of the East are/were now Assyrian, not Mashriqi
- Titular crusade titles are now properly assigned where appropriate, instead of doubling up or confiscating non-titular titles
- Transferred Memel from Courland to Samogitia
- Unifying the Burgundies will now only convert your culture to Occitan if you weren't already Occitan
- Warhorse modifier is properly applied
- The Ecumenical Patriarch now wears the correct clothes
- Added a clarifying tooltip for the second option in the “Family Epic: Rich Source Material” event
- Added trigger to check for already known secrets when trying to revealing secrets as stress relief
- An appropriate sexuality is now set based on the sex of one's crush in the case where one gets a crush before realizing one's sexuality
- Barony location now shows its name when attempting to befriend independent rulers
- Checking rivalry relationships before adding appropriate rivalry modifier on a yearly event
- Having concubines no longer protects you from forcefully becoming a concubine
- Seduction compliments now only has two outcomes, good or bad
- The Sicilian Parliament and Hall of Heroes are now built on the correct type of building slot
- Walking Dog modifier is removed when dog dies
- Removed double tooltip text for befriend interaction if you're already friends
- Fixed an OOS related to stress events potentially using unsafe randomly generated numbers.
- Fixed missing text in an event option in a Murders at Court story cycle event
- The founding of a Holy Order as di Canossa is saved as a global flag for the Give a Dog a Bone achievement
- Vassals who agree to a Conversion Demand during a heresy outbreak can no longer immediately re-convert to the heresy

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Re: [Crusader Kings 3] Dev.-Diaries

Beitragvon Goose » 10. November 2020 19:48

Dev Diary #43: A Ruler of Your Own




Neues Dev.-Diary! Endlich nach all der Zeit und es geht um den Ruler-Designer! Er wird mit dem nächsten Patch Gratis im Spiel implementiert!

Ich kann vom ersten Blick sagen, dass man sehr viel an seinen Charackter einstellen kann, von der DNA bishin zu Stats und Traits. Es wird mit einem Punkte-System wie bei dem EUIV Custom Nations gemacht.

Nun Paradox hat wie immer ein paar schöne Bildchen dabei, folgend im Spoiler könnt ihr Sie anschauen:

Preview Ruler-Designer (Öffnen)
Bild
Vorschau in der Charakter auswahl

Bild
Übersicht des Ruler-Designers

Gehen wir nun spezifischer auf die Einzelnen Möglichkeiten ein.

Bild
Oben links, kann man seine Sexualität, Religion, Kultur & das Geschlecht einstellen

Bild
Mitte links, kann man seinen Charakter und dessen Dynastie bennennnen sowie sein Dynastie-Schild & Coat of Arms zufällig ändern.

Bild
Auf der rechte Seite, sehen wir hier die Möglichkeit unseren Charakter anzupassen was Werte, Eigenschaften, Alter, Gewicht usw. angeht.
Sowie eine Vorschau der Kosten, die die einzelnen Aspekte kosten.

Bild
Unten&Mitte rechts sehen wir die Möglichkeit unseren Char die gewünschten Werte und Eigenschaften zu geben.
Desweiteren besteht die Möglichkeit, sich vom Start an verheiratet zu sein o. Kinder zu besitzen.

Ein weiterer großer Aspekt ist die Möglichkeit seine DNA und somit das Aussehen bis ins kleinste Detail anzupassen.
Siehe folgend die Bilder.

BildBildBildBildBild
Ein Video wie die Ausehensbearbeitung funktioniert

Zum Schluss hier ein von Paradox geliefertes Beispiel eines selbst erstellten Charakters:
Bild


P.S.: Es wurden nicht alle Bilder gezeigt u.o. alle Einzelheiten angesprochen. Es dient um einen groben Überblick auf deutsch zu geben. Falls ihr dass komplette Dev.-Diary haben wollte, klickt auf den oberen Link -Goose

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Re: [Crusader Kings 3] Dev.-Diaries

Beitragvon Goose » 24. November 2020 09:54

Dev Diary #44: 1.2 Bits and Bobs




Neues Dev.-Diary zum Patch 1.2

Folgende Features werden implementiert:

Ruler Designer: siehe vorheriges Dev.-Diary.

Killlist: Zeigt eine Liste an, welche und wie viele Personen mit dem entsprechenden Charakter getötet hat.
Beispielbilder (Öffnen)
BildBild


Attach to Armies: Es ist nun Möglich seine Armeen, anderen anzuschließen und diesen automatisch zu folgen.
Bild


Force Realm Priest Endorsement: Es ist nun Möglich den Reichpriester dazu zu zwingen einen zu mögen, per starkes Druckmittel. Damit ist man nicht mehr abhängig von guter Meinung zu diesem.
Bild


Tribal Walls / Tribal Holding variants: Die Stammesbesitztümer sehen nun je nach Region verschieden aus. Folgend ein Bild zur veranschaulichung:
Bild


Reworked Dynasty UI: Die UI im Dynastie-Bildschirm wurde überarbeitet.
Beispielbild (Öffnen)
Bild


Improved Battle UI: Das Schlachtinferface wurde überarbeitet.
Bild


Player Coat of Arms Graphics: Das CoT von Spielern wird nun deutlicher auf der Karte dargestellt.
Bild


Rally Point Improvements: Die Sammlung von Truppen wird nun deutlicher angezeigt, zudem wird wenn das Nachschubslimit erreicht wird die Armee automatisch geteilt.
Bild


Siberian Paganism: Suomenusko wird in Ukonusko umbenannt sowie wird eine neue Religion(Turumic) beim Ural hinten hinzugefügt.
Bild


Improved Ugliness System: Charakter mit der "Hässlich"-Eigenschaft sollen nun hässlicher sein.
Bild


Matrilineal Game Rules: Neue Spieleinstellungen für Matrilinear bezogene Heiraten
Bild


Naming Dynasty Members in Court: Es ist wieder Möglich Dynastiemitglieder die sich am Hof befinden, bei Geburt zu benennen.

New Event Content: Neue Events, für auch unter anderem Krank, Alt, Müde etc..

Entschuldigung für die verspätete Veröffentlichung, ich habe den Release nicht mibekommen.

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Re: [Crusader Kings 3] Dev.-Diaries

Beitragvon Goose » 7. Dezember 2020 10:02

Dev Diary #45: 1.2 Patch Notes




Die Patchnotes im folgenden Spoiler (nicht übersetzt).

Patchnotes: 1.2 (Öffnen)
1.2.0 Changelog
###################
# Free Features
###################
– Added a Ruler Designer where you can customize the ruler you’ll start with before the game starts. This works with achievements – but under certain restrictions.
– Added a character Kill List to the character window
– Added the functionality to attach your armies to another allied army located in the same province in order to follow the other army

###################
# Balance
###################
– Added a new game rule that controls the AI’s willingness to do Matrilineal marriages.
– Mercenaries are no longer guaranteed to include cultural men at arms; they’re just likely to
– Mercenary companies of cultures that have Camel Riders unlocked will no longer include tons of camels for no reason
– Armored horsemen and war elephants can now appear in mercenary bands, but at lower numbers than other men at arms types
– Holy Order regiment sizes are now smaller for War Elephants and similar
– Holy Orders now consolidate their MaA regiments some rather than having a ton of 100-man MaA regiments
– Cats and dogs now live a bit longer, appear slightly less often, and trigger events less frequently
– Constructing a brand new Temple now gives your faith some fervor
– Economically-inclined AI’s now somewhat prefer upgrading Economic buildings
– Founding a Holy Order now gives fervor to the affected Faith
– GHW: A successful GHW will now reduce the attacking Faith’s Fervor by 25 (down from 30), an unsuccessful GHW will only reduce Fervor by 15 (down from 30)
– GHW: Invalidated GHWs now reduce Fervor by much less
– GHW: The cooldown between Great Holy Wars has been increased to 30 years (up from 5), in practice this means that Fervor for bigger faiths should stay at higher levels for longer
– GHW: The minimum fervor for launching a Great Holy War has been lowered to 65 (used to be 75), so that the increased cooldown between GHW’s doesn’t mean that too few are launched
– Successful Holy Wars now affect fervor significantly less (minor Holy Wars reduce by 1, Duchy Holy Wars by 2, Kingdom Holy Wars by 5)
– Unsuccessful Holy Wars no longer reduce the attacking Faith’s fervor
– Halved the impact of Fervor on the speed of the Convert Faith of County councilor task, converting a high-fervor faith as a low-fervor one should no longer be impossible (but still hard, of course!)
– Greedy AI’s are now less inclined to spend gold on their target during non-hostile schemes
– Having a strong hook on your realm priest will now cause them to pay you maximum contribution as if they endorsed you with 100 opinion.
– In independence wars, ticking warscore is now given to the revolters if they fully control all the revolters’ domain, while the defender gets ticking warscore as long as they occupy at least one holding from the revolters’ domain
– It’s no longer possible to send your court chaplain, spouse or concubines to a foreign court as a guardian
– It’s now easier to divorce openly incestuous spouses
– Landless religious heads not of your faith will no longer show up in the marriage finder
– MaA maintenance cost can no longer go below 10%
– Made hostility due to conflicting wars a lot broader. Now it applies to defensive wars too, and propagates to vassals. In practice this should mean that you’ll never be unable to siege a holding in a realm you’re at war with due to it being occupied by a third party
– Male/Female Only realm law now consistently blocks the other gender from inheriting claims
– Only the holder of a holding can cancel construction now. No more canceling your vassals’ constructions to get money
– Peasant/Populist Revolt leaders can no longer marry
– The AI should no longer choose to create Cadet Branches should that mean that the player’s children, grandchildren or great-grandchildren would change house
– The AI should now found more Holy Orders
– The Arrogant trait now gives -10 Secrecy to owned schemes
– The Craven trait now gives +10 Secrecy to owned schemes
– The Crusader trait (Warrior of the Faith) now gives less Same Faith opinion and more Prowess
– The block on granting de jure vassals independence is now based only on whether their primary title is de jure under a title you hold, rather than *any* title they hold being dejure under a title you hold
– Great Holy Wars will now fail to launch if total projected attacker strength is less than 33% of projected defender strength
– The defender in an Undirected Great Holy War (Crusade) can now gain up to 150% warscore from battles.
– Warscore from battles in Undirected Great Holy Wars (Crusades) has been increased significantly. This should make defending less of a slog, especially in massive crusades (with 100k+ troops on each side) where battles should no longer give miniscule warscore values.
– The ticking warscore in Undirected Great Holy Wars (Crusades) has been significantly increased. This allows a defender to more easily win if they manage to keep the entire targeted kingdom free from occupations.
– The first army of the siege controller that has a commander now determines the siege commander
– The first army to arrive at a siege now controls the siege
– Third party occupations are now in the owner’s favor for the purpose of ticking warscore. So for instance some Peasant Rebels or warring vassals occupying part of the war goal will now no longer mean that you as the defender stop getting ticking warscore against the realm trying to take that land from you
– Titles with Male/Female Only/Preference will now get handed out according to Partition if your realm law is Partition and all your Partition Heirs are of the title’s preferred gender
– You can no longer manually add Gender Law exceptions to your held titles
– Updated some scheme events’ impact on schemes
– Vassals will no longer convert their capital when you demand their conversion
– Buildings now give % modifiers to MaA stats rather than flat mods, this should prevent stat inflation and keep Cultural MaA variants competitive
– Wandering characters no longer get absurd stats should they have immense amounts of gold to spend
– Wandering characters of the player’s dynasty no longer spend money on self-improvement, to prevent an exploit where you would load your heir with gold and kick them out of court
– When Feudalizing, there’s now a random chance for a City and/or a Temple to spawn in each tribal County. Higher development increases this chance.
– When you push the claim of a foreign ruler in a claimant faction, they now become a vassal of the former holder of the title if that title becomes their new primary title
– You can now arrange marriages for all of your descendants, not only your direct children
– Reduced the overall effectiveness of Light Cavalry in the main phase of combat. They were simply too cost-effective for the stats they would bring. Light Cavalry units still excel during the aftermath, as well in their preferred terrain type.
– Armored Horsemen now have an added penalty to Toughness and Pursuit in Wetlands like other cavalry units.
– Blocked several uncommon situations where successful Populist Factions could seize all of the counties which belong to a vassal player, causing the player to Game Over immediately and without warning
– Children can become more inclined to drink later in life if their guardians are a poor influence
– Courtiers and guests no longer seek out new lovers when they already have a partner
– Did a pass over character weight values and the traits that affects weight gain/loss
– Granting a vassal to your liege now creates a two-way truce between you and your former vassal
– Improved Mongol Empire disintegration
– Increased the County Opinion bonus for putting down a Peasant or Popular Rebellion by 150%, and also increased the duration by 150%
– Increased the penalties to the Seduce scheme’s success change when the scheme target is married and loves their spouse
– Just characters no longer gain Stress when they execute someone if they also have a faith with the Human Sacrifice tenet.
– Reduced the amount of levies and taxes gained from Tribal Obligations. Vassals now provides 75% levies (down from 100%) and 40% taxes (down from 50%) on the highest level of fame.
– Reduced the frequency of certain events intended to create friendships, rivalries, disease-outbreaks-by-way-of-corpse etc
– Significantly slowed down Fabricate Claim task when targeting vassals
– The Embassies perks now has a maximum number of skill points it can give out
– The Sound Formation perk now has a maximum number of skill points it can give out
– Updated and moved the Gold Mines of Mali special buildings to their respective county capital, allowing them to be built by tribals.

###################
# AI
###################
– AI will now consider breaking up with their AI lovers upon marriage
– AI will now abandon sieges that are blocked by a bigger garrison
– AI will now not take family members as concubines unless their faith allows for it or under rare circumstances
– Gave the AI a few lessons on closely following the player’s units and promptly joining battles, and that maybe it shouldn’t take its toys and go elsewhere just because supply is briefly too low
– Informed the AI that it might be a good idea to not count allied vassals or lieges when deciding whether to declare war or not, what with it being impossible to call them into your wars
– Naval raiders can now raid along major rivers
– Now better at picking tasks around the target province
– Rebalanced AI goals. Effectively this should mean the AI is now more willing to feudalize its holdings or make a holy order
– Several units can pick the same task as long as they keep under the supply limit
– Taught the AI how to better balance its budget. It now distributes its money based on its net income rather than first distributing its income then removing military maintenance from its short-term pool of money. This should result in the AI building more buildings. When military maintenance is higher than income, it will now subtract the deficit from its war chest rather than short-term money
– The AI now tries to quickly get a handful of Men at Arms, then afterwards slowly buys more Men at Arms until it feels like it is spending enough on them, rather than just stopping outright when it hits that minimal amount
– The AI should be better at recruiting any cultural MaA variants they may have access to, while also recruiting less of the base unit of the same type (e.g. recruiting less Light Footmen if they have a cultural Skirmisher unit).
– The AI is now going to prefer upgrading Duchy Buildings in its capital before doing so elsewhere in its domain
– The AI is now more inclined to build buildings in its realm capital rather than evenly throughout its domain
– To make a holy order it is now enough for the Pope to not simply dislike the AI, rather than needing 60+ opinion. The 60+ opinion requirement still persists for the player since we like to see the player grovel
– Told the AI that even though a holding is of the wrong type for it to own, it is a good idea to build it so that it has one of each type in the county and can build the type it *really* wants
– Told the AI that when it has multiple possible CB targets within a realm, it’s probably a good idea to pick the one that’s actually bordering it, rather than sometimes picking one that’s just bordering the sea
– Generally lowered the AI aggressiveness, this means that they’ll declare fewer wars overall
– Told the AI to get over its phobia of hostile raiders

###################
# Interface
###################
– Player characters now get their weight target checked once a year rather than every three years, which should make things like “Lose Weight” feel more responsive
– Toggling nudity is now a setting rather than a game rule, so you can toggle it on the fly
– Reworked the dynasty window to include information about how house and dynasty heads are chosen.
– Military strength can now also be seen and compared between house heads in the house list of a dynasty
– The dynasty legacy area uses a more compact way to show which legacy tracks you have unlocked, how many steps are unlocked, and which ones you’ve finished
– Reworked battle window for looks and functionality
– The Coat of Arms of all human players are now decorated to make them stand out
– When raising a rally point that’d result in an army above supply limit, the army will now be raised split into multiple armies and spread out to adjacent provinces. This should make dealing with supply of recently raised armies easier
– Added the Grant to Low Noble button to the Title View like we have on the Holding View.
– Added warnings when voting for a candidate that is not part of your dynasty.
– Added a game concept link to the Special Contract header when modifying a feudal contract
– Added a reactive advice for when you’ve reached the maximum bonus amount that a perk can give
– Added a text on the war overview that hostages are going to be released after the war ends
– Added an AI acceptance modifier for the different ransom interactions to clarify that they want more gold and won’t accept the ransom if it is too small.
– Added info to the realm map tooltip about expanding and collapsing realms through ctrl-clicking
– Close claimants subwindow only when closing title window – allow browsing characters for example
– Close title history subwindow when closing title window
– ESC now only closes tooltips if you’ve got at least two tooltips open
– Eliminated the map highlighting flickering when hovering over realm coat of arms
– Fixed ESC having odd results when you’re in a window that can be closed by ESC, and you’ve got tooltips open. Now it’ll always cause the tooltips to close (unless you’ve got only one tooltip open)
– Fixed a stray space in the secrecy breakdown
– Fixed coat of arms that have changed from their default in some cases persisting in new campaigns or other saves if you go into that other campaign without shutting the whole game down
– Fixed cycling through your armies in a province by clicking on the unit icon not working if there’s a neutral or allied army in the province as well
– Fixed doctrines like “Teachings of the Prophet” having unnecessary underlining of their name in the faith window
– Fixed overlapping siege and battle indicators on map
– Fixed province icons (including army icons) in some rare cases turning invisible. A small drawback of the fix is that the province icons no longer gradually fade out when you open the ESC menu, but instead disappear instantly
– Fixed the on-map scaffolds shown when constructing buildings not being rotated in the same direction as the holding itself
– Fixed the war interface claiming you’re rank 0 for participation for all non-GHW wars
– Improved main menu scaling on wide resolutions
– Improved show/hide animation behaviour of sidebar windows
– In wars that don’t give out prestige or similar to war allies, the UI will no longer claim that you didn’t do enough to be rewarded; that UI element will simply not be shown at all
– Increased doctrine name’s space by 1 pixel, so that Fundamentalist doesn’t get cut off
– Make sure the list of titles is updated when opening the revoke title window while another one is already open
– Make sure the raise local raiders can only be clicked when available
– ‘No Beard’ is now the top option in the barbershop
– Show why the player can’t raise local raiders in the tooltip if the option is greyed out
– The call to war button is no longer cut off when involved in multiple wars
– The intrigue window is no longer empty when opening from an event
– The revoke title window no longer contains the “show only recent titles” checkbox.
– The siege notification now says who is besieging you, and the title states the location so that it’s visible even when the notification is collapsed
– The text area in toasts now provides the full toast text as a tooltip. Especially useful if the effects are too long to fully display
– Ugly characters now have significantly more varied looks, and look more believably ugly
– When an event kills you, the “you have died” screen only shows up after you click the event away
– You can now set your childrens’ education before age 6, it just won’t have any effect before they turn 6
– You now get a notification in the lower-right corner when a part of your realm gets sieged by someone you’re hostile to
– You now get a toast when you change your primary title

###################
# Art
###################
– Tribal holdings now look different between the major tribal regions on the map
– Added another visual level of tribal walls for the lowest possible fort level
– Ugly characters now look more ugly, to a reasonable extent, by distorting specific facial features more than before
– Characters young enough to be sitting in the main menu will now sit in front of the others
– Christian faiths with Vows of Poverty will now see their priests dress no more fancy than a simple monk or nun
– Moved the Norfolk holding to a more accurate position
– Reduced the threshold at which a unit gets improved visuals. Now only armies with the lowest Quality will have an unarmored unit, making armored units more common for increased variety.

###################
# Audio
###################
– Added more prominent SFX to the Top-bar notifications for Alerts, Reactive Advice and Diplomatic actions.
– Added war-horns SFX to the 100% Warscore notification to increase the noticeability of it.
– Fixed so that the hunt event theme SFX only plays during hunts and not during pilgrimages.

###################
# Localization
###################
– Added a title override for the Duchy of Brittany so that it is always known as a Duchy instead of a Petty Kingdom
– Added content and fixed tense issues
– Added information about student of knighthood traits in the tooltip about Knighthood innovation
– Added link to game concept of council tasks in opinion tooltip and monthly piety/prestige overview
– Added more information on the different types of allies you can call upon during war time
– Changed some tenses from first to third person in interaction file.
– Clarified the condition when attempting to usurp a title from someone that considers your faith to be Hostile or Evil.
– Fixed a mix-up in the event “Information Brokering” which could claim that a woman was fathered by her own son, instead of correctly saying that her son was fathered by another man
– Fixed assorted localization-issues reported by Betas
– Fixed broken localization string about inviting warriors to court
– Fixed broken trigger loc in some buildings
– Fixed missing loc for the female version of the Royal Cloak
– Fixed potential typo in The Spitting Image event
– Independent Iranian Dukes now have custom title names based on their capital county
– Made sure loc in temptation event is appropriately gendered for translation purposes
– Renamed Suomenusko to Ukonusko
– Replaced Boima_Konah with Boima Konah
– Replaced Ibrahim_Abraham with Ibrahim Abraham
– Replaced Jahan_Ara with Jahan Ara
– The ‘has_religion’ trigger now uses adjective-form instead of noun-form for the name of the the religion
– Updated Mend the Great Schism text to incorporate all Christian faiths
– Updated Spanish name for Wrath of The Northmen bookmark
– Updated broke Holy Order tooltip localization for Borrow Gold from Holy Order decision
– Updated button text in child naming event
– Updated loc as reported by betas and players
– Updated scope used for loc on child event
– Updated some Spanish locs strings that were using out-of-date game references
– Updated the description text for the Clerical Function: Recruitment to be more specific that the modifier is applied to the clergy only
– Updated the localization for the Religious Icon perk desc
– Updated the unreformed combat advantage tooltip to properly display game concepts.

###################
# Game Content
###################
– A schemer is no longer safe from discovery until the scheme executes. If a scheme is discovered, there’s now an ongoing chance that the schemer will be exposed and the scheme ended!
– Added four new murder outcomes
– Added 2 more child-murder outcomes, you monsters!
– Added the Turumic faith, a new faith to replace Suomenusko in Siberia
– Added additional Claim Throne scheme events
– Added additional Fabricate Hook scheme events
– Added additional Seduction Scheme events
– Added two additional game concepts for Hostages and Prisoners of War.
– Added two more ongoing murder events
– People will now be a bit miffed if you raid them
– The Religious Relations task now gives a Same Faith opinion boost in cases where one’s faith has layman clergy and no head of faith
– Updated Qarmatianism’s tenets and doctrines to better match their historical practices
– When using Demand Conversion on a vassal ruler, they may now request a favor instead of only accepting cold hard cash
– You can now become Infirm
– Added Unimportant tag to some Actions to mark them as less interesting to the player

###################
# User Modding
###################
– When starting the game in debug mode (with the -debug_mode command line argument), the game will watch many loaded files for changes, and reload the relevant parts of the game. This works with core game files as well as files in mods. Note that it is a debug & development tool. The reload doesn’t work for everything, and might not be 100% reliable or stable. You should always verify that everything still works after a proper restart of the game.
– Added a flag entry for flavorization checks to require the context character has a variable/flag of that name set.
– Added data function PlaySfxEvent
– Added define CB_SCORE_MULT_NEIGHBOR_TITLE
– Added define WEIGHT_UPDATE_YEAR_INTERVAL_PLAYER
– Added frontend data functions Get(Heir/Main/Secondary)CharacterAge
– Added GetCouncilTitleFirstName
– Added hired_stack_size setting for MaA types
– Added hook_strength_max_opinion parameter for lease contracts.
– Added is_council_task_valid trigger, analogous to set_council_task effect
– Added list builders *_faith_character, *_faith_ruler, and *_faith_playable_ruler
– Added modifier owned_scheme_secrecy_add
– Added modifiers ignore_negative_opinion_of_culture = yes and ignore_opinion_of_different_faith = yes. Makes you ignore your opinion of others rather than others ignore their opinion of you
– Added more MEN_AT_ARMS_EXPENSE related AI defines
– Added scripted rule buildings_enabled
– Added set_pregnancy_gender effect to overwrite the gender of an unborn child.
– Added support for Custom localization on stories
– Added trigger has_holding so you can easily check for empty holdings
– Added trigger is_landless_ruler
– Added ugliness_portrait_extremity_shift system for more believable ugliness
– AI can now parse and evaluate CB effects inside hidden_effect blocks
– can_be_exposed_by now returns false if the secret’s already been exposed
– Fixed some cases where you couldn’t inline script math. E.G., in opinion triggers
– make_pregnant now checks that the character can actually get pregnant and errors if they can’t. Added make_pregnant_no_checks which bypasses these
– Mercenary and holy order sizing now uses defines based on # of sub-regiments in stead of # of men
– on_alliance_removed, on_alliance_added, and on_alliance_broken now have an unset root and instead uses scope:first for that character. This avoids issues with triggering events for dead people
– Renamed can_call_ally_liege_vassal_check_trigger to can_join_war_liege_vassal_check_trigger
– Renamed recipient_not_already_in_another_war_with_any_target_war_participants_trigger to joiner_not_already_in_another_war_with_any_target_war_participants_trigger
– set_holding_type now works on empty holdings
– Updated color palette comments to correctly reflect the fact that color palette textures are 16-wide, not 4-wide
– You can now use attacker/defender_wargoal_percentage of zero to mean “at least one occupation

###################
# Databases
###################
– Added a number of additional nicknames to historical characters, such as Yaroslav the Wise or Constantine the Great.
– Alexios Komnenos had a very diverse personality for a ten year old. He now starts with less personality traits.
– Extended Insularism a little into the Scottish Highlands in 867
– Extended the Dutch presence slightly, to include a couple of counties in Flanders and Brabant.
– Fixed a number of marriage issues in history. There were multiple cases of characters being married to the same character, or characters having several spouses without practicing a polygamous faith.
– Karen is now a vassal to the Tahirid in 867.
– Made several improvements to the setup in Denmark, 1066. Two historically important characters are now landed; Asbjörn Jarl Ulfson (brother of king Svend) has been given the county of Lolland-Falster, while Thrugot Ulfsen has been given the duchy of Jylland, making both characters playable. Meanwhile, the county of Skåne is now in the hands of Bishop Egino of Lund, to better simulate the importance of the church.
– Renamed various titles to more closely match history
– Roger de Hainaut is now a Theocratic vassal and Prince-Bishops of Chalons in 1066.
– The Cucumber King is no longer unintentionally a kinslayer, due to a wrongly assigned father.

###################
# Bugfixes
###################
– Fix more cases of various war and realm borders that remain forever on the map after big inheritance or ended wars
– “Coastal Borders” now properly works with dynamic option, and always show/hide no longer requires game restart
– A guardian’s personality will now have a larger impact on the ward’s personality
– Accepted marriage will now always lead to a friendly greeting
– Fixed events that were causing married characters to become lovers with another character even when they should have been loyal to their spouse
– Added a modifier that reduces the risk of AI spouses taking a player’s potential heir as their concubine
– Added a perspective to the warning about a character being a pledged attacker in a GHW
– Added a recently converted trigger so that less flip-flopping happens in heresy events
– Added a toast for if you granting titles leads to your vassal becoming a fellow vassal of your liege
– Added a trigger to a befriending event, making sure that the target isn’t picked as the third person in the event
– Added age trigger for becoming a drunkard event
– Added an OR to university-check trigger
– Added clearer loc for if your wife is employed by your liege
– Added custom warning for Christians trying to create the Empire of Germania
– Added information in tenet tooltip on the conversion speed penalty for Syncretic Folk Traditions
– Added missing title to message about obtaining witch secret
– Added notification if a courtier is invited to another court
– Added the title on some outcome toasts when seducing a target
– Added two church holdings to Iceland in 1066 and made sure both rulers are tribal
– AI characters will no longer be able to join GHWs against their liege
– ALL vassals will now get new shiny buildings if you adopt feudalism
– Allied provinces have the same supply limit rules as your own
– Allies can no longer be considered hostile due to raid mechanics
– Armies that should get wiped are now properly so after combat
– As a host you will now be told if someone fails to seduce a guest
– Characters are no longer angry at their new friends
– Characters can no longer invite the bishops of foreign realms to give up all of their temporal power and holdings in order to join them as a lowly courtier instead
– Charlemagne is now lustful – the dude sure got around
– Claimant factions are now more cautious about sending demands when the claimant is in prison
– Cleaned up building requirement tooltip for Universities
– Cleaned up effects and loc in rivalry event
– Cleaned up how concubines/consorts are shown in the arrange marriage interaction
– Cleaned up Roman restoration decision
– Cleaned up tooltip for blocked Modify Vassal Contract interaction
– Clear the alerts when entering the observer mode, so they don’t persist when selecting another character later
– Compassionate character are now told that blackmailing people is stressful
– Control-clicking titles in the Grant Title Window will no longer select invalid titles and lock up the rest of the titles
– Councilors will now wear armor when leading armies
– Counties can only join claimant factions for titles in their de jure hierarchy, and are less likely to join factions for foreign claimants
– Discovering a Non-Believer secret now gives a strong hook on clergy
– Duchy buildings and similar that give fort level now only give it to holdings that have fort level to begin with; no more having to siege down temples and such
– Eastern Christian denominations now wear more appropriate clerical garb
– Elective titles with male/female only law will now properly exclude the other sex
– Electors now correctly evaluate how scared they are of their liege’s Dread when casting votes, rather than how scared their own vassals are of them
– Establish Bactrian Supremacy decision will no longer display for invalid government forms
– Excommunicated characters can no longer become Pope, Court Chaplains, or inherit the role of being Spiritual Heads
– Executing an independent ruler will no longer give them an opinion penalty towards you since, you know, they’ll be dead.
– Factions will no longer count on the support of their liege when deciding if they should send an ultimatum or not
– Fix an issue on Linux that could cause stutters every few seconds by disabling gamepad polling. Gamepad polling for debug purposes can now be enabled by passing in the command line flag “-handle_controller_input”
– Fixed “years of fertility” not actually making women fertile for longer
– Fixed a bug that caused Irish characters to be able to Revoke False Conversion when starting a game with the tutorial enabled
– Fixed a bug that caused rulers to pay substantially less gold than they should for the ransom of a prisoner whose captor has the ‘Golden Obligations’ perk
– Fixed a child’s favorite toy crashing the entire game
– Fixed a crash when loading a save game that included pet whose name contained a space
– Fixed a few instances of the player getting friend/rival relations set without them knowing of it
– Fixed a number of cases where the domain or vassal limit could fail to update, leaving you for example with a domain limit of 1 instead of 5 until something caused it to recalculate. Fixes old saves too
– Fixed a rare crash that could happen when wars become invalidated
– Fixed a rare crash caused by very specific timing of game updates
– Fixed being able to Offer To Join War for some unintended wars, causing invalidation of other wars
– Fixed broken scope in Accuse of Heresy Decision event
– Fixed broken tooltip in hunt event
– Fixed Clan Invasion wars sometimes invalidation when they shouldn’t
– Fixed confused toast message when a Claim Throne scheme succeeds
– Fixed Designated Heirs completely breaking Seniority succession. Now it makes your Designated Heir first in line as you would expect
– Fixed electors sometimes believing that a lower-tier candidate would ‘rule from abroad’
– Fixed holdings not going out of the domain limit grace limit when leased out
– Fixed holy orders being unable to hold cities
– Fixed Holy Orders not expanding their diplomatic range based on their leased titles. This could lead to them being out of range of the person they’re leasing from
– Fixed incorrect text coloring for some Holy Order troops
– Fixed invalid sieges in some cases continuing to completion
– Fixed it being possible in some cases to marry someone you’re already married to
– Fixed it being possible to siege holdings that you’re hostile to (due to a liege war or conflicting war). Now you can only siege hostile *occupations* or for wars you’re actually personally involved in
– Fixed it in rare cases being possible for one or more units to be left out of a combat due to both sides arriving at the exact same time
– Fixed it in some cases being impossible to retake an occupied holding due to it no longer having a fort. Now when a fort goes away we ensure that the holding gets occupied by the county controller. This fixes the issue in old saves as well
– Fixed it in some cases being impossible to siege vassals of your war enemy due to your war enemy being the vassal of someone you’re allied with in another war
– Fixed it in some cases being possible to end up with Head of Faith Law despite not even being the head of faith. This would cause you to game over as you end up with no heirs
– Fixed not being able to disinherit your own children, grandchildren and great-grandchildren if they weren’t at court
– Fixed old saves where someone’s the parent of someone who no longer exists (due to incorrectly having been pruned from the game) crashing on load
– Fixed several issues with the description of the suspected bastardy Secret in Intrigue view
– Fixed so that holding tooltips show holding type concept instead of just name
– Fixed some crashes that could happen while loading saves or viewing the save list
– Fixed some traits not being assigned to a category
– Fixed special buildings sometimes appearing in regular building slots when you convert from Tribal. This could even lead to duplicates of these special buildings
– Fixed the first level of Hunting Grounds not having any levies
– Fixed the forming of Austria event to not feature the HRE twice
– Fixed the game in rare cases completely erasing members of your family from existence after their death. Look, we all hated uncle Bob, but we can’t just pretend he never existed
– Fixed the inverted liege culture for the Hungarian migration decision
– Fixed the rulers of cities sometimes ending up with Clan government rather than Republic government
– Fixed the trigger for showing an alternative text in an befriend scheme event
– Fixed the vassal limit not updating when vassals are transferred as a result of their liege title changing holder
– Fixed the vassal limit sometimes resetting to 1 for a single day
– Fixed three achievements that would unlock even when they weren’t playing with the required character for the achievement, as long as they didn’t reload the game
– Fixed Tribal Law in some cases not disappearing when you become Feudal
– Fixed typo in battle tutorial
– Fixed wars not always transferring when the war target becomes the vassal of someone else. This could lead to weirdness like a war targeting someone’s vassal despite the attacker having the same liege as the defender’s liege; would now transfer to the defender’s liege instead
– Former Heads of Faith now keep their clothes on, presuming they held the HoF title at the time of their death
– Franconian culture now uses German names
– Friendly counsel now has a cap of how many stat bonuses the perk can give (5)
– Game rules and ironman mode are now reset when starting the game as a tutorial game.
– Golden Obligations no longer increases ransom prices
– Good things now happen to good chancellors
– Guardians will now properly return to where they came from if their ward finishes their education or dies
– Head of Faith will now wish you luck in your holy wars no matter what size they are
– Heads of Faith will no longer grant requests for claims on theocratic lessees
– Holy order succession now checks if the character is a member of your court correctly
– If you convert to feudalism ALL your vassals will now jump on the hype-train
– If you demand someones conversion multiple times they will now keep their anger to one opinion modifier
– If you try to make too many children your wards you’ll now be told off in a strongly worded letter
– If you’re trying to blackmail someone over something that, according to them, isn’t shunned or criminal you will now be told that properly
– Intelligent women no longer confront their pregnant lesbian lover to ask if they are the father of that child. Stupid women however, still have a chance to ask that question.
– It is now criminal to refuse conversion even if the religions aren’t the same
– Knights in an army should now also gain the Crusader trait (Warrior of the Faith)
– Made sure bully event has complete loc
– Made sure Liberty Wars aren’t immediately followed by more factions
– Made sure spouse event saves agent scope properly
– Made sure the refund you get if a character refuses to take the vows is the same amount of piety you spent asking them
– Made sure the warnings displayed when asking someone to join a Holy Order are correct
– Make sure that holdings no longer have a count of 0 and instead have a minimum of 1
– Make sure that the save name overwrite dialog box shows up regardless of case sensitivity
– Make sure that tooltip delay timer option works correctly
– Make sure the call to war window in the observer mode doesn’t require user input and doesn’t pause the game
– Mercenaries and holy orders are now correctly counted when calculating max military strength
– Obfuscating a learning challenge outcome since the learning skill might be different than what’s shown in the tooltip if they gain learning+1 before the learning challenge
– Offering Guardianship to an underage ruler will now pre-fill them as the ward
– Offering vassalization to neighboring realms will no longer sometimes claim that they are far from your realm
– Peasant Leaders now wear appropriately filthy clothing while they are leading a revolt, or are landless
– People are no longer scared of you if you fail to imprison someone
– People will no longer be less keen on marrying into your family if you have useless alliances
– Performing executions when you have the Human Sacrifice tenet will now have the victim’s death reason say that they were sacrificed, rather than just executed.
– Physicians can now treat themselves, and they’re also more likely to “mess up” your treatment if they’re trying to murder you
– Playing as Daurama and embracing your son as your heir will now move him to your court
– Previously discovered Innovations are now carried over when a character takes the Form Portugal decision and becomes Portuguese
– Raiders should no longer appear in provinces outside of their range
– Removed attempted use of non-existent game concept from loc
– Removed outcome events for Convert Faith and Promote Culture council tasks since you also get notifications
– Removed the 3 day delay on executing the abduction scheme
– Removed unnecessary spacing in Hunt decision and cleaned up the loc file
– Removed unnecessary triggered event from imprisonment logic that was causing errors in the error log
– Removing the same dynasty requirement from elective succession close and extended family members.
– Resolved a logical mismatch that caused the game to simultaneously recommend and forbid revoking a title from allied vassals
– Robert I of France now correctly belongs to House Robertine instead of House Capet
– Ruler now gets notified when they receive an unpressed claim as a result of a foreign chancellor’s blunder
– Scheme event now shows the name of the spy in toast instead of nothing (or the target’s name in German)
– Someone else imprisoning people fairly will no longer make you relieved about not gaining tyranny yourself
– Spouses and lovers will only act as your wingman if they’re ok with you bedding someone else
– Subtle Desire perk now correctly removes the penalty applied against seducing the spouse of someone of a higher rank
– The “Murderer at court” story cycle will now end if you send the courtier responsible away
– The ‘Few Spouses’ warning will now only appear if you’re lacking spouses for your tier
– The AI will now dump all of their lovers that are far far away when they marry
– The Amnesty for False Conversions decision now gives correct tooltip about dread requirements
– The amount one gets from demanding payment is capped to 50 gold or based on how much ransom worth they have if less than 50 gold
– The cost for legitimizing a bastard in your dynasty is now collected in the right place
– The disembarked penalty is correctly applied and carried over when splitting an army or merging them
– The Earl of Desmond will now slip your net and avoid capture in combat during the tutorial
– The Greenhouse and Sicilian Parliament now gives tax as they should
– The Matrilineal Checkbox will now default to the correct state based on the character being married off when playing an equal faith
– The outliner will now be properly hidden when selecting a councillor task
– The realm you’re in will no longer be described as “a faraway place” in pilgrimage event
– The retracting vassals interaction now gives tyranny if declined
– The University can now be founded in Fes, the Almohadi Holy Site was moved to the neighboring barony as to not cause conflicts
– The Vassalization and Subjugation CB’s are now properly usable by non-independent players
– Trying to divorce your House head no longer confuses your House Head as much
– Uniting the West Slav Kingdoms as an Empire now drifts the kingdoms to your primary title
– Unjustified imprisonment now results in tyranny even if the imprisonment is declined
– Unlanded characters blocked from trying to raid
– Unlocked the “Inspire Opus Francigenum” decision for Frankish cultures as well
– Updated a bubonic event to not show the court physician twice
– Updated Jarl Haesteinn’s age in the bookmarks to match the one in-game
– Updated personality and treason modifiers for characters accepting imprisonment
– Updated portrait position of vassal in a hunt event to be in the lower_right if they are not participating in the hunt but can receive a trophy gift
– Updated Slavia region borders. Added West Slavia and South Slavia as custom regions.
– Updated some event-backgrounds to be more appropriate
– Updated the Druze marriage doctrine from polygamous to monogamous
– Updated the Norman Yoke achievement so that it can be unlocked by descendants of William as well
– Visual traits like Blind or Disfigured now show up on children
– Wards and Guardians should now move in a way that makes sense, and properly go home if things doesn’t work out
– When Asking a Spiritual HoF for Gold, they will now factor ongoing County-level and Kingdom-level Holy Wars into their considerations (instead of only Duchy-level Holy Wars)
– When you attempt to ransom yourself for whatever gold you have (but is unable to pay the full amount) the AI will now agree if you have at least half of the necessary gold, as long as the AI isn’t too greedy and want all of it.
– When you embrace english culture all your vassals will now join in on the hug
– Whether you can imprison a vassal that refuses conversion or not is now made clearer in the interaction
– While considering whether to become your vassal or not characters will now consider their distance to you, not your liege
– Yemeni now uses East African ethnicity
– Your bastards will no longer sneak out of your court
– You can no longer convince the Grandmaster of a Holy Order to convert
– You can no longer declare war when you’re behind bars
– You can no longer mistake your infant child for a serial killer
– You can no longer promise a Holy Order some land and then NOT give it after they give you cash for it
– You can no longer see two versions of your bored daughter sitting under a pavilion
– You can no longer take your daughter as concubine, unless your faith is cool with it of course
– You can now denounce and disinherit dynasty members that are not of your faith
– You can now hire a physician even if you have the black death
– You can now legitimize bastards of your house as the dynasty head
– You can now name children born in your court that are of your dynasty
– You can now try to convert people to witchcraft even if they’re not of your “faith”
– You cannot confide in friends you do not have
– You no longer have to have negative learning to condemn your vassal’s sins
– You now have to actively scheme to convert someone to witchcraft to discover that they’re already a witch
– You now make sure that you CAN spy on your spouse before you do
– You will no longer be able to randomly lose a level of devotion if you’re a religious head
– You will no longer be advised to Grant Titles to dead characters
– You will no longer be told about your bishop breaking their betrothal
– You will no longer be urged to imprison a vassal’s random courtier
– You will no longer call people “vile” as a friendly greeting
– You will no longer refer to yourself as your wife’s ex-husband if you marry her when she’s your concubine
– You will no longer revert to confederate partition succession if you have primogeniture when you reform the Roman Empire
– You will no longer switch to the Reichskrone if Byzantium is your main title
– You will no longer think of your angry spouse as your vassal
– You will now be told clearly that you will gain no tyranny from executing a starving man
– You will now be told if a secret you’re using for blackmail is exposed
– You will now be told in very clear words what will happen if you try to imprison the Pope
– You will now get more feedback and faster results when trying to gain/lose weight
– You will now only get an op. boost of Order Members and Crusaders if you’re of the same faith
– You’re no longer advised to increase control in a county your marshal is already working on
– Your court physician will now actually get some gold for taking up the knife
– Your friend will no longer support your scheme to claim their throne
– Your gender succession law no longer gets reset when converting from one gender-equal faith to a different gender-equal faith
– Your once upon a time bastard child will no longer be a bastard if they convert to your faith that doesn’t believe in them
– Your overly talkative agent’s arms will no longer clip through their clothes
– Your portrait will now only show once even if you ransom yourself from prison
– Your soulmate will no longer be peeved about you sleeping around if you have the polyamory tenet
– Your spymaster will no longer fabricate a secret about themselves
– Your vassals will no longer be less likely to accept a marriage because you have too many alliances already

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Re: [Crusader Kings 3] Dev.-Diaries

Beitragvon Goose » 17. Februar 2021 14:18

Dev Diary #46: 1.2.2 Patch Notes



Die Patchnotes im folgenden Spoiler (nicht übersetzt).
Patchnotes 1.2.2 (Öffnen)
- You can now hold the Control-key when raising armies to not have them be split based on supply when you raise them
- Fixed the Ruler Designer crashing when using the arrow keys to move sliders on machines with limited RAM
- Fixed some characters not having access to Cultural Names when naming children because their Religion didn’t have any Religious names defined
- Fixed a crash that could happen when randomizing Dynasty Names for certain cultures in the Ruler Designer
- Fixed the Legacies button being hidden beyond the screen if both Dynasty and House modifiers are present
- Fixed the AI not always supporting the player correctly when handling massive armies
- Fixed not being able to build certain buildings when playing the game in spanish, esto ahora está arreglado
- Fixed siege sounds sometimes persisting after you close the siege window
- Removed the deprecated Nudity game rule, nudity is now toggled on/off in the settings menu, accessible in the same place as you toggle displaying graphical diseases
- The lifestyle/focus button is no longer visible on characters that cannot have a lifestyle set
- Kicking a player that is still inside the Ruler Designer will no longer block a multiplayer game from starting
- When you Ruler Design a character, you will no longer lose all non-De Jure vassals that ruler had
- Fixed not always having access to all hairstyles when Ruler Designing a character that is 18 years old or younger
- You now get less points from being extremely old when Ruler Designing a character
- Fixed the list of Faiths exceeding its limits when playing the game in a non-english language
- Criminal rulers no longer get a free pass on imprisoning without impunity
- Diplomacy perk modifiers are now added and subtracted properly (Sound Foundations and Friendly Counsel)
- Fixed losing Piety when imprisoning generic Criminals, now properly only applies when imprisoning your Head of Faith
- Fixed an issue with floating or sinking infant characters in the main menu, exorcism successful
- Fixed a memory leak in the GUI editor
- Fixed a memory leak for character portraits. This could have a significant effect in the Ruler Designer, and a lesser one during normal play
- Fixed achievements sometimes being shown as unavailable even though they were available


Dev Diary #47: Happy Holiday


Wünschen Frohe Weihnachten

Dev Diary #48: The Team


Reden über die Zusammenstellung des Entwicklersteams, da es nicht unbedingt Ingame-Neuerungen sind wird dieses Patchnote nicht übersetzt. Oben könnt ihr es in Englisch nachlesen.

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Re: [Crusader Kings 3] Dev.-Diaries

Beitragvon Goose » 23. Februar 2021 21:40

Dev Diary #49: A Cold Embrace




Vorwort: Kündigen an, dass die folgenden Entwicklertagebücher über den nächsten Patch 1.3 gehen werden. Dieser soll ein "großes" Update sein, sowie soll ein DLC mit dem Release erscheinen.

Winter is Coming
Sie wollen die Wintermechaniken ausbauen u.a. diesen auf der Karte sichtbar machen, siehe folgendes Bild:
Bild


Wie man auf diesem sehen kann, wird Schnee nun auf der Karte angezeigt.

Es soll drei verschiedene Ausführungen des Winters geben: 1. mild, 2. normal, 3. harter Winter.
Milde und normale Winter sollen dabei häufig in den Regionen zentral sowohl auch südlichen Europa geben, härtere Winter könnte dennoch auftreten aber seltener. In Regionen wie Sámpi, Mongolei oder dem Himalaya sind härtere Winter die Regeln.

Die verschiedene Varianten sollen hierbei auch einfach auf der Karte sichtbar sein. Milde Winter sollen dabei erkennbar sein, dass man trotz Schnee noch grüne Landstriche sehen kann. Im Gegenteil sollen harte Winter die Provinz in Schnee ein bedecken sowie in manchen Fällen sollen über den Provinzen auch Wolken schweben die Schnee absondern.

Je nach Variante verlieren Armeen Nachschub über Zeit. Harte Winter sorgen auch dafür dass man mehr Geld und Nachschub pro Monat verliert, sowie mehr Verluste bei Kämpfen.
Der Winter beeinträchtig auch die Gefolgstruppen. Kavallerie primär und vor allem schwere Kavallerie erhalten massive Mali. Dennoch erhalten manche Truppen (u.a. Tibetische Kultur) Boni, im Sinne einer neuen Gefolgstyp Gebirgsjäger, siehe folgendes Bild:
Bild


Zudem wird eine neue Winterspezifische Soundkulisse hinzugefügt.

Holdings
Wenn der Winter über die Besitztümer zieht, ändert sich die Soundkulisse: Link zum Video
Schneesturm

Map Update
Wollen die Karte erweitern, mit Patch 1.3. Angefangen mit Irland:
Bild

Begründung: Die Baronien waren zu groß.

Italien
Bild
Bild

Begründung: Hatte zu wenig Baronien

Vielen Dank fürs Lesen, Verbesserung o. Übersetzungsvorschläge könnt ihr gerne abgeben, Grüße -Goose

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Re: [Crusader Kings 3] Dev.-Diaries

Beitragvon Goose » 14. März 2021 15:14

Dev Diary #50: Poetry to my Ears




Zum Patch 1.3 gesellt sich nun auch die aus Crusader Kings 2 bekannte Poet Fähigkeit. Diese wird überarbeitet und soll nun mehr Interaktionen bieten.

Bild


Man kann nun per Event ein Gedicht schreiben, dabei gibt es verschiedene Arten:
    Romanze = Handelt um die Begierde nach einem bestimmten Subjekt.
    Erbe = Handelt um die Natur und stärke des Todes, sowie die Hinterlassenschaft einer Person in der Geschichte.
    Trauer = Handelt um den Verlust einer geliebten Person
    Streit = Handelt um Notwendigkeit Macht, Leben nach Gelegenheit zu ergreifen und über Ruhm der gewonnen werden muss.
    Inkompetenz = Handelt über die Schwächen einer Person.

Bild
Vorschau der Poet-Eigenschaft


Hier einige Beispieltexte, einiger Gedichte:
BildBildBild


Es wird auch wieder die Möglichkeit geben, mit einem Gedicht einen Gefangenen zu foltern:
Bild


Sowie wird es möglich sein ein Gedicht einer Person zu senden um die Beziehung zu beinflussen:
Bild
Romantisches Gedicht


Bild
Beleidigendes Gedicht


All diese neuen Interaktionen werden auch im Multiplayer verfügbar sein.

Andere Gedichte (Öffnen)
BildBildBildBildBild

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Re: [Crusader Kings 3] Dev.-Diaries

Beitragvon Goose » 14. März 2021 15:31

Dev Diary #51: It’s Time to Duel




Ein neues Feature das kostenlos im Patch 1.3 enthalten sein wird, ist die neue Duellmechanik.

Bild

Wie in Crusader Kings 2, wo Duelle eine mehr oder minder große Rolle gespielt haben, wird diese Aspekt nun auch in Crusader Kings 3 eingepflegt werden.

Es wird einige "Regeln" bezüglich der Mechanik geben:
    Duelle sollen gefährlich sein: Es soll Möglichkeit geben, das selbst ein Neuling einen alten Veteranen überraschen kann, mit Glück oder klugen Aktionen.
    Duelle sollen Wiederverwendbar sein: Damit ist die einfache Implementierung im Skript gemein. Sie sollen von Schlachtfeld bis zu einer Barschlägerei einfach zu nutzen sein.
    Duelle sollen abwechselnd sein: Wie das Duell abläuft und welche Aktionen verfügbar sind, sollen durch die Umgebung bestimmt sein.
    Duelle sollen Charakter gesteuert sein: Die Duelle sollten Aufgrund der Persönlichkeit oder den Beziehungen stattfinden, nicht nur weil jemand ein guter Kämpfer ist.
    Duelle sollen Erfahrung sowie Intuition erlauben: Das verstehen der Mechaniken soll belohnend sein, dennoch sollen Neulinge eine faire Chance haben.
    Duelle sollen Rollenspiel sowie "Rollplay" erlauben: Es sollte für beide Spielertypen möglich sein ums Gewinnen zu spielen.

Bild


Duelle finden exakt zwischen zwei Personen statt und wird zu einem vorbestimmten Ende durchgeführt, sei es eine leichte Schnittwunde oder etwas schlimmeres, wie schwerverletzt oder tödlich verletzt. Das Duell wird in Runden ausgeführt, in dem der Verteidiger und dann der Angreifer ihre Züge wählen. Das Duell endet automatisch nach der vierten Runde.

Bild
Preview einer auszuwählenden Aktion und deren Folgen.


Es wird Boni für erfahrene Duellanten geben, siehe folgendes Bild:
Bild


Kurzum gesagt, es wird eine komplexe Duell-Mechanik in das Spiel eingeführt, die viele neue Interaktionsmöglichkeiten bietet.

PS: Die neue Erweiterung, ein Flavour Pack "Northern Lords" kommt am 16.03.2021 raus, mit Patch 1.3

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Re: [Crusader Kings 3] Dev.-Diaries

Beitragvon Goose » 14. November 2021 11:55

Dev.-Diaries #52 bis #60


Dev Diary #52: 1.3 Corvus Patch Notes (Öffnen)


Neue Coat of Arms für Nordische Familie sowie für entsprechende Nordischen Titel:
Bild


Neue Symbole, für die Erstellung neuer Splitterreligionen:
Bild


3 neue Spezialgebäude im Bereich von Skandinavien und Osteuropa:
Bild


Bessere Bärte und Kinne:
Bild


Funktion Neuigkeiten zu entfernen:
Bild


Mehr Provinzen und Baronien:
BildBildBildBildBild


Sonstige Patchnotes:
###################
Winter is coming to the map! Certain regions will now experience icy winters, ranging from mild to harsh. Snow will spread on the map, ranging from scattered patches of frost to snow-covered landscapes. Snow will blow in the wind with increasing intensity, and you’ll hear the ambience of winter adapt to the cold and harsh reality of the area you’re looking at.
Mild Winters will very slightly increase the supply use of your units.
Normal Winters will noticeably increase the supply use of your units.
Harsh Winters will see supplies drain quickly, more fatal casualties will be taken, and the defender of a battle will get an advantage.
Added the Winter Soldier commander trait, which enhances warfare when fighting in provinces affected by winter. This new trait will appear naturally on characters who reside in wintery areas, or can be acquired through events.
Men-at-arms can now come with bonuses or penalties for fighting in Normal or Harsh winter. Cavalry will generally do poorly, especially heavy cavalry, while special units such as Himalayan Mountaineers will excel.
A new personal combat system has been added, which allows two characters to face off against each other in a multi-stage duel. Guide your character by selecting which attacks to go for, and hopefully best your opponent without getting too injured yourself! These duels can be to the death, or to first blood.
While this system has been hooked into several places, the most prominent change is that the ‘Stalwart Leader’ perk in the Chivalry Focus Tree now allows you to duel your Rivals. Winning/losing these duels adds stress to the loser and de-stresses the winner.
Added the ‘Poet’ trait to the game. This trait can be acquired via events, and allows you to use an interaction to send poems to other characters. These poems have different themes, such as Strife, Legacy, Romance or Mourning. They cost prestige to send, and can increase your target’s opinion of you, should they accept. You can also send scathing poems about your rival’s Incompetence, to cause them stress!
Enhanced the hair & beard inheritance gene system. Instead of inheriting specific haircuts from your parents, you now inherit a ‘hair type’ gene such as ‘straight’, ‘wavy’, ‘curly’ or ‘afro’. The actual haircut a character uses is now based upon their culture. This means that the King of France won’t braid his beard like a Viking just because his grandfather happened to be Norse!
NOTE: Existing characters from save games made before 1.3 might get a new haircut or become bald, and old ruler designer DNA data will not have hair/beard.
This system does not affect the Barbershop or Ruler Designer, where you’re still able to choose whatever hair you want.
Added a vast number of new Coat of Arms for Norse rulers, including mechanics for having Scandinavian titles switch between their Norse and Christian CoA versions depending on the holder’s faith and culture.
Added new Special Buildings in Scandinavia and Eastern Europe, including the Golden Gate of Kiev, Danevirke, Temple of Uppsala, and more!
Added 8 new Norse-inspired Custom Faith icons, ranging from Midgard Serpents, to Thor’s Hammers, to runic versions of Crosses and Crescents.
Added the ‘Chin Goatee’ beard variant
###################
# Balance
###################

Men-at-Arms, Special Troops and Mercenaries now have travel time and, like Levies, have a penalty to disband/re-raise during wars. Travel time is based on the distance to the realm capital. This should effectively stop being able to ‘teleport’ MaA across the map
The renown cost of acquiring Dynasty Legacies has been overhauled. Instead a linear progression (1000, 2000, 3000… etc.) the cost is now dynamic. It should be much easier to unlock your first few Legacy perks, but significantly harder to unlock all Legacies in the game.
All Dynasty Legacy perks have been rebalanced. Their effects should now be much more tangible and interesting.
The Yearly Event pools have been restructured, and a lot of triggers loosened or removed outright. In practice this means that you’ll see more events when playing (roughly one random event from this pool every 4 years rather than every 5-6 years). This also means that some extremely rare events will now appear more frequently.
The Infirm trait events have been moved from the Yearly pulse to the Health pulse. What this means is that all characters can now become infirm, not only rulers. It is also much more likely for elderly characters to actually get the trait.
Increased cost for sale of titles from 150 to 500 prestige
Increased cooldown on extort subjects from 2 to 5 years
Hosting parties now give much more relative progress for gaining Reveler traits than attending parties hosted by others, and temperate characters do not get reveler progress for attending parties at all.
Reduced acceptance bonus on Offer Vassalization from ‘wide difference in rank’ and ‘rightful liege’
Reduced fascination gain from learning from +2 to +1
Blocked joining a tyranny war if you can’t join a faction against your liege
It is now possible to recruit children from prison as long as they’re not heir to one of their liege’s titles
Reduced inherent health penalty on flagellant from -0.5 to -0.15
Reduced chance of characters randomly contracting lover’s pox & great pox
Improved the candidate selection for republican mayors: they can be of the province culture as well as their liege’s culture, will prefer to be succeeded by members of their court, and women can be selected when it makes sense
As the Patron of a holy order, you can now hire it even if it is already hired by someone else (except another player). You pay the full piety cost to the person who has already hired it, rather than the usual hiring it for free
Being more than 5000 men above the supply limit now causes you to lose supply faster, will scale from 5/month at 5k to 10/month at 10k
Buildings in holdings in the domain limit grace period are now disabled entirely
Creating a Head of Faith title now requires 1 more holy site (2 for Spiritual, 3 for Temporal). Creating a Spiritual HoF title now costs 300g rather than 50 to 300g based on your income
Fixed Absolute Control having no effect whatsoever on levies
Grandchildren and Great-Grandchildren should no longer wander off, following the same rules as Children
Having a truce on someone now prevents you from raiding them
If you’re ordering your Spymaster to find secrets in your liege’s court and you are your liege’s Spymaster and are Disrupting Schemes, you no longer disrupt your own Spymaster’s scheming
Imprisoning and Executing characters of no particular status (i.e. lowborns) now yield much less tyranny
Married characters will no longer wander off if they are in a realm where they are subservient to the other part of the marriage, and their spouse is in the same court
Non-republican Barons now get married and produce a family more consistently
Reducing the size of MaA regiments can no longer give you Fame
Siblings now inherit ahead of parents
The Raid Speed modifier now affects armies you command rather than armies you own
The Witch Coven modifier now gives Disease Resistance rather than Health
When you convert faith, prisoners are no longer guaranteed to convert. They will only do so if they’d accept if they were free. Conversion of prisoners as a direct result of faith conversion no longer releases them from prison
When you use Grant to Low Noble, the resulting baron now gets the +20 “Received Barony” opinion towards you
You can now Disinherit people outside your diplomatic range
You will no longer get stress from Parents or Siblings dying of old age when they’re 65 or older (if they’re friends or lovers you might still get stress, though)
Your own player heir being the player heir of their host no longer prevents you from inviting them to your court
Your rival flinging a corpse at your castle now gives you an imprisonment reason if they’re your subject.
AI rulers who form an alliance in the middle of a war now wait 1 month before calling their new ally to arms.
Added a strait across Mälaren, between Sigtuna and Tälje.
Adjusted the AI Acceptance for family members and vassals offering to educate their liege’s children
Feudalizing as a Tribe no longer requires all Tribal-Era innovations, now you only need 70% (9) of all Civic & Military Innovations
Magyars now invade immediately in 867 by default
Moved the Argentiera Mines in the county of Cagliari to the county capital, to put it directly under the county owner.
Paulicianism’s pluralism doctrine is now Fundamentalist instead of Righteous
The AI’s willingness to white peace out of long wars now scales with how far in debt they are
The Estonian culture now starts with the Longboats innovation
The Pope is now more willing to lift excommunications, but doing so costs the excommunicated a Level of Fame
When a Claimant Faction succeeds in their goal, they will free their Claimant from prison if they were a prisoner of the old title holder
Gave Haesteinn the adventurer trait, made him a bit less vulnerable to old age
Adjusted the starting event troop Men-at-Arms of some important rulers, gave some event troops where they were lacking entirely, and added a few to Leon to stop Wessex gobbling them up all the time
###################
# AI
###################

A desperate AI will no longer ignore hostile attrition when selecting a new order target
A unit stack trying to merge will take into account if the target unit stack is movement locked or retreating when selecting where to move
Added a new stance for when AI is considered desperate
All vassals are now able to declare war no matter how deep down in the vassal tree they are
Counter-raid AI will now look at current strength rather than max strength when deciding if it has enough strength to fight raiders
Counter-raid units will now check if their current strength is enough to attack a raiding unit
Discouraged unit AI to switch to a new target closer by if it means heading away from current target
Encouraged unit AI to stick with current target if being very close to it
Encouraged unit AI to switch to a new target if passing very close to it
Increased min strength required to fight raiders from 60% to 75%
Lowered target selection bonus for neighboring friendly territory from 300 to 100
Moved target score values for supporting a player unit into defines
No longer avoids a river crossing due to threat only
No longer avoids a river crossing if it will be defender in the following combat
Rebalanced target scoring to focus more on continuing and lifting sieges and less on chasing after enemy units
Removed target selection bonus for neighboring neutral territory
Should now be more careful about nearby enemy units when selecting a target province to go to
Target selection bonuses for friendly & neutral territory correctly added
The AI is now better at supporting player units that lack strength to siege
Told the AI that if it is a count and is above its domain limit, it might be a *really* good idea to create a duchy
Told the AI that maybe it shouldn’t build more holdings while it is already above its domain limit
War coordinators will no longer support player units that go outside of relevant areas for the war
When declaring wars, only count an ally’s strength if the ally is at peace
Will no longer be held up in sieges unless the units are necessary for the siege to progress
Will prioritize adjacent targets when hunting nearby enemy units unless a target further away is at least four times bigger
###################
# Interface
###################

It’s now possible to dismiss all notifications at once. Hovering the title of a notification will make a button appear. Right-clicking this button will dismiss all notifications, left-clicking it will dismiss that specific notification.
Updated the Current Situation widget with a fresh new coat of paint. It’s now darker with more muted colors, and some flavorful decor.
Current Situation entries now only show ‘X’ to close when hovered
Hovering over the unit plate of a friendly unit now shows its full path. Great for seeing where your allies are going
Players now receive a warning when their enemy in a war forms a new alliance
Added a Current Situation item for hooks about to expire; it’ll tell you when a hook expires in less than 3 months
Added a message that lets the employer know if their councilors leave because of marriage or title inheritance
Building a new holding will now in the Domain view say you’re building the holding type (E.G., “Castle”) rather than the name of the main building (E.G., “Motte”)
Ensured scheme success and secrecy modifiers show up as percentages in all cases
Fixed “County of Byzantion becomes the new Realm Capital of Unlanded of”
Fixed “Different Faith Popular Opinion” reductions being shown in red rather than green
Fixed a case where we would show an event chance higher than 100%. Yes, you’re so good at your job that you can brag you’ve got a 173% chance of success, we all know. 100% will have to do
Fixed clicking on units in the outliner that are in battle not having any effects. Now it’ll select the battle
Fixed constructing a holding of a type you can’t hold not giving you a notification when construction completes
Fixed effect and triggers being localized incorrectly when you’re observing a character, showing things like “you is” rather than “you are”
Fixed holy orders not being included in some character strength breakdowns
Fixed incorrect grammar in Offer to Join War for a war you’ve already joined
Fixed it being possible to change your liege’s spouse task
Fixed right-clicking on a toast often not dismissing it. This also fixes right-clicking a toast with an army selected causing a move order to be issued
Fixed scheme modifiers losing their name in success and secrecy breakdowns after saving and reloading
Fixed some dynasty-named titles leaving out their rank. E.G., “Seljuk” instead of “The Seljuk Empire”
Fixed the “Defender Advantage” bonus on buildings having the Command Modifier icon
Fixed the “modify feudal contract” button showing up even if you’re not feudal
Fixed the “you’re pledged in a GHW” warning saying you’re pledged against the person you’re trying to declare war on rather than the actual GHW defender
Fixed the Assault Fort button not having a proper tooltip
Fixed the Assault button being visible even when you’re not the siege leader
Fixed the Continue and Load buttons on the main menu having no tooltip if there’s no save to load
Fixed the Force Vote window saying that you’ll use a weak hook twice
Fixed the autosave indicator getting forever hidden until you restart the game if you open the pause menu
Fixed the concubine buttons in the character window not being greyed out when not clickable. Fixed the concubine buttons always complaining about lack of a target. The concubine buttons now cleary tell you when there’s no one available to serve as a concubine
Fixed the game saying your tax is reduced due to control when you’re actually getting a bonus thanks to Absolute Control
Fixed the game sometimes showing you entirely spurious blockers about occupations in unrelated titles when you try to revoke a title
Fixed the knight event tooltip in the battle summary being a semi-transparent mess
Fixed the main building in the county view (E.G., “Castle”) not showing you when it’s disabled
Fixed the main menu briefly showing the default characters when going into then back out of Load Save
Fixed the on-map construction models disappearing after saving and reloading
Fixed the reverse sort button in the Converting Vassals window having no effect
Fixed the siege window showing an incorrect # of men when there’s more than one sieging army
Fixed the sorting of the candidate list resetting every time someone votes
Fixed the time to supply state change estimate sometimes being negative, or being off by a month or two
Fixed the title destruction cost being displayed incorrectly when the title has laws; now it shows the full cost accounting for law removal
Fixed the war declaration screen not always showing all blockers on declaring war. E.G., it wouldn’t tell you that you can’t declare on a fellow vassal that’s fighting your liege
Fixed war borders not showing up when you select someone who is at war unless you too are at war
If you’re both married and betrothed, the game will no longer refer to your spouse as your betrothed
Improved on the interaction tooltip, especially how it looks when the recipient won’t accept. Also made minor improvements to acceptance breakdown both here and in the interaction window itself
Included councillors to the Increase Opinion suggestion, even those who are unlanded
Increased the # of decimals for Piety/Prestige per Dread gain to two
Make sure Garrison tooltips don’t show decimals for building contributions
Opening the dynasty tree now pans to the house you opened it from. It’ll center on the House Head, or if you’re a member of the house, you
Show correct denomination of time in the tooltip when destroying a title
Split in Half now only selects the original army
The “Mercenary Company Contract expiring” alert now tells you when it expires
The Create MaA type list is now sorted by base type (E.G., Armored Horsement and Cataphracts will be together) then by name
The Domain view now tells you when buildings/holdings will complete
The army tooltip’s supply info now has a tooltip; the same as shown for supplies in the army window
The combat view no longer shows a “defensive buildings” note in the advantage breakdown, but instead shows the exact buildings and similar causing that advantage
The first letter of a title name is now capitalized in the load save menu
The holding tooltip of empty holdings now tells you about holding construction
The marriage interaction’s “chance of children” text now has a tooltip when the chance is None explaining why
The outliner will no longer show dead characters’ opinion of you
Vassal contract modifiers like Council Rights Guaranteed are now consolidated in tooltips if there’s multiple vassals with them. E.G., you won’t get 5 entries in opinion tooltips saying “Council Rights Guaranteed: -2” but instead one entry saying “Council Rights Guaranteed: -10”
Coat of arms are now visible in the outliner entries of holdings
Moved Invite to Court Interaction to Vassals and Court Category
The ‘Raise Runestone’ decision is now a major decision, so you don’t miss when it’s usable (both the vanilla and Northern Lords version)
###################
# Art
###################

Replaced anachronistic pineapple with historically-appropriate melon.
Fixed numerous clipping issues for female ‘rational’ personality animations.
Pregnant spymasters will no longer stab themselves
Dead HRE emperors now have the Reichskrone in their portrait. Only emperors with the HRE as their primary title wear the Reichskrone
Ensured raised knights always wear armor and helmets. Ensured councillors who are knights don’t wear armor or helmets unless they’re raised
###################
# Localization
###################

Fixed an issue where a doctrine text string would show up in Debug pink in Spanish
Fixed missing loc for the Norwegian name for Oriel/Dun Dealgan
Added Disgraced and Sinner levels to lists of prestige and piety levels
Added elope scheme in the game encyclopedia
Added localization for “Any Sub Realm County”
Added missing “Traitor” opinion name
Added some extremely important omitted relation strings, such as ‘brother-consort’ and ‘mother-concubine’
Cleaned up some decision text in Russian
Fixed some instances of tooltips where title names were not being capitalized correctly
Grammar fix in one of the death management texts
Made sure the toasts for a beneficiary invalidating makes sense
Removed faulty space in inheritance toast
Updated broke Holy Order tooltip localization for Borrow Gold from Holy Order decision
Updated first person -> second person in religious doctrine triggers file
Updated scope used for localization in GHW event
Updated scripted value used for long pilgrimages
Updated the Liberian witch god’s name
We are now less excited about you clicking on important actions!
changed Sussex name to match other Saxon titles
text in character view no longer overflows in russian
###################
# Game Content
###################

All formerly inaccessible Religious Clothes/Headgear are now accessible in the Barbershop. You want to wear the Pope’s hat and Steppe Pagan robes? Go right ahead!
Norse Houses now have access to a wider pool of Motto’s, focusing on their many gods. Deceitful characters can reference Loki, brave ones Thor, etc.
Added a small interaction to pardon a subject’s crimes in exchange for opinion.
Added a few new death reasons for berserkers to execute in battle, such as cleaving people in half or viciously dismembering them!
A guardian might now get a hook on their ward, should they be of a greedy/deceitful persuasion
You can now offer concubines and consorts to other characters!
When Offering Vassalization to a feudal ruler, you may now offer a more lenient Contract to improve their chance of accepting.
Changed the ‘De Jure Vassal’ modifier in the Offer Vassalage interaction to ‘Rightful Vassal’ for balance and clarity
Clarified the maximum bonus from Military Strength in the Offer Vassalage interaction
Added a narrative event for converting to a new Faith, as well as a notification for when your liege converts to a new Faith.
Replaced Tengriism’s ‘Sky Burials’ tenet with ‘Warmonger’ which is more accurate for the time-period
Rulers with an active Vow of Poverty now wear appropriately drab clothing, regardless of rank
You now get told properly when you inherit your first empire tiered title
Your head of faith and religious peers will now care if you found a holy order
Jakub’s pet rock stolen by parties unknown
Added a decision for independent Norse rulers to have their realm embrace local traditions
Norse name lists now use standardised Old Norse spellings & contains significantly fewer late period Christian names, Norwegian name lists updated to the same plus various older Christian names
###################
# User Modding
###################

Implemented HUD skin support. Different HUD skins can now be triggered based on arbitrary triggers, such as player culture.
Added winter_movement_speed modifier
Added dynasty_num_unlocked_perks trigger that checks the number of unlocked dynasty perks
The game now handles transitioning between updated map setups in a smoother way, this should make it easier to keep save compatibility between different versions, and makes it easier to update for example map mods
Add force_character_skill_recalculation effect to immediately update a character’s skills
Added a trigger title_held_years to check how many years a title has been held if valid
Add save_opinion_value as and save_temporary_opinion_value_as which function like the scope_value equivalent but save the opinion of the scoped object to the target to avoid recalculating opinion locally multiple times.
Added console command set_date
Added console commands Log.ClearErrorLog and Log.ClearAll
Added effect debug_trigger_event, which will like the console command print out the trigger and immediate effects of the event
Added trigger time_to_hook_expiry
Allow mood music tracks to have an is_valid for it they should be considered when picking the next track.
Allow mood music tracks to weight the chance of being picked.
Fix generate_coa giving the same result on the same object, it is now more properly random.
Fixed adding a modifier with a dynamic duration causing the effect to say it’ll last 0 days
Made ai_can_target_all_titles much cheaper for the AI
Made the geographical_region trigger much cheaper
Message types that are used by the code will now error if they are not present when initialising the game.
Removed .dds extension in message icon paths, they are now assumed to be a .dds like other pathed texture databases.
Split out defender_holding_advantage from defender_advantage, for use in defensive buildings and the like
The debug_event console command now prints out the immediate effects of the event
The effects to add timed modifiers now support a “desc” field. This is a dynamic description that’ll be resolved when the modifier is added. It’ll show in the tooltip for the modifier in places like the character window. You might still want a static description (modifier name + “_desc”) for the sake of the tooltip when adding the effect
The hostile_county_attrition modifier now also affects the minimum casualties
You can now right-click Errorhoof to clear the error log
target_is_vassal_or_below and is_vassal_or_below_of no longer consider non-rulers (E.G., courtiers) to be “vassals”. target_is_liege_or_above and is_liege_or_above_of still work for courtiers
###################
# Databases
###################

William the Bastard is now clean-shaven, as per Norman tradition!
Nizhny Novgorod is now independent in 1066, and held by a Mari Finnish pagan.
Made more lands in Eastern Europe pagan on game start in 1066.
Added a few new baronies to Scotland.
Fixed the holding setup in the counties of Miran and Kumtag, both of which had more holdings than intended on game start.
Iceland has been updated with new baronies and counties! Increasing the number of baronies to nine, from five, spread across four counties.
Many important and significant holdings (such as London, Alexandria, or Baghdad) now start the game with additional buildings already constructed.
Moved out Rurik’s brothers to their own dynasty in order to avoid them floating around in the Rurikid dynasty tree.
Overhauled the barony layout in Sapmi. A few new baronies were added, and existing borders have been updated and significantly improved.
The Abbasids now have their capital in the historical capital of Samarra in 867.
The De Jure capital of England is now set to Winchester in 867 and London in 1066.
Updated Ireland with new baronies and counties for increased granularity! Certain baronies were much too large in size and have been split accordingly.
Updated a number of counties across Italy by adding additional baronies, increasing the average number of baronies per county and greatly reducing the number of two-barony counties.
Updated the county setup in Croatia and Serbia by splitting existing counties into new ones. A few counties had too many baronies, and these have been spread out across multiple counties.
Vladimir & Yaroslavl are now vassals to Vsevolod of Pereyaslavl.
Updated the traits for Robert of Apulia and his son Bohemond
###################
# Bugfixes
###################

Children should no longer incorrectly become Lowborn if at least one of their (known) parents carry a Dynasty
The Pope will no longer grant himself Rome every year, and gain Piety for it
Fixed several instances of wounds being applied using the wrong effect, causing them to never heal
You will no longer get asked to contribute to wars multiple times in a row if you joined several of your ally’s wars at the same time (paying once is enough!)
Regiments can no longer have modifiers stacked to the point where they reach 0 toughness, as that would break the combat code.
3rd party or allied armies will no longer prevent you from using Station Besiegers
Don’t show the mouse drag selection when entering the pause menu
Ensured all the restrictions on concubinage are properly enforced
Fixed “Different Faith Popular Opinion” having a significantly larger effect than stated
Fixed Great Holy Wars invalidating rather than changing target if someone for instance takes the target’s primary title
Fixed a case where loading a save from an older patch could result in the holder of a county not holding the capital barony, leading to odd issues down the line
Fixed a case where loading an old save would result in some map names being messed up (showing Iceland or Tibet in affected areas)
Fixed a case where negotiating an alliance would cause it to expire instantly due to somehow picking two characters who are not married as the alliance reason
Fixed a crash that could happen due to claims on nonexistent titles
Fixed being vastly over your domain limit outright blocking building construction, rather than simply the effects of buildings
Fixed claims not getting removed when a title completely ceases to exist and is gone forever
Fixed cloud saves missing in main menu save list when running the Paradox Plaza version of the game
Fixed cultural opinions, E.G., “Norwegian Opinion: +20” doing nothing if the person with the modifier is not a ruler
Fixed holding incomes sometimes failing to update; now they’ll be at most a month out of date
Fixed in certain cases it being possible for units to join on the wrong side of a combat if they’re in the province when the combat starts, and are hostile to one side rather than directly at war with them
Fixed incomes often being significantly off after loading a save or starting a fresh campaign. This in some cases also significantly increases the starting gold of some characters, especially those with special buildings
Fixed it being possible to set a childhood focus on an adult if they come of age while you have the focus window open. Now the window will close instead
Fixed prestige and piety gains in extremely large battles (hundreds of thousands of troops on both sides) sometimes having an overflow issue causing them to go negative
Fixed the Controlled Territory Defender Advantage modifier only working for provinces you personally control, and not those of your vassals
Fixed the Diplomatic Range modifier not having any effects. Now range between two characters is based on the highest Diplomatic Range modifier of the two
Fixed the game sometimes reassigning baronies on conquest to different people when it shouldn’t
Fixed the loss of your pet spoon removing your pet stone instead
Getting married now only breaks your betrothal if it is to the person you’re marrying, or you have no extra spouse slot due to polygamy
Make sure the ransom amount for the primary heir is correct
No longer possible for two identical claimant factions to exist
holding preview pictures are no longer distorted
“A Reading in X” should no longer fire multiple times during a seduction and now also gives a more accurate result
A faction will no longer lose some discontent just before disbanding
AI Pannonian Migration is no longer allowed for Mogyer vassals of Mogyer rulers
Added a river crossing in the county of Mantua, to connect the baronies to each other.
Added missing scope check to hostile scheme owner discovery option tooltip
Added spiritual head doctrine to Zurvanism
Added two church holdings to Iceland in 1066 and made sure both rulers are tribal
Adopt Special Succession is no longer a major decision, meaning it is not automatically suggested for you to do
Andalusian culture no longer starts with camels
Bookmark characters no longer have a randomized sexuality
Characters under 18 will now hold council props
Claim wars are invalidated in the cases when the claimant that’s not the attacker dies, leaves court, or no longer is a vassal of the attacker
Cleaned up event about your ward switching education focus
Directed GHWs now display a warning in the Declare War interface when on cooldown, instead of disappearing entirely
Effect tooltip for the Sound Foundations perk will now be written in correct perspective
Elope schemes now invalidate if you break up with your partner
Excluded the Faroe Islands and Iceland from the Scandinavian culture conversion event
Fixed Friendly Counsel to work in the opposite direction in the uncommon case when someone befriends you instead of you befriending them
Fixed a potential crash in a tooltip for the war overview
Fixed an error-spam where no portrait background would be selected for a prisoner who moved to another geographical graphic region
Fixed an issue where vassals created additional holdings throughout a liege’s realm when becoming feudal or clan. They should now only create holdings within their own sub-realm.
Hostile schemes are now invalidated when the target isn’t within the owner’s diplomatic range
It is now much harder to imprison a claimant that has the support of a faction that has pressed demands
It’s now easier to imprison your own young children if they’re unfortunate enough to be in your court
Lake Peipus is now considered to be a lake, rather than a sea.
Loot is now always visible in the siege window.
Made sure title creation cost for action looks at scripted value to give correct number
Non-hostile schemes end if target moves out of their diplomatic range
Occupation should no longer be lost on succession due to another war targeting the same province being invalidated
Pasture buildings of level 4 and above now properly apply the development growth bonus to the county.
Peasants will no longer stress over bankruptcy in wars
Removed duplications in the _character_interactions.info file
Removed the secret tunnel between Cherchen and Gomoco, allowing armies to pass through the Kunlun Mountains.
Removed the spouse from the list of potential fathers that may get a fathered a bastard event
Rulers are now only blocked from imprisoning the claimant when at war with a claimant faction, as opposed to being blocked from imprisoning everyone in their court
Seduction scheme and Befriend scheme now invalidates if you become lovers or friends during intended relationship scheme
Theocratic vassals can no longer ask for reduced tax obligations because of how religious they are when their faith is a heretical or infidel one.
Updated feast_default.1013 to use the correct toast in one of the options
Updated open view effect in mercenary_contract_expiring alert
Vassal refusing to surrender will no longer refer to themselves in third person
You can no longer arrest people for legal sodomy/deviancy/witchcraft/cannibalism just because adultery happens to be illegal for their gender
You can no longer be both reckless and cautious, you enigma you
You can no longer become a double-drunkard in relation event
You can now send your kid off to university properly and easier
You will no longer be encouraged to raid your own liege or fellow vassals
You will now be told WHY your vassal is glued to their council seat for 25 years
You will now be told properly when your Right-Hand Woman/Man dies
You will now inherit the court physician of your predecessor
Your child will no longer be left without a personality because you tried to meddle too much
Your sibling will no longer be seen as a bastard if your dad dies before your mom knows she’s pregnant
added a minor cooldown to the Select Personal Deity decision
adjusted inbreeding game concept copy to match actual effects of Pure-Blooded
The AI can now occasionally attempt to escape from prison
arrogant characters now fail to account for own incompetence when escaping prison
can no longer imprison your own courtiers when they’re guests abroad
include Bosnia in the ‘Unite the South Slavs’ decision
it is no longer possible to Divine the Stars twice at the same time
moved Norse holy sites in Frisia & Denmark to Russia & England respectively, slightly rebalanced power of Uppsala holy site
selecting a personal deity now requires at least 0 piety to spend
subjugation wars now return their prestige cost when invalidating
tribals can now adjust tribe-valid succession laws (i.e., gender, mostly) at limited tribal authority instead of needing to reform to feudal
Fathers of secret bastards can now realize that they are the real father even when the mother is married
characters can now rip their shirts off without exposing their crotch
ended the Crocapocalypse
Dev Diary #53: Northern Lords Content Rundown (Öffnen)
[/b]

Neue Events für das Plündern, Kämpfen, Heilige Orden, sowie Schildmaiden spezifisch um den Nordischen Glauben herum. Sowie neue Abenteuerfunktion für Nordische Herrscher.
Es gibt 2 neue Familieneigentschaften, speziell für nordische Charaktere:
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Dev Diary #54: A Sound Plan (Öffnen)

Reden über neue Ambientsounds sowie Musik und wie Sie diese erstellen mit einigen netten Bildern:
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Dev Diary #55: Modding Improvements (Öffnen)


Sprechen über die Verbesserung für das Modding:

– User Modding: Add CloseGameView data function so mods can close specific in game views.
– User Modding: Add GetTraitFromGroup and GetTraitGroupLevel data functions on Character.
– User modding: make_concubine now supports same-sex concubinage
– User Modding: Add GetTraitGroup( ‘tag’ ) and Trait.GetGroup data functions to get trait groups.
– User Modding: Add HasTrait and HasTraitFromGroup data functions to Character.
– User modding: Added data functions GetTraitsWithFlag and GetTraitsWithoutFlag
– User modding: Added datamodel GetTraits on TraitGroup
– User modding: Added effect deactivate_holy_site
– User modding: Added effect remove_dynasty_perk
– User modding: Added effect remove_innovation = innovation_key
– User modding: Added effect set_army_location
– User modding: Added effects clear_traits and copy_traits
– User modding: Added effects set_age and change_age
– User modding: Added list builder x_culture_global
– User modding: Added trigger has_innovation_flag
– User modding: Added trigger perks_in_<lifestyle>, to query how many perks exist in a given lifestyle (rather than how many a specific character has)
– User modding: spawn_army will now only spawn levies if scripted to do so
– User modding: Add GetGlobalVariable and GetGlobalList data functions for getting data saved from script.
– User modding: Add MakeScopeValue, MakescopeFlag, and MakeScopeBool to create scope objects out of primitive types directly since they are not automatically creatable via the MakeScope member on complex types like Character.MakeScope.
– User modding: Add ScriptValue data function to scope objects which will evaluate a script value just with that scope object as root.
– User modding: Made the Localize data function allow the key it references to also call other data functions in it like SelectLocalization does.
– User modding: Add AddList data function for GuiScope, it is to add_to_list what AddScope is to save_scope_as
Dev Diary #56: An Azure Summer (Öffnen)


- UI-Verbesserungen für das Kriegserklärungsfenster.
- Es gibt nun generierte Start-Haustruppen (Men at Arms) die nach Kultur, Reichtum generiert werden:
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- Reden über Stabilitätsverbesserungen für den Multiplayer-Modus, u.a. mit dem Open-Beta-Patch.
- Kündigen bald die erste richtige Expansion an.
Dev Diary #57: An Eventful Summer (Öffnen)


Neue Events für kindesalter Charatkere, diese Sorgen für mehr Abwechslung:
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- Neue "Lifestyle" Events:
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Dev Diary #58: Stre(ss)tching the Traits (Öffnen)


- Überarbeitung von Eigentschaften, besonders Schüchterne Charaktere angesprochen. Des Weiteren neue Entscheidungen für spezifische Eigenschaften, wie z.B. "Hauptstadt entwickeln":
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- Zudem sprechen Sie von Verbesserungen der KI im Krieg
Dev Diary #59: Fantastic presets and where to save them (Öffnen)


Neue Funktion: Nur "Haustruppen ( Man at Arms)" ausheben:
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Neue Funktion: Spielregeln abzuspeichern und zu laden:
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Neue Funktion: Charaktere-Suche-Regeln abzuspeichern und zu laden:
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Dev Diary #60: The Cost of Warfare (Öffnen)


UI Verbesserungen im Kriegserklärungsfenster:
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- Bessere Übersichtlichkeit der Stärkeverteilung
- Besseres Schätzen ob der Gegner, Söldner anheuern könnte
- Auswahl des Kriegszieles

Des Weiteren gibt es nun dynamische Söldnerkosten, diese hängen von folgenden Faktoren ab:
- Primärtitel
- Reichsgröße
- Jetzige Era

Dies soll Söldner Dynamische machen. Zudem wird es auch dynamische Garnisionen geben.

Ein weiteren Ziel ist es die Fraktionen zu überarbeiten:
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Ich bedanke mich erstmal für eure Geduld, ich hatte in letzter Zeit viel zutun und bin nicht mehr hinterher gekommen. Ich werde versuchen die alten Entwicklertagebücher durchzumachen, dass ich die neuen zu Royal Court ausführlicher Erläutern kann.