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Il y a 23 heures, Dominique83 a dit :

Ma sauvegarde fait 26 379 Ko...

J'ai réceptionné la sauvegarde. Étrangement, le surnom du personnage (le Malavisé) ne marche plus quand je charge ta sauvegarde, ça m'affiche "[This.GetLeLa] Malavisé[This.GetNoneE]", et celui qui ne marchait pas chez toi, fonctionne chez moi!

Je vais poster ça à Paradox. J'espère qu'ils vont trouver ce qui cloche.

REL2.png

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Content que tu as reçu enfin cette sauvegarde !

Je pense à une incompatibilité entre la version de création de la partie et les différentes mises à jour, aussi à l'utilisation du mod Lingua Franca ou non.

C'est bizarre quand même ce genre d'erreur...

Je termine mon Iron Man et j'essaierai une partie normale.

Je profite de ce post pour te remercier de tout le travail que tu fournis, ce qui rend ce jeu si agréable. 

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Je crois que je viens de trouver la solution... Aurais-tu Lingua Franca activé ? Si oui, c'est ça le problème. Je n'ai pas sorti de mod compatible avec la 2.7.1.

Merci d'infirmer ou confirmer.

Modifié par zimxavier

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La 2.7.2 est sortie : 

 

Révélation

#########################################
#########################################
################ 2.7.2 ###################
#########################################
#########################################

###################
# Balance
###################
- When a Secret Religious Cult reveals itself, all members will join in the conversion instead of just the ones in the same realm
- The AI is now more often unsuccessful in recruiting new members to Secret Religious Cults
- Priests, Zealous characters and Paranoid characters are now much less likely to join a secret cult
- Characters accused of Apostasy (with the modifier) can no longer Induce Sympathy, Induct or Invite characters to Secret Cults
- The cooldown between inviting/inducting characters into Secret Cults increased to 10 years from 5
- The AI is now less likely to recruit/induct characters into cults if they are in a realm without a player
- Lowered the maximum amount of members the AI can recruit into Secret Religious Cults to a more modest number (from 370 to 91)
- Characters in Secret Religious Cults can now only use Prepare Grounds in counties they or their vassals own
- The AI is now much less inclined to create a secret religious cult just because their liege is a player
- Diplomatic immunity now also prevents release from prison, banishment, and execution

###################
# AI Improvements
###################
- When one AI tells another "get your ass over here" the other AI is now willing to cancel a siege it only just started to actually get "over here"
- The AI will no longer think that just because going back to Rome with its army briefly seemed like a good idea, it should continue going there even if it becomes apparent going to Rome is a terrible idea
- The AI will no longer decide that gathering up to join its allies is a terrible idea just because there's nothing to siege in that friendly province

###################
# Bugfixes
###################
- Fixed an issue where targets of Tainted Touch would get the effects of Soul Corruption rather than the caster
- Fixed giving someone multiple gifts on the same day causing the opinion bonus to stack, then disappear entirely on the next day
- Fixed one way government type could switch away from Tribal on succession for no apparent reason
- Fixed epidemics in some cases never ending due to being stuck on islands
- Fixed the Black Death in some cases never ending due to the end date not working
- If a Secret Religious Cult ends up without a Grandmaster, they will now disband
- Characters not in a society can low lose suspicion level
- When revealing your Secret Cults your suspicion level is reset
- No longer possible to sacrifice the same person to Satan multiple times
- Fixed councillor modifiers not being applied on the very first day of a campaign

 

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L'intégralité des notes de changement pour la 2.8.0 :

 

freeupdatebanner1_8-3-png.313906

 

Révélation

##########################################################
##########################################################
########################## 2.8.0 ###########################
##########################################################

###################
# Expansion Features
###################
- The Chinese Empire:
- China Screen:
- China is now present as an off-map power, accessible through a new button near the minimap
- The Status and Policy of China affects their behavior and how you can interact with them, beware an Expansionist China!
- Chinese Dynasties and History present throughout all bookmarks
- Tribute & Boons:
- Send the Emperor tribute in the form of Eunuchs, Concubines and much more in order to gain his Grace
- Spend Grace to receive powerful boons, such as Siege Engineers, Scholar-Bureaucrats, Chinese Artifacts, Imperial Marriages and MUCH more!
- Flavor & Immersion:
- While playing in the East you will feel the presence of China though new flavor events and interactions
- Beware ambitious adventurers spilling out of the east, such as Rebel Generals, Displaced Imperial Princes and Jurchen Raiders
- Numerous new China-themed Artifacts to add to your collection; The Art of War, Classics of Poetry, Serpent Spears, Ceremonial Silk Gowns, to name just a few!
- Hostile Actions:
- Disregard the Emperor's opinion and raid China for instant rewards
- Invade China and put your dynasty on the Dragon Throne

- Revised Silk Road:
- Many more Silk Road paths, it now branches through all of India, Tarim, Tibet and reaches as far away as Jerusalem
- Fight to claim Counties containing Silk Road Trade Posts to reap massive monetary benefits
- Construct new Silk Road buildings to reap other benefits than purely monetary ones

- New Playable Religions:
- Bön Pagan; the ancient religion of the Tibetan plateau, a fusion between unreformed and reformed pagans, this religion offers unique possibilities
- Taoist; a collection of ancient traditions from China, with many administrative advantages this religion is perfect for players who enjoy playing tall

- Casus Belli Expansion:
- Revised Tributary system, with new permanent Tributary States that also provide you with soldiers in addition to golden
- Many new CB's specifically tailored for the early game, such as Border Dispute, Ducal Conquest and Force Vassalization
- Additional CB's for larger nations without many options, such as Great Conquest and De Jure Duchy claims

- Rally Points:
- Rally points can now be placed to allow for easy management of your levies in wartime, your troops will automatically move to and merge at destinations you define
- Set rally points for navies, which work much like the ones for levies

- New Artifacts & Ways to Get Them
- Compose a Book; set your scribes to work writing a new work of literary wonder, based entirely on the personality of your character of course!
- Search for a Smith; send word for a smith to forge you new sets of weapons, armor and jewelry

###################
# Free Features
###################
- Added Tibet as a new playable region
- Filled in the 'Tibetan Plateau' wasteland with new provinces and mountain passes
- Added the Empire of Tibet title, which consists of 4 new Kingdoms
- Full history for the 769, 867 and 1066-1337 bookmarks for the region
- Added new Sogdian Zoroastrian heresy 'Khurmazta'
- Added Game Rule controlling Siege Assaults
- Added Game Rule for Siege Events (On, Off, Defenders only)
- Added Game Rule for Multiplayer Assassinations
- Added Game Rule for Multiplayer Invasion CBs
- Added Game Rule for Multiplayer 3rd Party Claims
- Added Decisions to form the Knights of St. Anthony and the Knights of St. Addai
- Added Assyrian culture and some historical Assyrian characters
- Tweaked the Nestorian Holy Sites
- Added Manichean Holy Sites
- Added a "Bema" festival for Manichaeans
- Added a "Sadeh" festival for Zoroastrians and Khurmazta
- Added Holy Order for Manicheans
- Added a Manichean Head of Religion
- Artifacts can now be destroyed from the Treasury screen
- You now receive a notification when receiving a new artifact, or when an artifact you should have received was destroyed because you already had one (if it is non stackable)
- Added a special Honorary Title called Teacher. Teachers become the default Educators of children.
- Armies now use whichever flank leader has the best siege modifier for determining the leader bonus to sieges, and the best movement speed flank leader for determining movement speed
- Increased the number of Counties and Baronies in the Tarim Basin area from 17 to 32, which should make it more interesting to play there
- Increased the amount of overall Holding Slots in the Tarim Basin area
- Non-Jain/Buddhist Monastic Orders get a new rank 1 power which gives a chance for their wards to gain attribute points during their education and upon reaching adulthood a chance to remove a wicked trait or gain a pious one
- The target of a tributary war now receives an event where they can offer peace right at the beginning of the war, only weak realms are likely to do this
- There are now three tiers of Kinslaying based on how close to you the person you killed was. The closer the relation the bigger the punishment:
1) Kinslayer - Siblings, parents, children any direct ancestor or descendant.
2) Familial Kinslayer - Blood aunts/uncles, cousins, nieces/nephews.
3) Dynastic Kinslayer - Any other dynasty member.
Muslims are exempt from gaining Kinslayer traits and you will only get the traits if the death is public knowledge.
- Unlocked the Charlemagne culture conversion events as those cultures are also present in the Old Gods start date.
- The golden hand, iron hand and prosthetic leg modifiers are now artifacts. They can not be gifted or inherited.
- Map Update of the Middle East
- Added the kingdom of Daylam
- Added the kingdom of Khorasan
- Added the kingdom of Yemen
- Added the kingdom of Iraq
- Also added a few new duchies to go along with the new kingdoms
- The Syrian desert now exists to restrict county placement and army movement
- Moved and reshaped most provinces in the Middle East, including the Arabian Peninsula all to way to the Indian border
- Added 18 new counties
- Renamed several counties, duchies and kingdoms to better represent the updated layout
- The "equip" button is no longer disabled if a slot is filled; instead clicking it will replace whatever is in that slot (the first item it finds if the slot holds more than one item). E.G., the Equip button for "Golden Bracelets" will cause those to be equipped in place of your equipped "Silver Bracelets"
- When dying, the game will now ensure that your heir has the same items equipped as you did if at all possible
- Equipped artifacts no longer have any chance of being destroyed on succession, except if there is no dynastic heir
- The "has guardian" icon on a character now takes you to the guardian's character page if clicked
- The "leading troops" icon on a character now pans to the unit they're leading, and selects it if it is yours
- The "council action" icon on a character now pans to the province they're taking the action in
- When a landed character is selected, their realm will now be highlighted on the map, similar to how CB targets are highlighted
- If you click the currently selected character again, the game will now pan to their location
- When assigning "Proselytize" job action, the map coloring will be different if the province is of the wrong religion, or if the target is an independent ruler rather than one of your provinces
- You can now arrange marriage on behalf of your landed children and grandchildren, not just those in your court. They will now also always accept your marriage proposals. Both of these features are only usable if they are your vassals or below, and have been rulers for at most 10 years
- Your children and grandchildren now have a checkbox on their character page that can be used to prevent them from getting married by the AI, though they may still get married by event and similar. Useful for ensuring your landed relatives don't get into bad marriages. Like arranging marriage on their behalf, this can only be used if they are your vassals or below, and have been rulers for at most 10 years
- New artifact pictures for the Gjallarhorn, Image of Edessa, Weeping Statue, Sampo, Saintly Skull, David's Sling, Handgun, Compass, Saintly Tongue and Yada Tashy
- Added an option to switch between grey wastelands and wastelands showing terrain
- Added an option to have wastelands be colored by neighboring realm if a single realm controls more than 2/3 of bordering provinces

###################
# Balance
###################
- Looter armies now only cost 10% maintenance if you are at peace
- No longer possible to turn an army into a Looter if you are at war
- Greatly increased how fast the Attacker's Warscore ticks while the target area is fully controlled
- Increased the effect of Fort Level on defender morale in sieges
- Sieges: Defensive Pagans get a morale boost while besieged in their homelands
- Slightly increased the base morale loss of defenders during sieges
- Increased the morale loss from being outnumbered during sieges
- Buddhists can now use the normal Holy War CB for a cost of 250 Piety
- Indian Holy Orders no longer exists at game start:
- They can be created through a decision if you hold all of your holy sites, along with 1000 piety, or simply by having 200 piety if the year is 1100 or later
- They may be created defensively if several important counties in India fall to another non-Indian religion
- Reduced the strength of Indian Holy Orders by about 25%
- Indian Holy Orders now have a small amount of War Elephants among their troops
- The AI will now be less inclined to use 'Major' CB's (Invasions, Nomad Subjugation) if they wouldn't gain much from doing so
- The Nomad Liberation CB can no longer be used on completely empty duchies (no Castle, City or Tribe) in the Steppe region
- Nomads can now always choose to convert to the attackers religion through the decision
- Silk Road trade posts are no longer destroyed when the county changes hands outside succession
- Silk Road trade posts can now be built in your vassals' lands, though the vassal will end up its owner
- The Silk Road no longer gets cut off by sieges and occupation, but instead has its value decreased downstream
- Added an opinion bonus for turning a blind eye in events ZE.4120, ZE.4100 and ZE.2030
- Trade post wars no longer cause counties to be considered "contested", which would prevent the county from being given away and similar
- Barons will no longer consider themselves almost as powerful as kings and emperors
- Vassals who don't have at least 5% of the demesne size of their liege will no longer be considered powerful vassal either
- You can no longer ask someone you're in a defensive pact against to embargo someone, as this would result in you ending up at war against yourself
- The 'All' Gender Equality rule no longer prohibits Achievements, though you will not be able to gain the 'Empressive' achievement while the rule is enabled
- Unlanded characters will no longer take the "become council member" ambition
- You now get double warscore from winning battles against characters that have no land
- Rebalanced the Jain and Buddhist Monastic Order rank up requirements and increased the chance of losing a bad trait or gaining a good one upon completing a mission.
New conditions are:
1->2 NOT Cruel, one Virtue
2->3 NOT Cruel or Cynical, two Virtues
3->4 NOT Cruel or Cynical or any Vice, three Virtues
- When falsely confessing your religion, your non-zealous courtiers have a chance of joining you in falsely converting
- Tribal rulers in 867 now start out with some tribal buildings already built
- You can no longer use the Split Clan interaction on a province that's currently the target of a war
- Gifting artifacts to greedy rulers no longer gives ludicrous amounts of opinion
- If you defeat someone in war, they will now get a -10 opinion modifier with you for 10 years
- The Visigothic and Suebi culture break up can now only trigger after the year 850.
- Muslim Holy Wars now subjugate rulers in the target area, similar to how Muslim Invasions work, with the exception if they are of another Muslim sect where it works like before
- Reduced the opinion effects of several Muslim-only traits to avoid opinion inflation
- Councillors now have a very slight bias towards "yes" if they have no opinion on the topic. Main area where this has an effect is in regencies where no one has a strong opinion, and thus would always vote "no"
- Reduced the revolt risk and general opinion from crushing a rebellion whilst in seclusion and added a timer so it only lasts for two years
- Defenders against great holy wars (Crusades, Jihads, reformed pagan great holy wars) will now be capped at 85% occupation warscore to avoid 'Omnes viae Romam du####' blitzing.
- Only Independent Characters can now have Tributaries, with the exception of Nomads.
- The Intrigue focus now provides a passive 5% plot power increase.
- Non-Shia characters can join the Assassins and will be given the opportunity to secretly convert if they are any other Muslim or a non-zealous player.
- AI William the Conqueror will now usurp more of England if he wins the invasion, to help him not get overthrown so often.
- Nomads can now use a Title Decision to usurp Counties in their subrealms that have Nomad Agitation, in addition to granting you the County this will also remove the agitation
- Characters who have been convinced to Straighten Up once will no longer become Decadent again
- The default Decadence gain has been made uniform between Tiers, it's now only Realm Size that affects it
- Decadence gain has been heavily reduced, but the frequency of the decadent trait has been increased for very large realms - this means that it's no longer a catastrophe to have one uncle that happens to drink on weekends
- Decadence effect on positive morale has been slashed in half
- The Decadence reduction from title grants has been significantly increased
- Only characters in the same realm as the biggest realm size relative can become decadent
- Improved caste inheritance so that you're far less likely to lose the correct caste for your government
- Heretic/Religious rebels now target the Duchy they spawn in when declaring war, this means that they can get ticking warscore for fully occupying the title, similar to all other rebel types
- When running with a non-default Provincial Revolt Strength game rule setting, the rebel stacks will now be attrition-free
- The 'Burgher offers to buy land' event now has a cooldown of 5 years
- The government of the vassal in whose land you want to build a holding no longer matters. E.G., you can now build a castle in the county of a tribal vassal
- The artifact smith events are now launched via a decision to find a smith. More events now happen in between finding the smith and getting the item. The Smith's stewardship and traits will determine the outcome of the event chain.
- Owners of either Monks and Mystics or Jade Dragon have access to smith events and new decision.

###################
# AI Improvements
###################
- Fixed one way AI characters that should have AI could end up with no AI
- The AI now actually considers the idea of sending its army to a province if its friends are there or adjacent, even if the province is otherwise a bit boring
- The AI now actually realizes that friendly armies standing near a potential target is a good thing even if it doesn't personally own those armies
- Once the AI gets to its allies it won't decide that if it can't attach due to supply, it is better for everyone if it just packs its bags and goes home. Instead it will now try to stick close
- The AI is now vaguely aware of the existence of tribal vassals when evaluating whether a faction has a real chance of succeeding
- The AI now checks to see exactly how many liege levies it'll deny its liege by revolting, rather than going "eh, half my levies I guess?"
- The AI now takes tribal vassals into account in most decisions where it considers how strong a potential enemy or ally is, rather than simply pretending they don't exist
- Fixed aggression from ambitions having 20 times as big an effect as intended
- AI will now also call allies to arms if the estimated answer is a "maybe," to force them into making a decision.
- Raiding adventurers now realize once they've been settled that maybe, just maybe, they should consider their new realm their base of army operations, and return armies there when they're not up to anything
- AI: Should be snappier to evaluate settlement decisions when needed
- If defensive pacts are disabled, the AI will no longer think no one could possibly be a threat to it
- AI: Made the Pope less reluctant to accept requests for excommunication
- AI (Conclave): Will never pick Heritage or Faith Focuses for children of the right culture and religion
- Tributaries are now always aware that their tributary relationship benefits their suzerain more than them, and that they could potentially break free
- The AI no longer gets increasingly reckless the more "rational" it is; being enlightened by your intelligence turns out not to make your troops any better
- The army AI no longer thinks that just because two destinations are pretty much equally good, it should switch back and forth between the two and thus never get anywhere
- The army AI now understands that if it has bothered to start a siege, maybe there was a good reason to do so, so we shouldn't just run off right after just because another destination looks very slightly better
- Taught the AI that more loot means a province is a better target for looting
- The army looter AI now actually realizes that if all the loot in a province is protected by holdings and the army isn't big enough to siege them, it isn't actually a good loot target
- The AI now considers any strong realm nearby a potential threat
- Taught vassals how to send alliance offers to other vassals
- Informed the AI that we changed how decadence works years ago and it shouldn't give titles to its family members just for the hell of it
- Told the AI that if it is the attacker in a war, it *might* be a good idea to actually go attack the defender even if you're targeting their whole realm rather than a specific title within it, and it is a bit of a long walk
- The AI has learned how to spell, and no longer look for "soceities" missions when they're actually called "societies" missions. With this newfound ability to spell, the AI is better at identifying mission targets
- Taught nomads that if they rise in revolt in response to an attempt to split their clan, maybe they should accept it next time rather than rise again and again
- The AI is no longer deathly afraid of going overseas to help its allies just because the enemy is a bit far away
- The AI no longer thinks that just because a province is *someone*'s capital, it's a good target; it is now more discerning and only cares if it is the capital of an enemy
- The AI is now a bit more aware of just how superior heavy cavalry is to light infantry
- The AI now no longer thinks that enemy armies adjacent to other enemy armies are just on vacation, and won't help out if it were to attack
- Gave the AI a crash course in how to hand out titles
- Gave the AI a crash course in how to transfer vassals in a way that won't make you want to claw your eyes out
- The AI now realizes that just because it has occupied everything it borders, it shouldn't skip out on occupying the non-bordering stuff
- Taught the AI a few things about how supply works, and why a doomstack isn't always the best way to deal with it while travelling to its destination. The AI is hard of hearing, so it only partially understood this lesson, but partial understanding beats no understanding, right?
- Taught the Pope Geography 101, with an emphasis on what "distance from Catholicism" and "size of kingdom" means in the context of Crusades, and why this means that invading India when Egypt is right there might be a bad idea
- Informed the AI that just because their ideal commander can't lead troops right now, doesn't mean they should just skip assigning a commander to the flank they wanted to assign that commander to
- The AI now realizes that once it is landed, it should base its army in its capital rather than have it stand in the middle of nowhere, taking attrition, just because it happened to spawn in the middle of nowhere many years ago
- Betrothed men no longer go "nah, can't fulfill this betrothal" after sending a marriage offer which you accidentally reject. They will also no longer decide to not bother to resend the offer while mumbling "let's see how *they* like being ignored"
- Told just-spawned raiding adventurers "hey, your fleet is right over there" so that they wouldn't disband instantly when spawning on an island with no good raid targets, due to thinking that getting across the sea is simply impossible
- Members of small reformed religions are now a bit more fond of joining Great Holy Wars and the like
- The AI has finally come to the realization that it is allowed to invite its own vassals and courtiers to plots, not just the vassals and courtiers of the target

###################
# Interface
###################
- Wasteland provinces are now always shown in "Terrain" map mode
- Guardians can now be assigned from birth (though there are no effects until age 6.)
- The spouse selection view now has an "Only adults" box
- Fixed the Ruler Designer not always showing the correct portrait culture
- More explicit call to arms! They now tell you if you're going to lose allies or tributaries, and why.
- Silk Road trade-zones held by non-patricians now show the name of their primary title rather than their dynasty
- Reworked how the Silk Road is colored
- There are now icons on the Silk Road in the Trade Zones map mode that shows where trade posts can be built, and where blockages are happening
- The trade post graphics are now significantly bigger for inland trade posts
- Eliminated excessive levels of precision for some of the numbers on the character sheet
- The end of combat dialog now shows the correct special units rather than always showing Horse Archers
- All conditions for using a CB are now shown even if you fulfill them
- You will now get an alert if your heir is of a religion you're not allowed to play
- If a tribal building series upgrades to a higher level building, it will no longer list every level of that building, but instead just the highest achieved
- Fixed raised fleets not counting towards your max demesne fleet size
- Ransom Character now always defaults to the target character if they can be ransomed
- Improved the attrition tooltip
- Allied Order View: Added strength indicator text to allied army entries
- Allies Order View: Added missing CoA tooltip
- Added proper tooltips for the Loot Bar and settlement tax effect from a looted County
- Corrected text when assigning Guardians with Conclave warning of religion or cultural conversion
- The demesne size tooltip on the character screen now also shows realm size and number of counties in the character's realm
- Fixed changed title flags sometimes persisting after resigning a game (E.G., resulting in the HRE having the French flag when starting in 1066)
- Keeping the vassal/court list open while unpaused is no longer horrifically laggy
- No longer possible to enter the multiplayer screen after exiting it without restarting the game first, as this would cause an instant OOS
- No longer possible to select a bookmark or another save after loading a save while hosting a multiplayer game, as this would cause an instant OOS
- Ensured it is clear when occupation warscore is less than 1%, not not 0, since this could sometimes result in 100% warscore from battles, "-0%" warscore from occupation, and 99% overall warscore
- The marriage finder can now include characters in other religious groups if they make sense to marry
- Title flags now hover a bit further above the ground so as to not intersect with it as often
- Fixed clicking the area under the diplomatic interaction list not closing the list
- Fixed there sometimes being empty space at the end of the diplomatic interaction list
- On-map Armies: Added missing tooltip about reinforcement in friendly territory
- Fixed the "select plot" button in the "My Plots" tab flashing grey when unpaused
- Fixed the name of a known plotter sometimes overlapping with the name of their target
- When asking for your excommunication to be listed, the Pope no longer lists his opinion of you twice in the breakdown of why he will or will not accept
- The society member list now includes a member count. Hovering over it will give you a breakdown of how many members hold each rank
- Triggers checking for timed modifiers or the lack thereof will now state the expiry of the timed modifier if it is present
- The levy tooltip in the province view now gives a breakdown of how the reinforcement rate is determined
- The income overview when having clicked a title will now never show entries that provide no income, except potentially your demesne income
- Being assigned to a subunit that is participating in a siege no longer stops commanders from being assigned to a flank
- Fixed Satanist merchant republics getting a inverted cross icon with the wrong background color
- The holy site icon for heresies are now shown in the holding view if their parent religion does not have the same holy sites (E.G., Ibadi and Manichean holy sites)
- Fixed holy sites disappearing from the holding view when the religion is reformed
- Changed part of the succession law change tooltip to "No vassal of this title count or above has a negative opinion of you" to more accurately reflect what it actually means
- Added trade value to the trade post tooltip, and made the trade value tooltip for trade zones list what provinces provide how much value
- Fixed there being no tooltip on your current succession law
- Fixed ruler designed characters looking like children after saving if they were historically children
- Fixed trade post income on the trade posts not matching the number for the realm view
- Made it clearer that the tax income bonus from Stewardship is multiplied together with the income after all other modifiers are applied, rather than added to them
- Fixed main menu prompt to buy the Game Book going out of UI bounds in Spanish
- Horsed around a little
- The tooltip for sacrificing a character as a Devil Worshiper now says how much society currency you will gain and if you will complete a mission
- The Grant Title and Grant Viceroyalty actions now have the list of titles sorted by first tier, then name, rather than seemingly at random
- Fixed it not being possible to click on the army shields when two units are in combat, and the shields having no tooltip
- Fixed the "Modifier From Artifacts" icon showing up even if none of the artifacts you own provide a modifier (E.G., reagents)
- Fixed the retinue screen showing the Horse Archer icon even if your retinues are composed of another special unit
- Fixed customized dynastic coats of arms persisting past resign
- Fixed missing text in some cases for alerts about the council voting on issues
- Fixed councillors in seclusion lifting the fog of war in the province they're assigned to
- Fixed the holding view not updating correctly if you upgraded a tribal holding to a castle or similar; instead continuing to show tribal buildings until you reopened the holding view
- Fixed merging any units causing all "attach to army" ally orders to reset to the resulting unit. Now it only affects orders targeting the units involved in the merge
- Fixed hints not working on the religion screen for Indians, Jews, and Zoroastrians in all languages, and a few other groups in non-English languages
- Fixed army and on-map title icons in some cases not updating when changed, for example due to customizing one's dynasty's CoA
- You now only get alerted that an anti-Papacy has ended or started if you're in the same religion group
- Fixed piety in triggers not getting localised based on religion (E.G., still saying Piety when it should say Karma)
- Allied armies are now always included in the count for how many troops are in a province, unless you've got some of your own units in the stack selected
- Fixed most war tooltips not including the scaled prestige/piety you or the defender would gain until the war has actually started
- Fixed some cases where event options could display a trait that wouldn't actually be added or removed
- Fixed some triggers referring to provinces as "publicly following a religion"
- Society rank effects are now always shown in the rank tooltip, rather than only shown if you hold that rank
- Artifacts are now sorted by type and quality, rather than by acquisition date
- Fixed old Byzantine women's hair being unable to change color
- The trade post cost tooltip will no longer mention your opinion of yourself if the province is in your realm, but instead simply state that you own the province
- Fixed the "clan becomes extinct" alert showing the clan leader as count-level rather than king-level
- Fixed it being possible for dead characters to end up with their holdings in the wrong order
- When you have a unit selected and are hovering over a province it can't move to, the game will now try to explain why you can't move there
- Fixed imprisoning someone resulting in two opinion effects named "Imprisoned". Now the one that disappears on release/ransom is named "In Prison" instead
- Fixed "no text for key county" when being alerted about a councillor being sent on a realm-wide job action
- Fixed the "is liege or above" trigger tooltip referring to the wrong person as liege
- Fixed "NOT_DIRECT_DJ_VASSAL_TITLE_STARTS" sometimes being shown, and "De Jure Vassal Title" being shown rather than "Any De Jure Vassal Title"
- There is now an indicator in the in-game lobby showing which players are done loading
- Fixed Digambara Jain women in the Jain monastic order wearing the wrong clothes
- Fixed an event referencing the "soup kitchen in Location" rather than using the actual name of the province
- The society currency tooltip now includes the total gain
- Fixed some historical characters having the wrong beard and/or hair
- Fixed the trade post entries on the Republic screen having an odd empty spot on the right when there's no scrollbar
- If you can't resign someone from a minor title, the game will now tell you why
- Fixed the "resign" button not being greyed out when you can't revoke a minor title
- Fixed some cases where numbers would always get rounded down even when they should've been rounded up
- Fixed "missing UI text" in the outliner if you have a lot of holdings
- Fixed people you invite to court in rare cases saying "no" to come because they're already at your court
- Fixed holding modifiers having no tooltip if the holding is maintaining more than one mercenary band
- Title/Realm View: The Line of Succession is now shown
- Made the technology tooltip in the province view less incomprehensible
- Fixed the "award honorary title" selection view sometimes including imprisoned characters (who can't actually hold honorary titles)
- Fixed the "grant title" interface sometimes having a tooltip complaining about "wrong caste" even in cases where caste isn't checked
- Fixed it in rare cases being possible for armies that are hostile due to conflicting wars not being red on the map
- Governments that ban receiving and/or granting kingdoms and empires to other governments now list that in their feature list
- Fixed trade posts not being visible on the map in empty provinces
- The demesne income tooltip on the title view now shows more clearly the source of income modifiers rather than lumping it all under "Stewardship". The same goes when inspecting individual holdings
- Fixed the notification for artifacts destroyed on succession sometimes saying things like [From.Something.Something] rather than the artifact's actual name
- Fixed command modifiers not showing up when hovering over the "From Treasury" modifier entry
- Nomadic realms now have history at game start if known, rather than appearing to spring from nothing at game start
- The "population" indicator in the character view of nomads will now also show manpower in its tooltip
- Made the building tooltip while a building is under construction slightly easier to understand
- Fixed some graphical artifacts in Norse beards
- Fixed provinces stating that they're in a given region several times if you resign the game and then start playing again without restarting
- Fixed right-clicking a potential spouse from the marriage selection view occasionally not selecting that potential spouse
- Fixed selecting a different character after opening the marriage selection view, then clicking their Arrange Marriage button, sometimes resulting in the previous character still being used as the person to marry off
- Fixed the "Liege Council" view becoming completely empty if your liege dies while you have it open
- Got in touch with the animal buried within me
- Retinues now show what combat bonuses they have
- Fixed the game with Conclave enabled falsely saying some governments change laws using piety/prestige instead of voting. Now correctly says that law changes cost piety/prestige if the council is abolished
- Ensured plot power can never be negative
- Tributaries of tributaries now use their own name on the map rather than the name of their suzerain
- The alert that you can shut the gates now only shows up if you *really* can shut the gates
- Ensured the "Unmarried ruler/heir" alerts don't show up if you/your heir can't marry (E.G., due to traits preventing marriage, or being in prison)
- Dynastically named titles now use "the" when appropriate
- Fixed the "Offer Concubine" action being visible when right-clicking yourself, despite never being possible to use on yourself
- Improved the tooltip of minor title grants somewhat
- Fixed the realm size multiplier to decadence showing as a percentage
- The Execute Imprisoned interaction now warns you if you'd be considered a (worse) Kinslayer after going through with the execution
- Made the Holding income tooltip slighly easier to understand
- Fixed the income from a newly build tradepost being 0 for a single day
- Made the supply limit tooltip somewhat easier to understand
- The unit type tooltip on selected units now show morale as well
- Fixed the quick Arrange Marriage action on the character screen occasionally including people that can't actually be married in cases where there's very few good targets
- Fixed anyone being able to see the "Desecrated Temple" holding modifier, rather than just devil worshippers
- The other main menu buttons are now disabled while the "Load Save" menu is open
- Fixed the game rule filter list showing DLCs that are not enabled, resulting in a completely empty group when clicked
- Changed the decadence gain tooltips and entries to use 3 decimals
- Removed a wayward % sign in the decandence gain tooltip for dynasty members
- Persian castles will now have correct graphics
- The alert that someone has started raiding your lands now includes the raider's portrait, rather than showing your own portrait twice
- Fixed wastelands sometimes being listed when hovering over the "adjacent rivers" icon
- Fixed the "completely controls" tooltip (E.G., in the Reform Roman Empire decision) having the line split in the wrong place in German and French
- The destroy_artifact effect once more includes the name of the artifact. The scope change will be suppressed if "= yes" is used so that you don't get "ArtifactName: ArtifactName is destroyed..."
- Fixed the plot/ambition/focus selection windows sometimes having out of bounds text
- Fixed the trait names in the Ruler Designer going slightly out of bounds in some cases in German and Spanish
- Fixed secret religions' tooltip showing the religious head for the character's public religion rather than secret religion
- Fixed the "heir of wrong religion" alert saying "NO_TEXT_FOR_KEY" rather than the name of your heir
- Fixed the "Appoint" button not telling you why you can't replace a character, if the reason was that they used a favor to get appointed
- Fixed titles named after dynasties starting with "of" showing as "Kingdom of of Blah" and similar
- Fixed characters "rejecting" your marriage offer (despite the marriage persisting) if you accept the same marriage offer from them after sending one
- Fixed calling people into war using the "Call Allies" alert changing your position in the alert's list
- Names on the map can now cross impassable terrain
- Added events telling you why you're at war after refusing title revocation, vassal retraction, clan absorbtion, or clan splitting
- Fixed the dynasty tree in some cases flashing briefly when opened
- The character screen now updates if the character being viewed gains or loses a spouse or betrothal
- Fixed it being possible to select another era right after selecting an era, causing the era picture to be partially faded out
- The revolt risk tooltip is now clearer about what characters are causing the revolt risk modifiers
- Fixed some languages in some cases having superfluous spaces in title names
- The tooltip for building hospitals, forts, and trade posts now tell you how long it would take to build
- Made it clearer in the opinion tooltip why specific things are giving the opinion they do. E.G., for Kinslayer it will now say "Kinslayer (same dynasty): -25" for the dynasty-specific opinion, while the general opinion wil just say "Kinslayer: -10"
- Fixed call to arms that won't result in prestige cost and/or "alliance breaker" if you decline in some cases claiming they will
- Fixed hiring fleet mercs in a province you don't have visibility on not raising the fog of war until the next day
- Fixed the job action button still appearing selected after clicking somewhere the action can't be performed

###################
# User modding
###################
- Added an offmap_powers system
- You can scope to any offmap power by using its name. E.G., "china = { }"
- Added governor_title and governor scopes, which can be used within an offmap power scope
- Added offmap_power scope, which can be used while within the scope of the governor or governor title to scope to the offmap power they represent
- Added triggers has_status, prev_status, has_status_flag, prev_status flag, has_policy, prev_policy, has_policy_flag, and prev_policy_flag
- Added effects set_status and set_policy
- Added on_actions on_offmap_policy_changed and on_offmap_status_changed
- Added on_actions on_offmap_governor_changed and on_offmap_ruler_changed
- Added on_actions on_offmap_monthly_pulse and on_offmap_yearly_pulse
- You can now get the offmap power from the holder (ie emperor)
- You can now add and clear flags from an offmap power (add_offmap_tmp_flag and clr_offmap_tmp_flag)
- You can now check if an offmap power has a flag
- either if the flag was added to it ( has_offmap_tmp_flag )
- or if the flag was added, as well as if the current status or policy has the flag (has_offmap_flag)
- Added loc commands for offmaps: Offmap, Ruler, PrevRuler, Governor, PrevGovernor, GovernorTitle, GetName, GetPolicy, GetPrevPolicy, GetStatus, GetPrevStatus, and GetCurrency
- Added set_offmap_holder and set_offmap_name effects
- Added has_offmap_name and has_had_offmap_name triggers
- Added an "offmap" pre-trigger. Takes "allow" or "only". Any event without this set cannot trigger for offmap rulers
- Added an offmap_powers history folder
- Added is_offmap_ruler and is_offmap_governor triggers
- The trigger is_within_diplomatic_range now works with offmap powers. This is equivalent to testing it against the governor. The same behavior will be used if the governor title or offmap ruler is scoped to
- Added trigger has_offmap_currency and effect add_offmap_currency
- The "tier" triggers can now take an offmap as the left-hand-side
- Added offmap_decision type that are only shown on the offmap screen
- Added is_offmap_tag trigger that checks if the current scope represents the given offmap
- Added offmap_ruler scope
- Added has_offmap_news_enabled trigger
- Added console commands add_offmap_currency, set_offmap_status, set_offmap_policy, kill_offmap_ruler, and kill_offmap_dynasty
- Offmaps can be scoped to in loc by using their name. E.G. [offmap_china.GetName]
- Added portrait_offmap trigger, for checking what offmap power a character rules for portrait purposes

- Split the defines CONTESTED_TITLE_OCCUPIED_WARSCORE_BONUS and CONTESTED_TITLE_OCCUPIED_WARSCORE_BONUS_INDEP into attacker and defender version
- Split the 'ticking_war_score_multiplier' in Casus Belli scripts into 'att_ticking_war_score_multiplier' and 'def_ticking_war_score_multiplier'
- Added a new define for the effect of Fort Level on defender morale in sieges: FORT_LEVEL_MORALE_LOSS_REDUCTION_MULT
- Fixed a number of scopes not getting localised as effects, only as triggers
- error.log will now usually tell you if you've saved a map file in the wrong format
- The game will now crash slightly earlier if the province map is the wrong size (not a multiple of 64), making the issue easier to identify
- Cultures can now have "dynasty_name_first = yes" which puts the dynasty name before the personal name
- Added a "holding_types" folder in common. This can be used to define additional triggers for building each holding type
- The scaled_wealth trigger now supports "min" and "max" just like the scaled_wealth effect
- Fixed "effect" in history not being seeded, meaning that all effects with a random component would always produce the exact same result. Now the result will be properly randomized
- Build cost and build time modifiers now apply to forts, trade posts, and hospitals too. Note that there are still no type-specific modifiers for these three holdings
- on_heresy_takeover no longer creates a dummy character for the religion scope, but instead uses an actual religion scope
- "Religion" in loc while already in a religion will just return the same religion, to ensure that any loc written based on some on-actions using characters as makeshift religion scopes continue to work. The same has been done for "Culture" in culture scopes
- Most effects and triggers that take a number can now take a variable name instead, and will grab the variable from the current scope. E.G., "wealth = test_variable"
- gain_effect now fires in all cases (except history and death) for job titles and minor titles, including when added through script
- lose_effect or retire_effect now fires in all cases (except history and death) for job titles and minor titles. Being given a new job title will fire retire_effect on the old title, and gain_effect on the new title
- Fixed resigning as a commander firing lose_effect rather than retire_effect
- Added death_effect for job titles and minor titles, which fires when a character dies while holding the job/minor title
- Made the following console commands that before were only available to devs and beta testers available to everyone: guibounds, noai, join_society, leave_society, society_rank_up/down, society_currency, set_society_grandmaster, get_all_artifacts, activate_artifacts
- Added the console command "province_religion" or ("prov_rel") to change the religion of a province. Syntax is: "province_religion <province> <religion>"
- Targeted decisions now support having a 3rd party character or artifact
- Now possible to store variables in the same manner as event targets; any variable starting with "local_" will work this way, meaning it'll persist as long as the event chain does, but not be accessible outside it
- Uploading mods to Steam is no longer limited to 50MB
- Added the following targeted decision filters: court_including_me, home_court_including_me, dynasty_including_me, all_including_me, society_including_me, realm_including_me, sub_realm_including_me
- The regular versions of the above now consistently exclude the character themselves; in some cases before this restriction only applied if the AI was taking the decision
- Added max_defender_occupation_score and max_attacker_occupation_score modifiers for casus belli types
- Added documentation for the "aggression" parameter for governments
- Added a become_secret_heretic effect
- Added TRADE_ROUTE_SIEGE_MULTIPLIER and TRADE_ROUTE_OCCUPATION_MULTIPLIER defines
- Made the tributary system moddable and modular. You can now add new tributary types defining:
- when and if the tributary relation breaks
- what CBs the tributaries can use against their suzerain
- The allowed_to_target_suzerains CB parameter no longer has any effect, as the above replaces it
- if tributaries can unite together against their suzerain
- if tributaries can fight against each other
- if the suzerain can call their tributaries to arms, and if the tributaries are forced to join
- if the tributaries can call their suzerain to their defense, and if the suzerain is forced to join
- how much of what is paid by the tributary to the suzerain
- What icon to use for the diplomatic relation
- What modifiers to give the tributary
- The tributary system now functions even if Horse Lords isn't enabled, though the CBs and the like are still limited by DLC; this means you can now make your own tributary systems even without your mod's users having HL
- You can now use the is_tributary trigger to check for a specific type, and a specific suzerain
- You can now use custom loc in the is_tributary trigger
- The set_tribute_suzerain now takes a "type" parameter, specifying the type. If none is specified, "default" is used
- Added set_trade_route_base_value and set_trade_route_value_multiplier effects
- Provinces with several trade routes will now show the presence and effect of all of them in their tooltip
- Effect and trigger scope changes now have an optional "show_scope_change" parameter. If set to "no", the scope change won't be shown in the tooltip. It'll be shown as just "effect description" rather than "scope change: effect description". This functionality isn't supported by any/random scopes.
- Added hostages_block_cb parameter for CBs
- Variables that haven't been set yet now work in localisation; they'll show "0" rather than simply being blank. "GetName" works as well. So [global_test.GetName] will return 0 for GetValue, and the "global_test" localisation for GetName
- Fixed the is_interested_in_society trigger not localising properly if negated, and not ending with a linebreak
- Added interested_in_society_of_character trigger
- Fixed empty "OR" triggers in some cases crashing the game on launch
- show_as_title = yes for minor titles now works even if the character has no titles
- Fixed a crash that could happen when a selectable object overlapped with an impassable province
- Fixed setting someone's employer on the same date that employer becomes landed not working properly
- Fixed capital changes in some cases failing if the county holder became holder on the same day as the capital change
- Added as_if_allied_to parameter for gain_settlements_under_title, vassalize_or_take_under_title, subjugate_or_take_under_title, and vassalize_or_take_under_title_destroy_duchies. This ensures that land occupied by people in that character's war against the title's holder can be taken
- Castes can now be enabled for individual religions rather than being hardcoded to the Indian group. This is done using the "castes" parameter
- Removed various hardcoding associated with the Hindu religion. This is now connected to the "caste_opinions" parameter instead
- The subjugation opinion is no longer applied when using vassalize_or_take_under_title, just subjugate_or_take_under_title
- Added event pretrigger for Game Book
- Decisions can now have a "_desc_extra" localisation key defined. This will be shown after the Requirements section in its tooltip
- Added "conditional_tooltip"; defines when a given piece of trigger script should be displayed. Its contents are only evaluated if it is displayed
- Added government parameters gets_religion_opinion_penalties, gives_religion_opinion_penalties, and vassal_government_opinion_penalties. See _governments.info for documentation
- Added title parameters can_be_claimed and can_be_usurped. See 00_landed_titles.info for documentation
- Added "offmap_power" government parameters, which is used for the new succ_offmap_succession law
- You can now use "extended" (bracket-based) localization in Artifact scopes:
- [GetName] will display the name
- [Owner] will rescope to the current owner of the artifact
- [OriginalOwner] will rescope to the original owner of the artifact
- There is now an AI exclusion pretrigger in decision "ai = no" that can be used to avoid decisions being considered by the AI at all
- Removed the "coalition_threat" CB parameter as it had nothing to do with coalitions
- Fixed rulers in some cases being considered to have no primary holding on the day of their death when going backwards in history
- Added console commands "print_global_flags" (aka "pgf") and "print_global_variables" (aka "print_global_vars" and "pgv"). They print whatever they're named after
- "character_info" aliased to "debug_mode" since it is used by more than just character to display debug info
- The Offmap Powers view will now display flags and variables that are set for offmap powers, including those of the title holders
- Added "attrition" character modifier. This will reduce/increase the attrition suffered by the army they command. It is capped at -99%
- Added "army_reinforce_rate" character modifier. This will make the army the character commands reinforce faster. Affects retinues and horde units as well, not just levies. Does not affect the reinforcement of the settlement itself. Cannot go below 0
- Added "days_of_supply" character modifier. This modifies the number of days of supply of the army the character commands by an absolute number of days. Days of supply cannot go below 1
- Added command modifiers phase_skirmish_attack, phase_pursue_attack, phase_melee_attack, phase_skirmish_defense, phase_pursue_defense, and phase_melee_defense
- Added scopes any_neighbor_independent_ruler and random_neighbor_independent_ruler. A "neighbor independent ruler" is a ruler that neighbors the realm you're in (E.G., the HRE if you're a count in the HRE)
- Added "demesne_size_compared_to_limit" trigger. For example, "demesne_size_compared_to_limit < 0.5" will check if someone is below 50% of their demesne limit
- Added "multiplicative_trade_post_income_modifier" holding modifier
- Added "can_create_empires" government parameter (can_create_kingdoms already exists)
- Added "extra_ai_eval_troops" title parameter. See 00_landed_titles.info for documentation
- Added "relative_realm_size" trigger. For example, relative_realm_size = { who = liege size > 0.2 } checks that your realm size is at least 20% of your liege's
- Strings that are too long (above 1023 characters) will no longer crash the game, though they should still be avoided as they simply don't work beyond 1023 characters. This should also solve crashes involving mismatched quote signs
- Strings that are too long now get logged in error.log
- The game will no longer crash if more than 32767 flags (E.G., set_character_flag) are used. New limit is 2^32, which you will run out of memory long before reaching
- Using export_to_variable on a dead character will no longer crash the game
- has_coa_on_barony_only can now be set to yes/no on individual religions rather than just groups. This will override whatever has been set for the group
- The "give_title" console command now gives more feedback if something is wrong with the parameters
- Absolutely all tooltips now support custom loc. Generally, "Root" will be the player
- Most text directly related to religion (E.G., religion name, description, holy war name) now provide the religion itself for custom loc purposes
- Added a "RelHead" promotion for religion loc, meaning you can now for example name a religion "Cult of [RelHead.GetFirstName]"
- Added optional generate_tooltip parameter for hidden effects. If set to "no", the game won't generate the tooltip at all. Note that if event targets are set in the hidden effect, this will break them in tooltips. It may also break randomization, so only ever use it if you have a really compelling reason to do so
- Added 'add_modifier' and 'remove_modifier' console commands (for Character Modifiers.)
- Added 'decision' console command, which ignores the trigger conditions
- Stewardship no longer applies a debuff when below 5; 0 is its baseline now like all the other stats
- Added 'realm_levies_plus_allies' as an exportable value for the 'export_to_variable' effect.
- Added a Define for Looter army maintenance cost (LOOTER_ARMY_MAINT_MULT)
- random_list chances below 1% but above 0% will now use 2 decimals rather than 0
- The game will now log invalid tributary relationships in history (E.G., someone being a tributary of a title with no holder)
- Fixed looting for raiding adventurers not of a religion/culture/government that allows raiding not working
- If the flag "always_show_in_marriage_selection" is set on a character, they will bypass most conditions to be shown in the marriage selection view. Note that this does *not* allow otherwise illegal marriages, just ensures they show up in the listing
- Fixed observing unplayable characters instantly booting you back to regular observe mode
- headgear_that_hides_hair now bases itself on the portraitType of the headgear rather than the character. This means that if someone changes culture and thus gets headgear that should hide their hair, it actually will
- OR and AND triggers now don't show "all/one of the following..." if there's only a single trigger within them
- Fixed it being possible for landed title adjectives in some edge cases ending up empty
- Added the old religion to FROM scope 'in on_county_religion_change'
- Added trigger 'had_artifact_flag'
- Added trigger 'artifact' (to compare two artifact scopes)
- Added trigger 'climate'
- Fixed the "completely_controls" trigger not considering empty non-wasteland provinces
- Fixed scoping to event targets in effects not being properly localised, thus showing just a colon with no name before it
- Added "ai_check_interval" parameter for decisions. This determines how rarely the AI checks a given decision, and can be useful for performance-heavy decisions that don't need to be checked often. See 00_decisions.info for documentation
- Added a "shares_realm_border_with" trigger. Checks if any province in your realm (everything under your titles) borders any province in their realm
- Added COALITION_THREAT_MAX_DISTANCE define. Independent AIs will consider independent rulers within this range to be threats if they're strong enough (COALITION_SCARY_TROOP_STRENGTH_THREAT_RATIO)
- "Added COURTIER_EVENT_PROCESS_OFFSET define, which determines how often courtiers check MTTH events. Set to 50, as compared to 20 for rulers". This changelog entry from 2.7 now actually has an effect
- Added num_of_society_members trigger. Scope must be a character or society. Returns true if the society has at least this many members. Also supports <, <=, ==, and >=
- A lot of error messages that previously only showed in the internal beta .exe now get logged at all times
- Added "hire_range" parameter for mercenary titles. If set, this overrides the MERCENARY_HIRE_DISTANCE_THRESHOLD define for that specific mercenary
- Added "can_demand_religious_conversion" government parameter. Decides whether people with the government can use the Demand Religious Conversion interaction. Defaults to yes
- create_character now supports "dynasty = actually_culture" which picks a random dynasty name from the culture if there's no unused static dynasty to use, rather than just resorting to a random holding in the world (what "dynasty = culture" does)
- Now possible to scope to timed modifiers in localisation. For example, if ROOT is a character, [Root.modifier_name.GetExpiryDate] would show the expiry date of the modifier. If no such modifier is present, nothing gets shown. Also supports "GetName"
- random_direct_de_jure_vassal_title now exists. Works like any_direct_de_jure_vassal_title, except picks one at random
- Fixed start_date and current_date checking that the days are equal rather than equal or greater
- All numerical triggers now support comparison operators (>=, <=, <, >, and ==) with a few exceptions: tier triggers, among_most_powerful_vassals. These exceptions are due to operation triggers breaking existing behavior (E.G., "tier = duke" isn't equivalent to "tier >= duke", which the comparison operators assume)
- Added "unsafe_destroy_artifact" effect, which can destroy indestructible artifacts
- Artifact localisation (E.G., name and desc) now provides the artifact as From
- The artifact activation and gift triggers now provide the artifact as From
- Added support for "else_if" and "else". If one of these is placed after an "if" or "else_if", it will be executed if the "if"/"else_if" limit returns false. Example:
if = { limit = { something = yes } do_something = yes }
else_if = { limit = { something_else = yes } do_something_else = yes }
else = { do_another_thing = yes }
- Added trigger "artifact_can_be_gifted_to = ROOT", which checks if the artifact currently scoped to can be gifted to the target character
- Now possible to specify "sound = no" for death reasons, which will prevent killing someone with that reason causing a death sound
- Fixed FROMFROM (the holding title) not always being available in the building trigger
- Fixed whatever character is FROM getting included in event option portrait lists if you scope to something that isn't a character
- Improved the error messages for the reload_texture command, and made it more forgiving when it comes to "/" vs. "\\" and ".dds" vs. ".tga". Also fixed it in some cases crashing. Generally, simply copying the path specified in the .gfx file should work
- Added COST_COMBAT_RATING define for specifying the cost of combat rating in the ruler designer
- Added unsafe_impregnate and unsafe_impregnate_cuckoo effects. These can impregnate someone who is already pregnant, while the two old effects are no longer able to do so
- Added a fail_trigger_effect field for events. This effect is triggered if script attempts to trigger an event, but the trigger isn't fulfilled. Useful for handling things like one character in a chain dying for unrelated reasons partway through the chain
- Fixed not all parts of the society rank tooltip having the appropriate scopes set
- spawn_unit can now take "province = closest_to_capital", which will spawn as close to the character's capital as possible
- The "debug_mode" console command (AKA "charinfo") will now also show extra information about titles
- The hardcoded opinion penalty for being imprisoned now references "opinion_imprisoned" rather than "opinion_arrest_attempt"
- The "damage_unit" effect can now take negative numbers in order to heal units instead
- Added "is_artifact_equipped" trigger, which can be used in an artifact scope
- Insults and compliments now provide the giver and receiver in localisation. The giver is FROM, while the receiver is ROOT
- The game will now log titles and provinces for which no localisation exists
- The "set_name" effect now works on artifacts (before only worked on characters, titles, and provinces)
- The "set_name" effect can now take a scope of the same type as the thing being renamed. E.G., if you're renaming a character, "set_name = ROOT" will work if ROOT is also a character, and take their name. Note that for artifacts this will use the name *after* processing localisation, so all custom loc will become static upon doing so
- Custom loc is now resolved when using the "set_name" effect, so something like 'set_name = "[This.Religion.GetRandomEvilGodName]"' will work
- Fixed resetting title names with "set_name" not causing it to take its cultural name
- The "create_title" effect can now take "short_name = yes". This will suppress "Empire of" and similar from the name of the title, just like it does when defining a static landed title
- Added define SEND_ARTIFACT_GREED_MULT
- If you set the character flag "no_court_invites" on someone, they now become impossible to invite to court. Useful for characters you want to ensure stay in a specific court
- Added on actions on_eu4_conversion_start and on_eu4_conversion_done. Can be used to prepare the gamestate for EU4 conversion, then restore the original state
- Added on_tyranny_gained and on_tyranny_gained_tyrant_only on-actions
- When debug_mode (AKA charinfo) is active, hovering over an event will now provide a list of all event targets set, and what each scope corresponds to
- Added "log_scopes" effect, which records the above information in game.log. Like the "log" effect, only logs if the game is started with the "-scriptlog" parameter
- Added "GetScopes" property for scopes in loc. This will show the same info as "log_scopes". Note that it only works in scopes; once you've promoted to a specific entity (E.G., a character), scope properties are unavailable
- Fixed the war scope not always being available in CB script when you'd expect it to be (E.G., after scoping to "ROOT")
- Fixed negative society currency gains not showing up in the gain tooltip
- Added the following relation triggers:
is_parent_of = ROOT
is_cousin_of = ROOT
is_aunt_uncle_of = ROOT
is_nibling_of = ROOT - Checks niece/nephew
is_grandparent_of = ROOT
is_grandchild_of = ROOT
is_descendant_of = ROOT - Checks if the scoped character descends from the ROOT. No limit on how far removed. Expensive, so use with care. Limited to 16 generations of removal for performance reasons
is_ancestor_of = ROOT - Checks if ROOT descends from the scoped character. No limit on how far removed. Expensive, so use with care. Limited to 16 generations of removal for performance reasons
- set_preferred_capital now works on static titles as well, not just dynamic ones
- Added "capital" title history effect, which sets the preferred capital of the title
- "show_portrait" can now take a scope or similar. E.G., "show_portrait = ROOT" will show ROOT, while "show_portrait = offmap_china" will show the emperor of China. The right-hand-side can be a scope, a title, or an offmap power
- Added a "portrait" parameter to events, which determines which character is shown in the upper-right corner. For example "portrait = offmap_china" will cause the Chinese Emperor to be shown
- Added trade_route_control trigger. Example:
trade_route_control = {
trade_route = silk_road # What trade route to check against
value > 0.1 # What percentage needs to be owned. Takes comparison operators
type = trade_post_locations # What to compare. Takes wealth, provinces, trade_posts, and trade_post_locations. The latter two are restricted by the trade post trigger in the trade route definition. Defaults to wealth if not set
indirectly_owned = no # Whether to include provinces in one's sub-realm that are owned by vassals. Defaults to yes if not set
}
- Added alias for vassal_or_below trigger called liege_or_above_of.
- Added alias for liege_or_above trigger called vassal_or_below_of.
- Added decision filters independent_rulers and independent_rulers_including_me
- Added decision filter close_relatives. Includes children, grandchildren, parents, siblings, and niblings
- The "female" paramenter in create_character can now take "random" or a number between 0 and 100 in order to get a random chance of the person being a woman. E.G., "female = 42"
- Added any_pupil and random_pupil scopes. Scopes to characters you're educating
- monthly_character_prestige and liege_prestige (and the piety versions) now work for forts and trade posts as well
- Forts and trade posts can now give tech spread bonuses
- pdx_tooltip and pdx_tooltip_delayed now work in far more places than before
- Fixed religious names not checking the cultural base name in create_character, unlike character birth
- Fixed the spouses of characters who don't get their title (E.G., "Count") in their name getting the title in their name
- Virtually anything that works as a scope on the left-hand-side (E.G., "educator = {") now works as a scope on the right-hand-side (E.G., "= educator") for triggers and effects that support more than just relative scoping (ROOT, FROM, etc. and event targets)
- Now possible to scope to religions, cultures, and their groups. E.G., "norse = {". Note that for the groups, this simply scopes to the first culture/religion in the group, not the actual group itself
- Added "can_use_cb" trigger, which checks everything in the CB itself, plus the extra hardcoded restrictions on regular war declarations. Basically, checks if the war would show up and be usable from the UI. Example:
can_use_cb = {
target = d_mecklemburg # What character to target. Can also take titles
casus_belli = religious # What CB to use
thirdparty_title = d_mecklemburg # What title to target, if relevant
#thirdparty = FROM # What character to declare on the behalf of, if relevant
}
- Ensured that effects work even if some of the systems they rely on haven't loaded yet when they're first read. This was already the case for triggers
- Added is_or_was_offmap_power_ruler trigger
- Fixed a bunch of decision related triggers having their tooltip logic inverted (E.G., saying "Can NOT take decision" when it should say "Can take decision")
- Added parameters attacker_unoccupied_warscore and defender_unoccupied_warscore. See 00_cb_types.txt for documentation
- Fixed plot start date not being saved, meaning that the "plot_months" trigger would be wrong after saving and loading
- Fixed the destroy_artifact effect causing the game to crash on launch if used somewhere where the artifact database has yet to be initialized
- Diplomatic interaction on-action events now provide the starting scope (normally, the actor) as FROMFROM so that you have a way to get back to the actor after scoping to someone else
- The "while" effect now supports the "count" parameter, which determines how many times it loops. E.G., "count = 10" means it will loop until the limit is no longer met, or it has been executed 10 times, whichever happens first
- Fixed scope changes sometimes resulting in improper seeding. E.G., if you scoped to FROM inside any_realm_title, any randomness would be identical
- Fixed casus belli effect execution not being seeded, so the same randomness would always occur if conditions were similar enough
- Fixed the "is_lowborn" trigger checking the opposite of what it should; "is_lowborn = yes" used to check that you're part of a dynasty rather than not part of one
- Added any_tributary and random_tributary scopes
- Added player_heir scope, which scopes to the character shown on your character sheet rather than whoever is heir to your primary title
- The on_war_ended on-actions now provide the war in question, meaing that war triggers and effects like "using_cb" and "any_attacker" will work, similarly to how they work in CBs
- create_title will now pick a color at random if there's no base title, rather than always making the map color white
- Added set_description effect, which changes the description of an artifact to the given string/loc key
- Added can_inherit government parameter. Defaults to yes. If set to no, characters with this government cannot inherit titles
- The following opinion modifiers now work in all modifiers: rel_head_opinion, child_opinion, dynasty_opinion, female_dynasty_opinion, male_dynasty_opinion
- In effect fields custom_tooltip will now always properly hide the tooltip of nested effects.
- Added "window" attribute for events, which specifies the name of a GUI window to use, meaning an event can be given virtually any look. Specifying the "background" parameter will also apply that GFX name + "_option" to the option buttons if GFX by that name exists
- Fixed clear_delayed_event not working on provinces if the event in question is a narrative_event or similar rather than explicitly a province event
- Having fewer than 7 baronies defined for a county should no longer risk crashing the game
- Added max_attacker_battle_score and max_defender_battle_score CB parameters, which override the relevant define if set
- The "government" trigger can now also take a scope as its right-hand-side. E.G., "government = ROOT" or "government = k_norway". It will compare to the government of the character the scope corresponds to
- Added capturing_defender_is_complete_victory and capturing_attacker_is_complete_victory CB parameters. Default to "yes". If set to "no", capturing the defender/attacker is not automatic victory, but instead gives CAPTURED_HEIR_WAR_SCORE warscore
- Added "display_on_map" parameter to job actions, which can be used to override the color of the job action when assigning it, and providing a tooltip, based on a trigger. As many such sections can be added as desired; the first that evaluates to true will be used. If none are defined, or if none evaluate true, the default green color is used. The special colors are only used if the job action itself can be used. The tooltip will be run through custom loc with the same scopes as the trigger. Example:
display_on_map = {
tooltip = JOB_PROSELYTIZE_DIFFERENT_RELIGION # Key of the loc to add to the tooltip
trigger = { # Trigger for when this should happen. Same scopes as the allow/potential for the job action itself
NOT = { religion = FROM }
}
color = { 255 0 0 } # What color to use on the map
}
- Added logging at game start if there are living characters who lack a culture or religion
- Fixed not all event targets working with custom loc (E.G., artifacts)
- All notifications now have custom loc scope available. Those that didn't use to now have FROM as the "sender" of the notification, and ROOT as the player
- Added government parameters can_grant_kingdoms_and_empires_to_other_government_group and can_be_granted_kingdoms_and_empires_by_other_government_group for governments. Changed the defaults so that by default governments can grant within a group, and receive from anyone
- Added AI flags "ai_flag_refuse_marriage" and "ai_flag_refuse_concubinage". If set, the AI will never marry the character off or accept them being made into a concubine, except if they're the person the character is getting married to/made consort of
- Added logging for buildings that are built while their pre-requisites or the building they upgrade from is missing
- Added artifact_age and has_known_creation_date triggers
- Added set_looter_hostility_days effect, which can be used to force a specific time of looter hostility, including 0 in order to remove looter hostility
- Added "debug_events" console command. After running this, the game will keep track of how many times each event has fired. This can be printed to the game folder (wherever the CK2 .exe is) using "debug_dumpevents"
- Fixed scoping in custom loc working very inconsistently with script scoping at times. Most importantly, this means that "Root" will no longer be undefined after scoping to something else, so something like "From.GetRootRelation" should now always work
- Fixed indentation in random_list tooltips not working properly if there's more than one effect within a single entry
- Fixed provinces getting duplicate or no names in cases where "external" provinces are defined in any spot other than dead last in the province list
- If you disable the prestige hit from unlanded sons for a tier, that tier will no longer get the unlanded sons alert
- Fixed scoping to job titles looking really ugly in tooltips
- Made the error messages when wrong names are used for a number of effects and triggers easier to understand
- Fixed it being possible to accidentally make everyone in the world allied when using add_alliance
- Added logging when you in history put a date entry within another date entry, since this is invalid and won't work. Can also help detect malformed script in some cases
- Fixed portraits not showing up in trigger switches
- Ensured that a fake war exists for tooltip purposes before declaring a war, so you can scope to the attacker and defender in the tooltips
- Fixed the graphical_culture trigger crashing the game if an invalid graphical culture was used
- Added effect_even_if_dead history effect for characters. Will be run even after the character's death, unlike "effect"
- Fixed the "new_character" scope in some cases not persisting when saving and reloading
- Fixed missing newline at end of destroy_tradepost, destroy_fort, and destroy_hospital effect
- random_list entries below 0 due to modifiers are now simply counted as 0 rather than a negative number
- Fixed it being possible for the artifact name in the "Gift Artifact" interaction to go out of bounds for very long artifact names
- Including a mesh that doesn't exist in a .GFX file should no longer crash the game. Means that for example reapers_due_dlc.gfx can be modded without crashing the game for users without The Reaper's Due
- The opening text for diplomatic events now supports custom loc, with Root being the receiver and From being the sender
- Ensured no longer possible governments cannot persist for more than a month after invalidation (E.G., due to changed culture)
- set_government_type now forces immediate government validation after setting the government. This essentially means the character must meet the potential for the government you set
- Tech point bonuses now work in all holding types, not just normal holdings and hospitals
- The "is_married" pre-trigger now only returns true if the character has a living spouse. Before also returned true if spouse was dead
- The game will no longer log errors about missing images or sounds for events disabled due to lack of DLC
- Your designated regent is no longer reset upon a regency starting. For example, this means you no longer have to reassign your regent after going on Hajj
- Fixed the "trade_route" trigger having no localisation
- Added "assassination_interaction_trigger" scripted trigger for the Assassinate diplomatic action
- Fixed diplomatic responses in some cases showing you rather than the person responding to you
- Made it clear that rulers without a scripted dynasty will get one generated at gamestart. Now has "Unknown" dynasty rather than "Lowborn" on the campaign startup screen
- Fixed income from tributaries not counting towards "yearly_income" triggers and similar
- Fixed using export_to_variable not working on global and local variables
- The "capital" character history effect now actually works to set a character's capital. Before it had no effect
- Fixed the on-start capital validation overriding the current capital for people who don't have a preferred capital
- Fixed force_host normally resulting in the host simply resetting to one's liege/own court a day later
- The secret_religious_cult scope now works even if the character does not have a secret religion; it'll now always refer to their true religion instead (secret religion if they have one, otherwise public religion)
- Added could_be_parent_of trigger, which checks if the scoped character is in the right age range to be the parent of the target character. This means that they're at least AGE_OF_MARRIAGE_MALE years older, and at most MAX_CHILD_BIRTH_AGE years older if female (for immortal characters, as long as they became immortal before this age they bypass the check). It also checks that they didn't die before the birth date of the target
- Fixed a number of scopes (one example: the target of factions) being unlocalized
- Fixed a missing linebreak in the betrothal and marriage interaction tooltips
- Fixed broken betrothals appearing as marriages on the character screen until the screen is refreshed. Now the character listing disappears entirely
- Fixed new campaigns in rare cases starting with alerts about council job assignments
- Fixed matrilineal betrothals and marriages saying they're disallowed by at least one party even when they're not
- Fixed nomad titles that should be dynastically named not being so on the character selection screen, instead changing names once the campaign starts
- Ensured custom loc referenced from hardcoded loc properties (E.G., GetPlayerRelation) get processed
- Ensured custom loc works in the tooltip for dead characters
- Added on-actions on_revoke_attempted_started_war, on_retract_vassal_attempted_started_war, on_absorb_clan_attempted_started_war, and on_split_clan_attempted_started_war
- Added join_crusade_if_bordering_hostile parameter for religions. If set to yes, the AI won't refrain from joining a crusade simply because it borders a heathen/heretic realm

###################
# Database
###################
- Fixed Vladimir and Rastate Balgarsko being separate characters and made the new one Tengri Pagan
- Moved the Cloak Of Mohammad spawn from Bost to Bukhara
- Updated Fraticelli Papal Names to be consistent with the Catholic Papal Names
- Castille now has Toledo as its dejure capital in 1066
- Fixed a few holdings having the wrong level of a building
- Fixed some holdings missing a pre-requisite for some buildings

###################
# Bugfixes
###################
- You no longer get the alerts for commander titles if you have "auto assign commanders" enabled
- Fixed a bug with females being able to rule Theocracies despite the religion forbidding it
- Fixed resigning the game causing some triggers and effects in history to stop working or even outright crash the game in mods
- History execution is now strictly sequential in order, eliminating a number of issues that could occur when changing the date
- Fixed an issue where in some rare cases if you died while in revolt, one character would inherit just the revolt, and another everything else, leaving you playing the revolter with no land
- Fixed a crash in construction of trade posts when the builder died between when he issued the command and when it was carried out
- Fixed a rare crash when characters were trying to target their dead dynasty members in a new plot
- Fixed the end date given for settlements in the settlement construction confirmation window not always matching the actual end date even if all build time modifiers remained the same throughout construction
- Fixed holding construction in rare cases resulting in rulers unlanding themselves
- "Auto Assign Commanders," Interactions under council's consideration and Ally Orders are now preserved when the player's character die.
- Fixed a crash that could happen when a barony somehow ended up not being a part of any county
- The is_tributary trigger now has proper tooltips
- Releasing a Tributary now detracts prestige from the correct character
- Fixed incorrect liege of Västerbotten in 1066
- Removed incorrect limit on 'decision_break_free', you can now rescue dynasty members from having been captured as concubines
- You will no longer end up with two lifestyle traits if you have an event that would give you a lifestyle trait open and use the Hermetic decision "Choose Hermetic Art" before clicking the event to receive the trait
- Fixed patricians sometimes deciding they'd rather be a regular republic due to their liege dying, thus abandoning all their trade posts
- Fixed a crash where a character preparing an invasion would decide to copy all information about their life, then delete it
- Fixed wrong scope being used in event 63100
- Fixed raiding adventurers sometimes being stuck as raiders after getting settled
- Fixed nomads in some cases ending up with no capital after their existing capital is destroyed
- Fixed it in some cases being possible to be allied to oneself
- Fixed a rare crash on resign
- Fixed characters in some cases becoming courtiers of characters that don't hold any land
- Fixed a crash that could result from courtiers with a host that doesn't actually have a court
- Fixed incorrect scoping in weights for RIP.11701, prosperity gain should now be properly reduced while at war
- Fixed lowborn characters in old saves sometimes causing a crash
- Fixed landing someone causing them to cease being a councilor, losing all minor titles, and losing all wards
- Immortal women's real age will no longer be guessed by the people they're trying to marry
- The "child has finished education" alert now actually obeys the message settings instead of trying to read your mind you figure out if you *really* want to hear about it
- Temporary titles are no longer handed out to gavelkind heirs as if they were real titles.
- Fixed an unlikely infinite loop when the adultery of dead people is discovered
- AI should no longer pine for a matrilineal marriage if they have been turned off by game rules
- Fixed a bug with the attrition icon flicking on and off on the unit widget on the map
- "Kingdom Adjudication" (division of kingdoms between different heirs) should now work properly again
- Fixed a crash in some saves when selecting specific characters
- Possibly fixed a crash that could happen if someone was heir to a title that no longer exists
- Fixed a crash involving baronies with no settlement
- Fixed the game crashing if the "siege provinces" ally order was used against a patrician
- Fixed a rounding bug where 'random_list' effects and 'random_events' in on_actions would never happen if the fractional modified chance was too small
- Fixed using mass execution on 10+ people causing an OOS in multiplayer
- Fixed one way the game could go OOS as a result of characters being inconsistently calculated as powerful vassals
- Brew happiness potion should now be available on all direct vassals.
- Fixed supply status being reset when loading the game
- Fixed armies using up root at a slower and slower rate the less there is left when they're foraging rather than looting. This means it no longer takes nearly forever to run out of supplies
- Fixed landless characters not getting a siege tech bonus
- Fixed a bug where armies would count enemy occupied provinces as friendly territory (and thus reinforce there)
- Fixed you sometimes getting kicked out of a faction for no apparent reason
- Fixed it in some cases being possible to rename the dynasty of other players
- Fixed the age buttons in the Ruler Designer having no actual effect once you got in-game. Now they set the minimum age (to 16/30/50)
- Fixed a crash that could occur if someone on the list of people to invite to a plot died while the list is open
- Fixed piety giving an opinion bonus with anyone who can hold temples, not just theocratic governments
- Fixed creating a custom empire not copying your tansistry or elective succession law
- Fixed ticking warscore in independence wars not working properly (meant to tick if the independence seeker holds all their holdings)
- Fixed a CTD where someone would be part of a coalition that no longer exists
- Ensured that if you end up holding a province with a nomad capital as a non-nomad, when a regular holding becomes capital instead you end up owning it rather than the baron becoming count
- Fixed "Gift Artifact" not requiring that you select an artifact
- Fixed removed opinion modifiers in some cases reappearing if you saved on the day of their removal and then reloaded. This would for example cause Prepared Invasions to fail if you saved the day you started them
- Fixed using council consideration letting you bypass the need for a favor on your liege
- Fixed council consideration not working for secondary titles; they instead got applied to the primary title
- Now possible to gain a new favor while another one is active (council support)
- Fixed independent muslims getting the bonus from having a sibling as their liege
- Fixed stewardship not actually affecting trade post income, even though the trade post income tooltip would claim it did
- If your relic hunter is fired or retires as a councilor their search ends
- Fixed the Secret Ceremony event not always selecting society members in the same realm if possible
- Fixed having the Conscientous trait preventing the Fussy events from firing
- Fixed event 20271 never ending or informing you if your Priest converted to your secret religion
- Fixed getting Society missions and events when you are incapable
- Fixed killing random prisoners in the Devil Worshiper "Songs of Anguish" event
- Removed duplicate has_top_tier_education_trait_trigger scripted trigger
- Blocked getting Beyond the Indus achievement for your dynasty if you meet the conditions for getting it on start up
- Fixed Vassals being allowed to declare war for family members claimants even when laws do not allow it
- Fixed feast flags sometimes not being cleared on vassals if the event chain gets broken
- Fixed the localisation for event 3200 not displaying the name of the person judging your advice
- Fixed being able to interact with a character being sacrificed by a Devil Worshiper
- Fixed Nagyszombat being spelt Nagyzombat
- Fixed Religion Feature tooltip for Reformed Pagan religions saying they cannot use Holy Wars and are inferior at conversion
- Fixed some outliner categories (most notably Armies) having a significant performance impact
- Fixed the launcher not being able to use passwords beyond 81 characters
- Unlanded characters no longer sometimes feel compelled to will all their money to themselves upon dying
- Unlanded characters no longer prefer to will their money to their liege rather than a sibling or their mother just because their father is dead
- Concubines of other people can now be taken as concubines if you imprison them
- The EU4 Converter will now properly convert Mongolia to EU4 Mongolia
- Fixed the tooltip for raiders stealing an artifact saying the artifact was transferred to No Character
- Fixed Mór being spelt Mör
- Fixed WoL catching seduction event targeting the revealer of the seduction to be a spouse causing infinite opinion loss
- Fixed designated regents not staying your regent if they're not in your court
- Fixed is_murder_quest_target_of_prev_trigger not always targeting the correct person
- Fixed characters in rare cases giving birth to two different children less than nine months apart
- Fixed dynamic flags not being cleared upon preparing grounds as a secret religion
- Fixed event 63100 not applying the opinion modifiers to your liege correctly
- Fixed the Assassins recruitment chain getting stuck if your inductor died
- Characters currently in hiding or prison can no longer impregnate women, who were already excluded from impregnation if *they* were in hiding or prison
- Fixed Hermetic infiltrate laboratory mission not failing if your companion died
- Fixed your spouse getting upset with you for studying the stars even though they are the one who wanted you to
- Fixed it not being possible to invite either party of a matrilineal marriage to your court
- Fixed being able to continue your hunt for hermetic ingredients with your apprentice's corpse
- Fixed wars that should vassalize the target sometimes taking their land instead as a result of them being the leader of a revolt
- Fixed the leader of the Hermetic society writing about how good it is you are joining them from their jail cell
- Fixed the removal of stressed/paranoid and flags not being cleared in secret cult member showing doubt event
- Fixed indirect vassals being upset that you're a woman even if you've got Full Status of Women
- Fixed translation for Bengal and Deccan Empire in German and Spanish
- Fixed your liege's Chancellor improving relations with you implying that they have a different liege
- Fixed duplicate modifiers in Tournament and Furusiyyah gaining brave event
- Fixed bastard child not being generated for unwed daughter if your spymaster lets them live and you pardon everyone
- If you secretly practice a religion and falsely confess your religion again you keep the secret religion you already had and it costs reduced piety
- Fixed being told by yourself that you were being kicked out of your secret religious cult if you abandoned your secret religion
- Fixed typo in Court Jester description saying know as a fool instead of known as a fool
- Fixed being able to eat your family members whilst in seclusion and not getting the kinslayer trait
- Fixed a number of issues that'd happen on the very first day after dying, such as being able to usurp titles you have no claim to
- Fixed being able to continue with your recruitment into the Devil Worshipers from the confines of your prison cell
- Fixed being given quests targeting your fellow Devil Worshipers
- Fixed the anachronistic word Clown being used for insults instead of Jester
- Fixed the children of ruler designed characters not getting any traits even if they're old enough that they should have traits
- Fixed the duchies of counties not being removed when forming Hungary with the pre Horse Lords decision
- Prepared invasion fleets now spawn as close to your capital as possible, rather than as close to your physical location as possible
- Fixed two females impregnating each other via the WoL maidservant lover event
- Fixed unholy impregnation decision failing to reference the Devil when targeting a non-Devil Worshiper
- Fixed restoring the Catholic Pope referring to him as being Fraticelli
- Fixed not being informed about the ability to abduct people if a member of the Assassins or a Devil Worshiper
- Fixed it being possible to be given a mission to Corrupt someone yet be given no target
- Fixed Assassins kill target event being less likely to fire at higher ranks
- Fixed Zoroastrian pets being inconsistent with other pets, they are now modifiers and can die in time
- Fixed the tooltip for the Renounce Iconoclasm decision causing a mini-freeze when generating the tooltip
- Fixed it being possible to gift cursed diamonds and crowns
- Fixed being able to found a Holy Order as a heresy that has become the orthodoxy but not be able to raise the Holy Order
- Fixed it being possible to ruler design a character you're not allowed to play, which would lead to an instant game over
- Fixed it in some cases being possible to call the vassals of someone you're at war with into unrelated wars, thus ending up both allied and hostile to them
- Fixed an issue with targeted decisions vassal target filter allowing courtiers to use their employers vassals as valid targets.
- Taught the Pope that lifting his own excommunication when he becomes the Pope makes him a better role model for other Catholics
- Fixed missing localisation command in ZE.1012 daughter not marrying the spurned spouse event
- Fixed the game at campaign start generating dynasties even for a lot of characters who have no need for one, such as unlanded characters and non-feudal barons
- Fixed cultural tech points resetting on loading a save if you have 0 economic tech points
- Fixed that you'd get the "alliance breaker" penalty even if the reason you "declined" the call to arms was that it was no longer valid (E.G., due to you joining the war)
- Fixed the "Open Chronicle" button being available even if you had no chronicle, resulting in a crash. Could generally only happen in multiplayer
- Fixed infinite cuckolding, your cuckolding victim will now only slightly hate you and not infinitely hate you
- Fixed merging units sometimes leading to you losing control over a siege
- Fixed changing flank leader sometimes leading to you losing control over a siege
- Fixed being able to get the Berseker event even if you did not meet the conditions of being a Germanic religion to retain the trait.
- Fixed crash that could happen due to dying during your daily update
- Seljuk will no longer have the possibility to spawn in unlanded courts. Mercenaries and raiders had a bad influence on Seljuk's development.
- Fixed pound signs in localisation crashing the game in some cases
- Fixed being able to get a special option for having the just trait and the other option giving the just trait in the boar kills pigs event.
- Fixed the CK2 Germanic group Lombard culture being converted into the EU4 Latin group Lombard culture. It now converts into the EU4 Germanic group.
- Fixed your prisoner not caring if you refused them better accommodations or put them into the Oubliette when they ask to go to house arrest.
- Fixed non-existent death reason being referenced in suicide death scripted trigger.
- Fixed various Charlemagne convert to culture decisions not correctly converting your family with you.
- Fixed being able to fire your court physician whilst they were still treating you.
- Fixed Marshal being accused of beating a subjects daughter not taking into account the Marshal's gender.
- Fixed it being possible for nomad max manpower to go negative if it got too high
- Fixed the notification for your relic hunter not being an actual notification but a pop up event. It now only pops up when the hunter is nearing completion.
- Fixed some cases where your heir being a different government would cause you to change government on succession
- Fixed an issue where dead characters could be targeted by Pagan minor deity worship events if they had been the target of one before they died.
- Fixed not being able to legitimize your bastard children if they were of a different dynasty but still a bastard.
- Fixed inverted ai logic in the chance of joining the Assassins being more likely if cynical/craven/content.
- Fixed one way characters could remain in the court of dead characters, or not go to their own court once they have land
- Fixed Hajj sometimes never ending
- Fixed vassal counts getting a 25% bonus to levies in their capital, instead of vassal dukes and above
- Fixed the game sometimes telling you you'd lost voters that were never even on your council when you inherit someone's lands
- Fixed being able to steal artifacts from non-capital provinces.
- Fixed who raided who not being inherited when raid hostility is inherited, leading to the modifier never expiring until someone conducted another raid
- Fixed an issue where it was possible to have the wrong portrait displayed when doing penance and asking a priest for help.
- Fixed revolting Norse rulers not getting the free shipyards when the Viking Age starts.
- Reduced how long the game could freeze on the first yearly tick after a reload
- Fixed the viking compliment not having a separate adjective for translation purposes.
- Fixed frigid, unmanly and virtuous being listed as insult/compliment nouns and not adjectives.
- Fixed duplicate definition of survived_assassination modifier.
- Fixed nomad titles in rare cases not being properly deleted, and thus sticking around after the actual nomad is gone
- Fixed Diwali Feast referring to the wrong gender of your lover and spouse in some cases.
- The military tab no longer stutters so badly if you have a ludicrous number of vassals while having the vassal limit disabled
- Fixed being able to game over if your heir has a religion you do not own the DLC for, now they convert to the religion your last character had so play can continue.
- Fixed dismissing ships in home port sometimes not actually returning those fleets to their holdings
- Fixed it sometimes taking quite a long time for the stats of family palaces to update
- Fixed it in some cases being possible to invite the spouse of a landed character to your court
- Now only the host in multiplayer is able to use the EU4 Converter
- Fixed scrying events when you get a diseases referring to your character as "my brother".
- has_raised_levies trigger should now work as intended again.
- Fixed viceroyalties in some cases changing succession law upon being granted; now their succession form is not validated until the title ceases to be a viceroyalty
- It should no longer be possible for trade posts to persist after a person ceases to be a patrician; either they'll be handed to other patricians, or they'll be destroyed
- Fixed tech points from province modifiers having no actual effect beyond being shown in tooltips
- Fixed protected realm inheritance combined with gavelkind sometimes preventing someone who would've otherwise been your primary heir from inheriting if they stand to inherit any titles not held by you
- Fixed non-aggression pacts sometimes not breaking when the marriage/bethrothal underpinning it ends
- Fixed it not being possible to resupply your army by looting a province even if you're hostile to the province, if you're not hostile to the province's top liege
- Fixed a crash that could happen if a barony has an invalid settlement associated with it
- Fixed some issues where you wouldn't receive artifacts when you should while stealing from your Monastic Order
- Fixed incorrect punctuation in smith event.
- Fixed getting the fulfilled marriage opinion towards your liege even if they are not the one who arranged the marriage.
- Dharmic religions now forge Scimitars instead of normal swords.
- Fixed not being notified when your suzerain died and you were free from your status as a tributary.
- Fixed it being possible for your unlanded wife to imprison you.
- Fixed RIP.4501 referring to the location of your hospital as literally "location" instead of getting its name.
- Fixed it being possible to settle an adventurer in a kingdom. Now restricted to only counties and duchies as before
- Fixed the game going OOS in MP if someone gave someone else an artifact they already had a copy of, resulting in the artifact's destruction
- Fixed troops that are only supposed to disband on peace sometimes disbanding when their owner died instead, even if their heir inherited their war(s)
- Fixed using the Ruler Designer preventing you from getting achievements even if you discarded the ruler designed character afterwards (either by hitting "Cancel", or by changing the date or resigning)
- Fixed discarding a ruler designed character by opening the ruler designer again and hitting "Cancel" not causing their portrait to update until you'd deselected and reselected them
- Nomad holdings can no longer cause provinces to be considered too full for the purposes of clans wanting more land
- Fixed the auto-generation of buildings at game start in some cases generating buildings that don't have all their pre-requisites
- The hint window for the countryviews will no longer reappear when the game ticks if you close it without closing the countryview.
- Fixed an issue where legitimizing a bastard could modify opinion with 'No Character'.
- Fixed religious heads being able to use all CBs outside diplomatic range, rather than just the Crusade-type CBs
- Fixed it in some cases being possible for imprisoned vassals to join a revolt against your tyranny
- Fixed saving and reloading invalidating invasion CBs given to you by the Pope that you've yet to act on
- Fixed retinues draining money but not reinforcing if you end up in the negatives as a result of your monthly expenses. Now all retinues that end up draining money will receive reinforcements
- Fixed a number of console commands crashing the game if you typed a character ID that doesn't exist
- Using "Connect to ID" to a password protected server without typing a password will now give you a "denied" responce instead of just waiting endlessly
- Fixed saving and reloading the game sometimes resulting in titles named things like "k_dyn_12345" existing, and sometimes being creatable. Will not fix saves that already have this issue
- Fixed Genghis Khan not being named Genghis Khan if you start from a date after his death
- Build cost reduction is now capped to 90% for buildings and new holdings.
- Fixed holy sites in some cases in saves ending up being assigned to the county while there's a valid temple holding within the county
- Enabling automatic plot invites will no longer invite other players in multiplayer, tipping them off about your plot
- Automatic plot invites should now invite everyone possible. Most notably, this includes society members not in your realm, in the case of assassination missions for The Assassins
- Ensured a character can never appear twice in a line of succession
- Using "get_all_artifacts" while having the artifact window open should no longer horrifically lag the game (or outright crash). Also eliminated massive lag when inheriting a large treasury with the treasury open
- Jain characters can no longer hold or grant the minor title "Master of the Hunt"
- Fixed a CTD that could result from ally orders not being fully cleared out when a unit is deleted (E.G., due to being wiped out in battle, or disbanding)
- Fixed Jihads in some cases resulting in Feudal Muslim rulers
- Fixed it in some cases being possible to get the character bonuses from a religion twice for a short amount of time. E.G., if it gave +2 Stewardship, you'd be getting +4
- Fixed it not being possible to join your liege's wars if they're a different religion
- Fixed it being possible to cancel plots that are in motion by replacing them with a murder plot or similar via the character right-click menu
- Fixed levy numbers being somewhat wrong on day 0 of a campaign, changing on the very next day
- The Assassinate diplomatic action (if enabled by game rules) now obeys the player assassination multiplayer game rules
- Added missing rivers in Persia, Tarim Basin, and some other places.
- Fixed the short reign opinion penalty never being applied
- Fixed the long reign opinion bonus being roughly twice as powerful as intended
- Fixed dead rulers with no scripted dynasty not getting one generated
- Fixed a historical king of Poland wearing theocratic clothing
- Fixed options in the 'Plague Approaches' events sometimes showing the wrong text
- Fixed an issue where you could be asked to approve a plot against yourself
- Fixed an issue where you enter a state where you were permanently unable to use murder plots
- Fixed some issues surrounding the Cursed Diamond events
- Fixed unlanding someone in some cases causing you to very temporarily inherit wars you shouldn't, making your liege consider you a traitor
- Fixed a number of cases where people got unlanded when there was no reason to do so
- Fixed the game crashing if you ran a province event via console on a non-existent province
- Fixed an issue where being kicked out of or leaving a society would always claim that you were of the Shia religion
- Fixed an issue with dead character's portrait appearing in an old Way of Life business event
- Fixed an issue with a trait icon appearing in an option (in a Conclave stewardship event) for seemingly no reason
- Fixed an issue with text overflow in the option of mutilating a prisoner
- Fixed issue where you'd be unable to leave certain societies if you no longer fulfill the demands for joining that society
- Eliminated side-effects of character selection in the lobby, eliminating one OOS

 

Modifié par Loup

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Crusader Kings 2 : bannière

La 2.8.0, la mise à jour majeure accompagnant l’extension Jade Dragon est désormais sortie pour Crusader Kings II.

En...



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Paradox ont publié la somme de contrôle pour la 2.8.1 : WTTG

 

Notes de changements :

Révélation

###################
# Free Features
###################
- Added Chinese holding icons 

###################
# Balance
###################
- The AI is now much less likely to instantly give up when attacked with a Tributary CB
- You now lose the Kowtow trait when the dynasty in china changes
- When accepting to become a tributary of China, as a demand from asking them to re-open the Silk Road, it no longer costs more Grace than turning down their demand completely
- If you personally kill your own Chinese courtiers, the Emperor will no longer be sorry and refund you the grace

###################
# AI Improvements
###################
- Told the AI that provinces with more holdings, slots, and buildings are better, and it should try to keep those for itself when handing out titles
- Fixed the AI loving viceroyalties so much it'd try to give duchies out as viceroyalties even when not allowed to do so due to being a vassal, and then destroying the duchy in a fit of rage when it realized it wasn't allowed to do so
- Told the AI that if it considers a province to be a high priority target, it should probably also consider it to be a possible target, rather than deciding to not go there just because it is slightly too far away
- Told the AI that it isn't a good idea to grant a title to someone you just revoked a title off of, even if it is a duchy where you hold no land yourself, and that it might be a good idea to hold onto the duchy you just revoked for a little while before giving it away

###################
# Interface
###################
- The "arrange marriage" button is now disabled for characters who can't marry (E.G., eunuchs), and they are no longer included in the selection lists for the diplomatic action
- Fixed toggling province embellishments not working
- Fixed ESC not closing the "you need to restart to apply graphical settings changes" window
- The trade route tooltip now tells you how much the value of the route is changed by external factors, if the route is not currently at 100% value
- The "Personal Combat Skill" value in the command modifier tooltip now lists the sources of the combat skill
- Fixed the contact address in the EULA having some mysterious spacing
- Fixed map modes in some cases being wrongly colored after loading a save
- Units raised from provinces rather than the military view now also obey your rally points
- Fixed the "not pacified by liege" tooltip entry when declaring a war on another vassal mentioning an expiry date of 1 Jan 1 when you've never been pacified. Now only shows expiry if you're currently pacified
- Fixed the event countdown for narrative events in MP overlapping the event text
- Fixed the Ruler Designer not being usable in MP due to the designed character getting reset upon hitting "Ready"
- Fixed apostrophes and periods attempting to leave this mortail coil in on-map names
- Fixed the tooltip for the army coat of arms being unselectable and having a flickering tooltip
- Fixed the title tier requirement in the grant title interaction not getting translated to other languages
- You now get a warning message when loading an old save (one in which the first or second numbers differ. E.G., 2.7.0.0 vs. 2.8.0.0)
- Added a cooldown icon for sending a Physician
- Fixed the effect tooltip for becoming a tributary to China sometimes not fitting into its window
- Removed superfluous information from the effect tooltip for sending an artifact to China
- De-cluttered the menu for interacting with China - the interactions will now only display failed conditions
- Fixed a faulty tooltip in an old event where you ask a friend to help you refine your skills in swordsmanship
- Corrected a few cases of highlighting and capitalizing of game terms missing in the China Menu
- Fixed accented characters in non-English languages not showing up at all in the big decorative letter in narrative events. Now they'll show their Latin equivalent instead. E.G., É will be shown as E
- Fixed the in-game Game Rules window ending up behind other GUI elements on low resolutions
- Fixed the Assassin join requirement tooltip showing the sub-conditions of "any playable ruler" failing even when there's a ruler that meets the conditions
- Fixed the Chinese Emperor getting the Combat Modifier icon at times
- Fixed character names based on ancestors using their regnal names rather than birth names. Most notably, this could result in Chinese emperors using a previous emperor's temple name as their birth name
- Fixed the Border Dispute CB in some cases telling you you'd usurp baronies that would not actually get usurped
- Fixed it not being visible to the player that smiths will not marry
- The Taoist religion now has its own piety icon
- Provided a way to deal with excessively hairy family members
- Updated Grace condition tooltips in the China menu to no longer mentions "offmap power", but simply, eg. "the Tang Empire"
- Fixed text overflowing in the tooltip for Becoming a Tributary to China
- Fixed the multiplayer button being enabled after hitting "Continue" in the launcher and resigning, despite this changing the checksum, making it impossible to actually play MP
- Fixed loading a save then hitting a bookmark causing text about achievements to appear overlapping the scenario description. Fixed the achievement text not appearing after loading a save

###################
# User modding
###################
- Fixed "on_demand = no" in sound causing OnDemand to be turned on rather than off
- The character flag "ai_flag_never_transfer" will now stop the AI from transferring the given character to one of its vassals (used in vanilla to ensure that if you achieve independence from your liege, your liege's liege won't just transfer you back)
- Fixed is_ancestor_of/is_descendant_of giving the wrong result in some cases due to skipping the 0th character in each generation except the first
- The "Quick Save" button now works in ironman; it updates your ironman save
- Added "show_only_failed_conditions = yes" parameter for triggers. When set, this will cause only failed triggers within this trigger (recursively) to show up in the tooltip. Especially useful when you have a lot of edge cases you need to handle, but which are only rarely relevant to the player
- Added missing "Requirements:" header for the offmap interaction buttons
- Second entry of a variable in check_variable trigger can now also set the comparing operator ( =, <, >=, <=, ==, != )
- Added gfx_culture_scope, which scopes to a character's ethnicity
- Fixed event targets not working in the "culture" effect

###################
# Database
###################
- Added roughly 100 historical characters to the history of Yemen during the 11th and 12th century. Arwa Sulayhid is now a playable ruler of Yemen.
- Fixed a handful of provinces having more holdings than holding slots in later start dates; increased the holding slots by one when adding the new holding
- Fixed incorrect holder of d_baghdad in 1289

###################
# Bugfixes
###################
- Fixed the Shatter Realm CB not destroying landless kingdoms and empires 
- Fixed it being possible to end up as one's own lover. Could in very rare cases lead to CTD
- Fixed the AI investing more money than they had in purchasing weapons, jewelry and armor
- Updated the Investigate Artifact Rumors chain, which appeared to never end
- Fixed it being possible for your new liege to just transfer you back to your old one if you achieve independence as the vassal of a vassal
- Fixed kinslayer penalties not being properly applied in all cases for grandparents and grandchildren
- The modifiers from being a tributary now get removed within a day of ceasing to be a tributary, rather than taking up to a month
- Fixed the long reign bonus being applied, and at too high a value, in the year between when the short reign penalty ends and when the long reign bonus was supposed to start
- Fixed it being possible to disband shattered units by selecting more than one unit
- Fixed OOS when hovering over the add_random_education_trait effect
- Fixed and updated the decision to Become Saoshyant, in accordance with the updated duchies of Persia in 2.8
- Fixed being able to grant indestructible artifacts to china without them being removed from your inventory
- Added missing death text for the Kowtow Travels trait
- Fixed achievements being possible to unlock with mods enabled
- Players should no longer be lured by foreign preachers, if they are of a religion belonging to DLCs that the player does not own (which would cause a Game Over if they accept to convert to that religion)
- Added some missing rebel loc and rebel flags to the Converter
- If you manage to dedicate a book to your rival, they will now be "Strangely Flattered" (rather than "Flattered")
- Fixed a progress event for the Compose a Book chain, where it would try to mention a Chancellor by name, even when you had no one employed
- Fixed changes to trade route value (for example due to China going Isolationist) not persisting in saves
- Fixed courtiers stealing their wards to their new court if for any reason they move to another court
- The Army of Light is no longer active from the start
- Sardinia and Corsica are now assigned to the correct pentarch
- The Empire of Italy now requires the Kingdom of Sardinia and Corsica
- Traveling the passages of time and death will no longer allow souls of war offenders to cheat the injustices they caused their enemies. (Historical wars in 867 should now work when traversing history backwards)
- Winning an invasion of China will now set their status to Stable, unless they are in a Golden Age
- Fixed a problem where a character could end up with multiple tributary suzerains at the start of the game.
- The Chinese Emperor will no longer accept that you send severely injured Concubines, Eunuchs, Commanders, or Physicians to serve them
- Fixed so that adopting Chinese Imperialism keeps the laws from your previous title
- Fixed so that the cool-down for employing a smith is removed if the first thing you decide is to change your mind about the whole endeavor
- Fixed one way the game could freeze due to getting stuck in a liege loop
- Fixed the name of China sometimes getting messed up if you switch bookmarks a bit
- A courtier's family now joins the new court when the courtier gains a title through the grant title interaction.
- Claimants for China will now abdicate their old titles before assuming the throne
- Female Muslims Adventurers should now properly disregard certain social convention and actually declare war against their targets
- The Free Captives CB no longer misinforms you of who you'll imprison in turn
- Fixed so that you do not get to adopt Chinese Imperialism after having installed your own dynasty on the dragon throne
- Children can now gain Chinese commander traits when they grow up to get the Brilliant Strategist trait
- Fixed abdication in some cases leading to independence for no apparent reason
- If you murdered your Chinese Prince/Princess you will no longer receive an event where you grief them
- The Western protectorate now also has a claim on Yumen in 769
- Fixed loading saves in some cases causing nomad provinces to cease to be nomad provinces
- Fixed combat tactics changing every single day while flanking
- Fixed high authority realms in some cases ending up with no government when converting to EU4. Most notably, this could happen if a realm adopted Chinese Imperialism
- Characters no longer get angry about being "fired from the council" if the reason they're no longer on the council is that someone other than their liege imprisoned them, or because they moved to a different court
- Characters no longer hold a grudge against their former liege for alleviating them from the council if they become bedridden with illness
- Historical relatives of the Chinese Emperor no longer loiter in the west
- Fixed disabling the marriage AI for close relatives not persisting in saves
- Fixed some duplicate/broken chinese and irish dynasties
- Fixed the Embargo CB not being available if the merchant republic only indirectly holds trade posts in your lands via its patrician vassals, rather than holding them personally
- Fixed regents losing their council position after loading saves
- Fixed an issue in the Hermetic events where you brew a potion for someone else: you now get notified about whether they accepted the potion or not
- Fixed partially reinforced mercenaries getting a sudden boost in troop numbers upon hiring, and upon dismissing
- Fixed overly hairy patricians crashing the game
- Fixed a change in the holder of a vassal title in some cases invalidating wars for that title even though it is still in the same realm
- We no longer cull borders on the map since it makes no sense with the max zoom level we have now.
- Windows and Unix/OSX can now chat with each other.
- Characters no longer talk about the weather as much
- Fixed you instantly getting a game over if you played as a Ruler Designed Nomad vassal
- Fixed holdings in old saves sometimes ending up with a dejure county different from the county they're in. Could in rare cases lead to freezes
- Fixed Desert Cavalry buildings giving Horse Archers instead of Camel Cavalry
- Fixed requirements for Steppe Cavalry buildings incorrectly excluding Iranian from levels 1 and 3
- Fixed siege leaders in flanks other than the center not working after loading a save, but instead only for new battles or if reassigned
- Fixed revolting against your liege while having Gavelkind (or Elective Gavelkind) succession causing you to change succession to Seniority

 

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C'est passé de W à XTTG. Savez-vous s'ils prévoient un nouveau patch avant Noël, comme pour EU4 ?

Merci en avance... je part présenter quelques cadeaux à mon seigneur, offert par une populace généreuse...

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Il y a 5 heures, Benjo a dit :

Salut à vous,

Pourquoi " 2.8.1 What The TG " ?

La somme de contrôle ou l'empreinte est une série aléatoire de lettres. 

 

il y a 23 minutes, Benjo a dit :

C'est passé de W à XTTG. Savez-vous s'ils prévoient un nouveau patch avant Noël, comme pour EU4 ?

À priori non, car il n'y aura plus de carnets avant l'année prochaine.

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3.0.0 :

 

 

Révélation

##########################################################
##########################################################
###### 3.0 Holy Fury #####################################
##########################################################

###################
# Expansion Features
###################
- Added Shattered World system, where the world is initially populated by small realms, with a large variety of configuration options, including randomized cultures, religions, and dejure kingdoms and empires
- Added Random World system, where the world is initially populated by various randomly generated realms, with randomly generated cultures, religions, and dejure structures
- Added Warrior Lodge Societies:
- Join rowdy pagan societies, such as the Wolf Warriors, the Followers of Otso, and others.
- Members of a Warrior Lodge may enjoy the benefit of increased Martial, Personal Combat Skill, and more!
- Quests include the following:
- Raid and loot barony
- Lose weak focus
- Duel someone for honor
- Duel someone to the death
- Wage war against someone
- Recruit your child into the lodge
- Powers include the ability to:
- Duel
- Appoint Shieldmaidens
- Be more resilient in battle
- Summon a great commander
- Call special soldiers to join your war
- And more!
- Added tiered-scar system with randomized portrait visuals.
- Added temporary warpaint and permanent tattoo visuals for Warrior Lodge members.
- Added a Strong Claim Duel decision, which allows tribal characters to duel for titles they have a Strong Claim to.
- Added Kill List for all characters, tracking who they are known to have killed
- Expanded the Pagan Reformation system, letting the reformer choose from a variety of different features in order to create a religion more reflective of their playstyle or role-playing
- Pagans are playable even without The Old Gods. The 867 start is still based on ownership of The Old Gods
- Added reformed versions for the Bon and Hellenic religions
- Added possibility to access special effects and flavor by combining synergic Doctrines when customizing a religion.
- Added a bloodline system, in which your famous ancestors can affect how people see you
- Added a large number of historical bloodlines such as Charlemagne's, Genghis Khan's, and various nation builders
- Added ways to gain bloodlines for heroic deeds
- Added Sainthood, which posthumously grants a character beloved by the Pope with a bloodline
- Added Forge Bloodline Ambition, allowing Prestigious high tier rulers to create their own custom Bloodline.
- Crusade Events
- Fourth Crusade / Crusade for Constantinople
- Children's Crusade
- Northern Crusade
- Reconquista
- Added Coronation decision for Catholic Kings and Emperors, requiring them to seek their religious head or a powerful Bishop in their realm in order to receive legitimacy to rule.
- Added option for powerful Christian rulers to have their heir baptized by a powerful theocrat or religious head, granting them a special trait.
- Added Sway and Antagonize decisions and events, allowing rulers to increase or reduce another character's opinion by focusing for an extended period of time on him.
- Added Mass Conversion decision for powerful unreformed pagan tribal rulers, allowing them to seek a sponsor from an organized religion in order to convert their subjects and provinces, as well as receive special advantages.
- Added Great Tribal Festival decision, giving additional flavor to tribal rulers in general and allowing tribal unreformed pagans with a non-violent way to increase Moral Authority.
- Added Create Great Pillar decision, allowing unreformed tribal pagans to erect great pillars in their capital to increase their Moral Authority.
- Added Destroy Great Pillar decision, allowing non-pagans and reformed pagans to destroy great pillars.
- Added a Saints View that can be opened from the Religion View.
- Added Eldership Succession, available on start for Slavic Tribals, but also accessible to other Pagans through the Ancestor Worship Doctrine.
- Added a weather system and related flavor events, in the Sub-Saharan African regions
- You can now rename your artifacts
- You can now rename members of your dynasty in your realm that are under the age of 10
- Added Hellenic Restoration mechanics
- A Christian Emperor of Greek, Italian or Roman culture that restores the Roman Empire has now the chance to restore Hellenism.
- Christian Greek, Italian or Roman rulers owning an Hellenic holy site and fulfilling some special requirements have now access to the Delve into Classics decision, whose event chain allows them to secretly convert to Hellenism.
- Hellenics can no longer use the Pagan Subjugation cb, but have instead be given access to all Byzantine and Roman-related mechanics of LoR (Imperial Reconquest cb included).
- Reformed Hellenics can create their own Monastic Order (Stoics), Satanist Society (Bacchants), holy order (Myrmidons) and have access to the Hermetic Society.
- Non-tribal, non-nomadic Hellenics have access to the Dedicate Temple decision, allowing them to dedicate their temple holding to a specific god to receive special boons.
- Added a number of new councilor models:
- Female Norse Pagan councilors, and male Norse Pagan Seer
- Female Indian councilors
- Female Muslim councilors
- Female Rabbi councilor

###################
# Free Features
###################
- Added army movement lock system. When a unit has progressed 50% with its movement into a County, the order cannot be canceled. While movement locked, further moves may be canceled or queued up. Army movement lock can be disabled via the game rules
- Redesigned the character screen to provide more space for traits and modifiers, as well as opening up space for a handful of new interface elements, including personal combat skill and a more distinct artifact modifier entry
- Elector window added to the law view for elective succession laws
- Added artifact history, keeping track of who has owned any given artifact
- Added region-based pilgrimage event pictures on old pilgrimage events.
- Added Religion Head Actions, letting you easily interact with the Religious Head to Request Claims, Request
Money, Request Divorce, Request Invasions, and Request Excommunications. Which of these are available depends on your religion
- Scripted granular AI behavior for religious heads when determining willingness to engage in special actions such as Request Claim, Request Money, Request Divorce, Request Invasion, Request Excommunication, and Lift Excommunication.
- Most organized religions will now attempt to defend their religious head if attacked by someone of a different religion
- Added Groomed/Uncouth traits to work as non-inheritable equivalents of Fair/Ugly.
- Added Harelip portrait effect.
- Added special crown artifacts tied to famous titles (Persia, Roman Empire, Holy Roman Empire) that show on portrait when worn.
- Added genetic lefthanded trait, increasing character's combat_rating.
- Added genetic freckles portrait effect (with variations) for some graphical_cultures (Norse, Celtic, Saxon and Uyghur)
- Added non-genetic sturdy trait (opposite of Robust and Frail), giving special portrait visual.
- Added fat and malnourished traits (with portrait graphics), that can be gained or lost depending on a character's lifestyle.
- Added extensive flavor events tied to pregnancy and pregnancy complications (mothers no longer suddenly die of childbirth out of nowhere), as well as some post-birth flavor.
- Revamped Issue Declaration of Repentance decision, resulting in the Pope asking one of several possible requests in exchange for lifting a ruler's excommunication.
- Desert portrait background frame tied to location rather than religion. Martial headgear visual tied to in_command status.
- All elective successions (Feudal Elective, Elective Gavelkind, Tanistry) have been unhardcoded and the AI behavior for them has been completely revamped, allowing electors to select their candidate in a clearer and more rational fashion.
- Added Imperial elective succession and government for the Byzantines and Romans. The Imperial Court and Commanders receive a variable voter strength, with the Emperor's close relatives and Commanders being all potential candidates.
- Added more mercenary bands for Africa
- Updated Game Rules:
- Split the 'Supernatural' game rule into two: 'Supernatural' which controls events such as the Demon Child, and 'Absurd' which controls events such as Chancellor Glitterhoof
- Added the 'Generate Families' Game Rule, with the purpose of filling in historical blanks when it comes to historical families. When set to 'on' (default) most characters who start without any recorded historical family will have a spouse and a few kids generated. This prevents early game-overs and kickstarts the marriage game to initiate earlier.
- Added an extra setting to the 'Chinese Interactions' game rule: Restricted, which restricts the diplomatic range of China to the eastern portion of the map permanently.
- Removed the "Restricted" setting from the 'Dueling' game rule, so it now only has two modes:
- "Default", requiring your target to be a logical one, and penalties are applied for dueling "unsuitable" targets (such as priests or non-warrior women).
- "Unrestriced", allowing you to duel almost anyone, while the heavier penalties for unsuitable targets are removed.
- Added the ‘Exclave Independence’ Game Rule, with the purpose of eliminating disconnected land on succession. As long as the new ruler during a succession isn’t at war, their exclaves should be set independent according to the setting. If the AI is at war during succession, they will try to remove exclaves once every year until such a time they are no longer at war (does not apply to Players). Settings:
- Off - The default option, no removal.
- Limited - Exclaves of Independent Rulers at peace will be removed on succession unless they are connected to the Capital area with gaps no larger than one County, via a naval path or part of the characters primary De Jure territory.
- Limited (Naval) - Exclaves of Independent Rulers at peace will be removed on succession unless they are connected to the Capital area with gaps no larger than one County, via a limited naval path (1000 distance units) or part of the characters primary De Jure territory.
- Significant - Exclaves of Independent Rulers at peace will be removed on succession unless they are connected via a naval path or part of the characters primary De Jure territory.
- Harsh - Exclaves of Independent Rulers at peace will be removed on succession unless as they are connected via a limited naval path (1000 distance units) or part of the characters primary De Jure.
- Total - Exclaves of Independent Rulers at peace will be removed on succession unless as they are connected via a limited naval path (1000 distance units). Disables Achievements.
- Revamped Crusades for Catholics and Fraticelli
- A new preparation phase added before the Crusades launch, where characters pledge to join the Crusade and the Pope try to gather as many Catholics/Fraticellis as possible to support the Crusade
- Added a new "pot" mechanic to the Crusades, which will spread out prestige, piety, gold and artifacts after a successful campaign, to all the most participating members of the Crusade
- A player can now have a dynasty member as their Beneficiary for the Crusades, which will be their recipient if the Crusade is successful
- The Crusade Titles will be split between the beneficiaries of all the most participating members of the Crusade, and the "Crusader King/Queen"
- The Crusader King/Queen is decided by the most participating member of the Crusade, it can either be the participating Crusader, their beneficiary or the official papal Crusade recipient
- If the player is the most participating Crusader and give away the titles to their Beneficiary, they get an event which will let them start playing as their Beneficiary, the new Crusader King/Queen
- Added new Crusade events
- A chance for Crusader States to appear
- The Shepherds Crusade has been reworked
- Holy Orders
- Holy Orders have their own government form to make them more distinct from normal Feudal characters
- Holy Orders will no longer stick around if they feel their liege is unfit to rule
- The Knights Hospitaller really wants an island
- Rebalanced the money borrowing from Holy Orders
- Revamped Dueling
- Personal Combat Rating now ranges roughly between 1-100 instead of the old 1-5.
- The outcomes of duels are calculated more carefully.
- Duel events have been completely rewritten.
- High enough Intrigue unlocks a special option that can be used to affect the outcome.
- Revamped Battle events
- Personally leading a flank of your army now gives the army a 10% morale boost
- Old battle events have been remade and rewritten.
- New battle events have been added, often to allow dueling on the battlefield.
- Outcomes are better calculated.
- Added blood and mud splatter portrait effects.
- Map Update to Africa
- 63 new provinces spread across the continent
- Reshaped all existing provinces for increased geographical and historical accuracy
- Updated the names of a large number of provinces and titles for increased historical accuracy
- 6 new cultures: Daju, Kanuri, Zaghawa, Hausa, Songhay, and Soninke
- Reworked North Africa
- New empire of Maghreb, consisting of the kingdoms of Maghreb (Mauretania) and Africa
- 5 new duchies
- Reworked West Africa
- 2 new kingdoms, Ghana and Songhay
- 4 new duchies
- Added the region of Central Africa
- New empire of Kanem-Bornu
- 2 new kingdoms, Kanem and Hausaland
- 7 new duchies
- Adjusted rivers to accomodate for the newly added Lake Chad
- Map Update to Poland
- General overhaul to the DeJure territory of the Kingdom of Poland
- Vistula (major) river tweaked to be more geographically accurate
- (Minor) river Oder tweaked for more geographical accuracy. (Minor) rivers Warta and Bug added
- 6 new provinces, mostly improving granularity in Mazovia and Lesser Poland
- All old provinces moved and reshaped for more consistency
- Some updated provincial Coats of Arms
- Map Update to Pomerania & Eastern Germany
- (Major) river Elbe tweaked to be more geographically accurate
- Province of Bytow added to the Duchy of Pomeralia and province of Neumark added to the Duchy of Pomerania (both now at 3 provinces each)
- Bohemian / Czech provinces moved down south a bit to be more geographically accurate
- New province of Lausitz in the Duchy of Meissen
- Reshaping of provinces neighbouring reshaped Elbe (especially Brandenbourg which is a bit less blobby now)
- Map Update to the Baltics
- Major overhaul to the Baltic region (mostly encompassing the Kingdom of Lithuania's DeJure territory)
- (Major) river Daugava moved and reshaped a bit for more accuracy
- Minor river crossings in Lithuania reshaped for more accuracy
- 7 provinces added to enhance pre-Livonian Order flavour
- New duchy of Latgale added
- All old provinces in the DeJure Lithuanian Kingdom's territory have been reshaped for more historical & cultural accuracy
- New kingdom of Estonia, formable by holding the duchies of Estonia and the new duchy of Kalava
- Map Update to Finland
- 8 new provinces in Finland, improving mobility and spread noticeably in the area
- 2 new duchies in Finland (Ostrobothnia and Savonia)
- 1 new province in Lapland, in the duchy of Kola
- Map Update to Upper Burgundy and the Swiss area
- 7 New Provinces added
- 2 New Duchies added
- County of Bourgogne split into 5 parts (Varais, Portois, Amous, Escuens and Montbeliard), all five moved into the new Duchy of Franche Comté
- Schwyz (old Grisons), Zurichgau (old Schwyz) and Thurgau (old St. Gallen) moved into new Duchy of Upper Swabia
- A part of the County of Lombardia has been cut off to make the new province Bellinzona
- A part of Montferrat and Savoy has been cut off to make the new province Aosta
- Map Update to Norway
- 6 New Provinces added
- 2 New Duchies added
- The new province Gudbrandsdal opens up a new pathway across the mountains to make it easier to get between the western and eastern parts of the country
- Map Update to Denmark
- 5 New Provinces added
- 2 New Duchies added
- New pathways across the Duchy of Sjælland
- Map Update to Sweden
- 6 New Provinces added
- 1 New Duchy added
- Map Update to Bavaria/Austria/Carinthia
- 13 New Provinces added
- 5 New Duchies added
- 1 New Kingdom added
- Brenner's Pass opened between Trent and Tyrol
- Map Update to Wallachia
- Overhaul to the Wallachian/Moldovian region
- Dniester major river moved to a more geographically accurate location
- 7 new provinces added to the DeJure kingdom of Wallachia
- 2 new duchies added to the DuJure kingdom of Wallachia (Oltenia & Bessarabia)
- Duchy of Wallachia renamed to "Muntenia"
- Duchy of Moldau renameed to "Moldovia"
- Map Update to the Pontic Steppe
- New empire of "Pontic Steppe" added in the eponymous geographical region
- Kingdoms of Khazaria, Alania and the new kingdom of Crimea make this DeJure empire
- New duchy (Wild Fields) added to k_crimea
- 3 new provinces added to the region
- Map Update to Russia
- Major overhaul of the whole russian sphere
- All major & minor rivers reshaped
- e_russia is now created through 5 kingdoms (Ruthenia, Novgorod, Vladimir, Chernigov & Galicia-Volhynia)
- 3 new kingdoms : Vladimir, Chernigov, Galicia-Volhynia
- k_rus renamed from "Rus" to "Novgorod"
- 4 new duchies (Cherven Cities, Karachev, Novosil, Murom)
- 37 new provinces added to the general area
- A few titular russian-tribes-themed duchies added for earlier startdates
- Map Update to Italy
- 9 New Provinces Added
- 1 New Duchy Added
- 1 New Kingdom Added
- Map Update to Volga Bulgaria
- 6 New Provinces Added
- 1 New Duchy Added
- Map Update to Iceland
- 2 New Provinces Added
- In 769 Iceland now starts populated by Irish theocracies, representing the papars. Norse characters will during the Viking Age get the opportunity to take it over.
- Map Update to the Steppes
- Major Overhaul of the Steppes and Permya
- 112 New Provinces Added
- 38 New Duchies Added
- 2 New Kingdoms Added
- 2 New Empires Added
- Map Update Anatolia & Georgia
- 11 New Provinces Added
- 5 New Duchies Added
- Map Update British Isles
- 18 New Provinces Added
- 3 New Duchies Added
- Map Update France
- 13 New Provinces Added
- 2 New Duchies Added
- Reworked Major Rivers in France
- Map Update to Iceland
- 2 new provinces
- Reworked the sea zones around iceland
- Updates to Icelandic history
- New titles
- Principality of Antioch, available for Catholic rulers in charge of Antioch
- The Hansa is now available for players through a decision
- A kingdom tier Swiss Confederacy is available through a decision
- New cultures
- Crimean Gothic
- Dalmatian
- Carantanian
- Coptic

Conclave:
- Added call in favor for succession support character interaction for elective succession laws.


###################
# Balance
###################
- Prestige-based retinues are now unaffected by retinue reinforce rate; they always reinforce at full speed
- Your dynastic muslim vassals will no longer affect your Decadence through lost/won Holy Wars, as this caused your decadence to increase/decrease seemingly at random with no chance of affecting the outcome
- Book-type artifacts can no longer be stacked indefinitely, characters can now have max 4 books active at once (Library equipment slot)
- The titular Kingdom titles in Iberia (Galicia, Aragon, Castille and Portugal) are now only formable through decisions.
- The decisions to form the Kingdom titles in Iberia (Galicia, Aragon, Castille and Portugal) can now be done at any time, rather than only after the year 1000.
- The titular Kingdom title Moravia is no longer createable as a titular title.
- The titular Kingdom title Cyprus is now only formable through a decision (independent Catholic duke of Cyprus).
- The titular Duchy title Powys is now only formable through a decision.
- Vastly reduced the cost of Prestige buildings in Tribal holdings
- Added culture-specific buildings to Tribal holdings, when upgraded to Castles these buildings will become the castle variant of the appropriate culture building (Rank 2 Tribal building becomes Rank 1 Castle building, Rank 4 Tribal building becomes Rank 2 Castle building)
- Added a small tribal building chain for defensive pagans, built with Piety rather than prestige
- Added retinue size modifiers to several tribal buildings, allowing Tribal rulers to field much larger retinue stacks than they were able to previously
- Disabled the Decisions for Tribal realms to hire temporary troops for prestige/piety, they caused too much confusion for players (where did those 5000 troops come from?) and allowed for a much too rapid conquest (declaring multiple wars to avoid having them despawn), this is only in effect if Legacy of Rome is active
- Added several tribal-only retinues that are available to be recruited for Prestige (and Piety, for Defensive Pagans), intended to fill the niche decision-spawned troops had (prestige-based armies) without causing confusion/uncertainty
- Disabled all standard gold-costing retinues for Tribals, except for their cultural one
- The AI will no longer spawn random troops from Build Legend or Build Zeal as long as they're not at war (they often let the troops expire without using them, losing prestige/piety)
- Jizya tax is now based on any liege or the holding owner having a religion that uses Jizya, rather than just the holding owner
- When a new merchant republic house is generated from thin air, the new patrician comes with a family so that they can't as easily go extinct shortly after due to a single unfortunate death
- New patrician houses no longer love to name themselves after the ruler of the republic
- Harbor and Fishing Village buildings in Nomad holdings now provide a nominal amount of Galleys
- Rebalanced sex_appeal_opinion for several illness traits.
- Unified all gender triggers for minor titles, they should now make more sense
- Removed society influence.
- Improved religion tooltips, now also list: the scripture, evil gods, high god and gods
- The religion and culture line on the character select screen now gives the normal religion/culture desc and feature tooltips
- Added the name and icon of a religion to the religion top bar screen, applied the normal religion tooltip to both
- The Caspian Sea is now functionally like an ocean. With boats and merchant republics and stuff
- The Nestorian Patriarch has moved to Baghdad, he feels more at home there
- The Miaphysites and Monophysites don't really care about Pentarchy anymore
- The Tribal Invasion and Pagan Subjugation CB's now require the actor to either have the Tribal government form or Elective Gavelkind succession form
- Upon looting a holding, the loot protected by fort level is now immediately updated, rather than only on the next monthly tick
- Only bishops of Count level or above can be made into anti-Popes
- Most of the religious head actions now have a Piety cost that scales with either your size, or your tier and that of the target
- The real Pope can now grant claims and invasions on/within the realms of people who have an anti-Pope
- Donating money to holy orders is no longer incredibly overpowered: it now only gives 100 piety, and has a cooldown of a year between donations
- Successful Decadence invasions now destroy the primary titles of the one being invaded, which should help with muslim blobs becoming stronger after suffering a decadence revolt, as the new dynasty has 0 decadence
- Nomad troops have now been rebalanced to promote buying something but the first tier horde, also added piety based 'auxiliary' hordes
- Slight cost/effect rebalance of the Corrupt Priest decision.
- Barons can no longer take ambitions such as Become Exalted and Paragon of Virtue.
- The ambitions Paragon of Virtue, Exalted among Men and Paragon of Enlightenment have been rebalanced to reflect the higher values of Piety and Prestige present in the game.
- Corrupting Magic for Satanists is now a stacking modifier, and instead of removing health it actually provides a small health boost in the same way treatments do (it doesn't actually increase your health, it only offsets negative health). To compensate it has been given much heavier stat penalties. Major soul corruption effects will add two stacks of the modifier rather than one.
- Controlled Realm Inheritance now affects your realm instead of the DeJure region for the title. And it is now in effect as long as any title above the title being inherited has set Controlled Realm Inheritance to Illegal.

###################
# AI Improvements
###################
- Fixed an issue where ai rulers would not go raiding
- We have informed the AI that prestige-based retinues do in fact not cost any money, so it shouldn't refrain from buying them just because it is broke
- The Pope is no longer likely to personally excommunicate you just because he slightly dislikes the look of your face
- Told the AI that when it is the primary participant in one war that they should actually ignore wars where they aren't a primary participant
- Told the AI it might as well not bother to loot if it can't even muster 500 men
- The AI now, having decided it should send its retinues home, won't simultaneously decide leave them just sitting in the county of some random dude in the same realm, leading to the AI keeping its military AI alive indefinitely
- When the AI's council just absolutely refuses to let it grant a title to *anyone*, the AI now goes "well if one of you bastards want it, you can damn well have it" in order to get rid of the title
- When one AI tells another "please go over there so we can gather our forces", the AI won't go "meh, I don't really like that spot" and get stuck just alternating between staying somewhere it likes and walking towards where the other AI tells it to be, just because it previously hasn't considered the existence of that province
- The AI no longer thinks it is a brilliant idea to betroth its underage heir to a woman so old they'll be infertile by the time the betrothal can be turned into a marriage
- Told the AI that maybe it should consider that their liege has a ton of tribal vassals when their liege asks them to end a plot
- The AI now takes into account the cost you had to pay in order to send the interaction when evaluating if they should accept or decline.

###################
# Interface
###################
- Fixed the law view refreshing a lot more than it needed to, causing buttons to sometimes flicker
- Fixed it not being clear that negative command modifiers end up at 0 due to martial. Now shows "Martial Influence: x 0.00"
- When the Pope decides to excommunicate someone without someone asking them to, the notification now leaves out that it was "at Pope whatever's behest"
- The character finder now shows the effects of the characters' active artifacts
- Added an indicator on the "Play" button in the lobby for ironman saves showing whether achievements are available or not
- You can now edit your user-name in the multiplayer lobby to be different from your Steam name. Note that when restarting the game, it will still default to your Steam name
- The unit morale bar now shows the morale boosts and penalties being applied on a unit level
- Independent tributaries now show their suzerain where a liege would normally be shown
- Fixed the levy tooltip leaving out many sources of levy size
- The garrison tooltip now shows all sources of garrison size
- Fixed units that cannot be disbanded right now (E.G., due to shattered retreat) being included in the Confirm Disband pop-up
- Fixed title items when viewing a title in some cases being unclickable
- When you cannot pick a new plot due to your current plot being in motion, the game now properly informs you rather than just saying you don't have any plots available
- The rel head succession notification now uses the Pope's new name rather than their old name
- Trade post locations now show up in the Economy map mode as well, not just the Trade Zones map mode
- The levies tooltip in the character view now also lists how many troops they could potentially call to arms from tribal vassals
- Fixed missing space in "TribalVassal" and "NomadicVassal" in the "Pacts" list on the character screen
- When you are in regency and the council does not approve of a diplomatic action, you are now allowed to click the button, just not send it. This means you'll now be able to see why the council is voting against the action
- "Request Claim" is now visible on characters with requestable titles, not just in the title view
- Added sound to right-clicking a province on the map.
- Added experimental UI scaling. Changeable in the the video settings.
- The in-game barbershop is no longer enabled for characters that have neither hair nor beard-styles to choose from. And both hair and beard switch buttons will be hidden now if you don't have at least 2 styles to choose from
- Religious head title shield in religious view now shows its tooltip.
- Clicking the crusade banner while the crusade window is open will now close the window.

###################
# User modding
###################
- Fixed there being a strange scrollbar in the middle of the screen if you used the "-start_date" launch parameter with a title at the end
- Eliminated the "province_setup" folder. Now based purely on province history instead, meaning you no longer have to duplicate script
- Added is_connected_to trigger. Checks if two provinces are connected via some realm's territory. Used in province or county scope. Can be somewhat performance intensive, so use sparingly. Example:
is_connected_to = {
target = realm_capital # What province to find a connection to. Takes "capital" (province owner's capital), "realm_capital" (top liege's capital), or a scope that can be resolved to a province. Must be set
sea_gap = yes # Whether to allow pathing through gaps of a single sea province (E.G., between Genoa and Corsica). Defaults to "no". Can't path through lakes
land_gap = yes # Whether to allow pathing through gaps of a single land province (E.G., a realm split in two by another realm a single province wide). Defaults to "no". Can't path through wastelands
sub_realm = no # Which realm to allow pathing through. "yes" for the sub-realm of the province owner. "no" for the realm of the top-liege. Alternatively takes a scope that can be resolved to a character (E.G., ROOT, e_hre, or owner). Defaults to "yes"
naval_distance = yes # Whether to allow pathing by sea (any number of provinces). Can take a number instead to use a max distance from already found ports
}
- Added any_connected_province, any_disconnected_province, and random versions of both. Takes same parameters as is_connected_to, except for "target". The disconnected version scopes to every province in the sub realm that isn't connected, while the connected version scopes to every province that is. Example:
any_connected_province = {
sub_realm = ROOT
limit = { some_trigger = no }
some_effect = yes
}
- Added can_naval_path_to trigger. Checks if it is possible to travel by sea between two provinces. Both provinces have to be sea or coastal. Example: "can_naval_path_to = c_london". Can take scopes and similar. Can be expanded to also take a distance: "can_naval_path_to = { target = c_london distance < 100 }"
- Added "persistent_event_target". Works like regular event targets, except are not saved in event chains. Instead they're saved in provinces, characters, titles, artifacts, societies, or offmap powers. They thus persist until cleared. Syntax is as follows:
save_persistent_event_target = { name = name_of_target scope = event_target:my_character } # Scope is the scope to save. It'll be saved in whatever the current scope is scoped to, assuming it supports persistent event targets. Relative scoping like ROOT, liege, and similar work as well
clear_persistent_event_target = name_of_target # Removes the given target
persistent_event_target:name_of_target = { } # Scopes to the given target
[name_of_target.SomeLocCommand] # Scopes to the given target in loc. In the case of collision with a regular event target, the persistent target takes precedence
- Variables now work in artifacts, societies, and offmap powers as well, not just characters, titles, and provinces
- Added console command print_holding_numbers. It prints the number of holdings defined for each county, sorted by # of holdings. Useful if you want to ensure all counties can support up to 7 slots
- Creating a holding in script when the province is already at its holding slot limit now adds another holding slot
- Added optional ai_acceptance section for decisions. This can be used to indicate to the player whether the target will accept a given decision. See 00_decisions.info for documentation
- Renamed the "decisions" section in societies to "powers" (though the old name still works). Now supports loc keys too, not just decisions. Will then use the key for the name, and the key + "_power_desc" for the extended description
- Added "society_influence = no" parameter for societies, which turns off the display of society influence
- You can now scope to landed titles in loc using their name. E.G., [k_norway.GetName]
- Fixed any_realm_lord not fetching the character's employer's sub-realm if used on an unlanded character
- For modifiers like those for council position choice, you can now specify a "localisation_key". When specified, that will make the condition show up as "Localisation: +xy" rather than as a regular trigger. This can be used to create much cleaner modifier lists. Especially useful for the "ai_acceptance" section of decisions, as that will make the display mimic normal interactions. Note that this does *not* work with multiplicative modifiers; only additive ones. This is for memory saving reasons, as applying it to mult modifiers would mean every single event MTTH and similar would need to store a loc key
- Stacking character modifiers now only show a single entry in the user interface
- Added "effect" parameter for on-actions, making it possible to fire effects directly off of on-actions. Useful for when you'd normally just use a hidden event. Highly recommended that you use scripted effects so as to not bloat the on actions file
- Wrote documentation for on-actions. Can be found in _on_actions.info in the on-actions folder
- Now possible to have several separate random event lists within an on-action, which are checked separately when the on-action happens (meaning several random events can occur; 0 or 1 per list). See _on_actions.info for documentation
- Made it clear that on_(major_)battle_lost/won do not fire for the actual army leader
- Checking "holding_type" in county (as opposed to province) scope should now work
- Added in_command pre-trigger for events. Takes yes or no. Example: in_command = no will make the event only trigger for people not commanding troops
- For custom loc purposes, notifications now provide FROMFROM as well. We won't pretend there's any real rhyme or reason to what character is FROMFROM
- It is now possible to specify characters' opinions of specific traits, and specify their opinion effect on people with specific traits. "lustful_opinion = 10" for example will now make Lustful characters like you more. "opinion_of_lustful = -10" will make you dislike lustful characters. Works in any modifier (E.G., traits, artifacts, event modifiers). Has to be defined in the modifier definitions folder, just like religion and culture opinion
- You can now define an opinion explanation for custom opinion modifiers like religion, culture, and trait opinion. Simply take the modifier key (E.G., "norse_opinion") and add "_EXPLANATION" to it, and write some loc. It gets post-fixed to the line in the opinion-breakdown. Defining one for Lustful for example might show something like "Attractice (effect on Lustful): +10"
- It is now possible to specify icons for objectives, decisions, and hardcoded interactions to show up in the diplomacy list (like how "plot to kill" has a dagger). For objectives and decisions, simply put "diplomacy_icon = GFX_gfx_name" and define that piece of GFX. For hardcoded interactions, the GFX name is pre-determined, using the format "GFX_<something>_icon", where "<something>" is the same as is used for offer descriptions, defines, and so on (E.G:, "DECLARE_WAR_INTERACTION"). By defining that GFX (in the case of war declaration, GFX_DECLARE_WAR_INTERACTION_icon), the icon will then show up
- Added effects add_special_interest and remove_special_interest. This will modify the special interests list in the outliner. Examples:
add_special_interest = { who = k_france key = some_loc_key }
remove_special_interest = ROOT
- Added triggers num_culture_provinces and num_religion_provinces. They check how many provinces there are of the given culture/religion. Should work in virtually any scope that has an associated culture. Takes comparisons. Example: num_culture_provinces > 10
- When debug_mode (AKA "charinfo") is active, the script tags of traits, modifiers, artifacts, cultures, religions, societies, and governments now get shown in their tooltip for use in console commands, script effects, and similar
- Added trigger society_has_active_progress = <yes/no>
- Added trigger society_progress = <value>
- Added effect start_society_progress
- Added effect stop_society_progress
- Added effect add_society_progress = <value>
- Added effect set_society_progress = <value>
- Added trigger holy_site_distance. Checks the distance to the nearest holy site of the target religion. Example: holy_site_distance = { target = FROM value < 200 }. Works with provinces, characters, and similar as targets as well, not just religions
- Added trigger religion_distance. Checks the distance to the nearest province of the target religion. Example: religion_distance = { target = FROM value < 200 }. Works with provinces, characters, and similar as targets as well, not just religions. Use with care, as it can get a bit expensive as it has to check distance to all provinces of the given religion
- Added console command "save_without_ironman" to save the current game-state without ironman
- The "version" console command now also puts the version info in your clipboard so you can paste it elsewhere
- Added "log_missing_adjectives" console command, which logs any title that has no adjective loc key defined (E.G., if the title "k_title" is defined, but no loc "k_title_adj" is defined)
- It is now possible for a religion to have autocephaly without having a pentarchy (though not the other way around). "autocephaly = yes" now only provides autocephaly, while "pentarchy = yes" provides both
- Added trigger "has_pentarchy". Works in anything that has a religion (religion, character, province, etc.)
- Added religion parameter male_temple_holders (default "yes") and trigger religion_allows_male_temple_holders
- Added the following effects, which change religion features. Works in religion scope, or a scope from which a religion can be gotten (character, province, county/barony title, title with religion defined, society with associated religion):
set_peace_piety_gain
set_pacifist
set_convert_other_groups
set_convert_same_group
set_peace_prestige_loss
set_ai_aggression
set_unit_modifier
set_unit_home_modifier
set_hard_to_convert
set_raised_vassal_opinion_loss
set_piety_loss_for_attacking_same_religion
set_max_wives
set_max_consorts
set_feminist
set_heir_designation
set_short_reign_opinion_year_mult
set_jizya_tax
set_can_retire_to_monastery
set_can_excommunicate
set_can_grant_divorce
set_can_grant_invasion_cb
set_can_grant_claim
set_can_call_crusade
set_pc_marriage
set_bs_marriage
set_psc_marriage
set_cousin_marriage
set_seafaring
set_allow_looting
set_allow_rivermovement
set_autocephaly
set_pentarchy
set_religion_head # When used in religion scope, sets the title that controls the religion. Use "none" to set the religion as not having any controller. If a title already controls the religion when this is called, it will cease to control the religion. Example: set_religion_head = k_norway/ROOT/none
set_uses_decadence
set_can_have_antipopes
set_priests_can_marry
set_priests_can_inherit
set_ignores_defensive_attrition
set_character_modifier
add_intermarry
remove_intermarry
clear_intermarry
set_defensive_attrition
set_female_temple_holders
set_male_temple_holders
set_branch_tag
set_allows_matrilineal_marriage
- set_divine_blood effect now works on religions, not just characters
- Cultures and religions can now store flags, event targets, and variables
- Added effects set_flag and clr_flag, and triggers has_flag and had_flag, which work on anything that can store flags. Note as a result there are no culture/religion specific versions
- Event options can now take the parameter "tooltip_info_custom". Example: "tooltip_info_custom = REASON_IS_A_HORSE" will highlight the option and state that it is due to them being a horse
- Be aware that "reformer_head_of_religion" now has to be defined in the reformed version of the religion, *not* the original version
- Added a file with documentation in common/modifier_definitions
- Added triggers "trigger_if", "trigger_else_if", and "trigger_else". trigger_if is just an alias for conditional_tooltip. The latter two can be combined with trigger_if to handle complex display logic. If a trigger_if is immediately followed by a trigger_else_if or trigger_else, that trigger will be used instead if the limit/trigger of the trigger_if fails. They can be chained to virtually any extent. You can now also use "limit" instead of "trigger", to match how the effect functions. Example:
trigger_if = {
limit = { wealth = 3000 }
piety = 1000
}
trigger_else_if = {
limit = { wealth = 2000 }
piety = 2000
}
trigger_else = {
piety = 3000
}
- Now possible to reference religions and their groups statically in loc. E.G., [catholic.GetName] or [christian.GetGroupName]. Note that referencing the group is really just a different way to reference the first member of the group, so "GetName" will return the first religion's name, not "Christian"
- Now possible to reference cultures statically and their groups in loc. E.G., [norwegian.GetName] or [north_germanic.GetGroupName]. Note that referencing the group is really just a different way to reference the first member of the group, so "GetName" will return the first religion's name, not "Christian"
- Buildings can now use "piety_cost" in order to cost piety. Mutually exclusive with gold and prestige costs
- Retinue subunits now support the parameter "costs_piety = yes". Mutually exclusive with gold and prestige costs
- Added parameter "sort_priority" for CBs, which can be used to decide the order in which CBs show up in the UI. Example: sort_priority = 1000
- Added parameter "diplo_view_region" for CBs, which can be used override which provinces are highlighted when the CB is selected in the diplomacy view. Example: diplo_view_region = custom_leon
- Fixed the presence of decadent dynasty members being based on the religion being Muslim rather than the religion using decadence
- Added command modifiers "light_cavalry", "knights", "archers", "pikemen", "actual_light_infantry", and "actual_heavy_infantry", which boost those specific units
- Event pictures can now have triggers, allowing you to define multiple pictures without having to go via event descriptions. Note that event description pictures will still take precedence
- Event pictures now always match the description if the description specifies a picture, rather than taking the picture from the first valid description. Example:
picture = {
trigger = { wealth = 1000 }
picture = "GFX_evt_feast"
}
- conditional_tooltip/trigger_if now returns "false" when it does not get displayed immediately inside an OR or NOR, as this gives a more sensible tooltip
- Added support for all of the effect any_<scopes> for a selection_score = { } - triggered score field that only executes the effect on the top scorers of selection. Example:
any_society_member = {
score_value = {
value = 1
additive_modifier = {
society_rank == 4
value = 1000
}
additive_modifier = {
society_rank == 3
value = 100
}
}
count = 3
add_trait = maimed
}
- Added effects clear_prison_reasons, clear_banish_reasons, clear_revoke_reasons, clear_execute_reasons. These remove all opinion modifiers allowing the given action. Example: clear_prison_reasons = FROM will cause the currently scoped character to no longer be able to imprison FROM (unless allowed due to excommunication or being an enemy)
- "additive_modifier" in MTTHs and similar now works with decimal numbers rather than just integers
- Nicknames can now be set to prefix the ruler name with the is_prefix = yes attribute in the nickname database.
- Fixed the "succession" effect not immediately causing succession to recalculate
- Modifier definitions now support "show_value = no", which will cause no number to be shown. Can be useful for showing a modifier unlocks some sort of feature
- Dynasties are now generated for the senior party in a marriage to someone who has a dynasty, rather than always being generated for men if the woman has a dynasty
- Event options can now take "tooltip_info = combat_rating", much like they can take "tooltip_info = diplomacy" and similar
- Religions can now have a "full" name defined by adding the loc key with "_full" appended. Will be shown on the map, and in most UIs. Useful if you want a longer name on the map that does not work in all contexts. [Religion.GetName] will still get the old name, while [Religion.GetFullName] will get the longer version
- Virtually all triggers and effects that before only supported simple relative scopes (ROOT/PREV/FROM/etc) now support fancier ones (liege/top_liege/employer/capital/etc)
- Added Scripted score values similar to scripted triggers and effects. Can be utilized in ai_chance, ai_will_do, random list weighting and anything that utilizes the triggered modifiers to calculate a value.
- The "adjective" effect now supports custom loc. Like set_name, it uses the current scopes available
- Added effect "set_short_name = yes/no". Can be used in title scope. Equivalent to putting "short_name = yes/no" in the title's definition. Useful when renaming titles in script
- Added "preferred_limit" parameter for "random_" effects like "random_character". Should work for all "random_" effects except "random_quest_target", which is a bit of a mess. Multiple preferred limits can be defined, in addition to the regular "limit". When preferred limits are used, the first one that at least one target fulfills will be used in addition to the limit. If no preferred limit is fulfilled, only the base limit gets used. Very useful for when you want to pick a better target when one is available. Example:
random_independent_ruler = {
limit = { wealth < 1000 }
preferred_limit = { culture = norwegian }
preferred_limit = { culture_group = north_germanic }
wealth = 1000 # This would give 1000 gold to a random independent Norwegian with less than 1k gold, if one exists. If none exists, it'll give it to a random independent North Germanic with less than 1k gold. If none exists, it'll give it to a random independent ruler of any culture with less than 1k gold
}
- Societies "monthly_currency_gain" can now take "triggered_gain", making it possible to define any arbitrary reason to get currency. See societies.info for more info
- If you run grant_title on a barony that has not been built, now a castle will be built there
- Added character loc property GetLastWordInDynastyName. It will split the character's dynasty names on spaces and apostrophes, and return the last word. E.G., d'Anjou -> Anjou and "de Hauteville" -> Hauteville
- Added interface_skins = { } list in religion and religion groups. Determines the order a religion will use interface elements, taking them from the first listed to the last. The default interface is an implicit backup for all elements of all religions. If a republic then they will only use the republic interface if they have no interface_skin defined in their religion of religion group or have been set to merge the republic interface. The definition in the religion overrides that of the religion group
- Added merge_republic_interface = yes/no to religion and religion groups. Determines if a religion will try to merge their interface with the republic interface. If yes then when a republic and searching for a texture for their religion's interface they will look for <texture_name>_republic and use that version of the texture instead of the religion's normal one. The bool defaults to no and as with interface_skins the definition in a religion overrides that of the religion group
- Added triggers society_has_members, society_is_active, and is_society. Checks if the scoped to society has members, if the society's "active" trigger is true, and whether the society is the same as the right-hand-side. Examples:
the_satanists = { society_has_members = yes society_is_active = yes is_society = ROOT/the_satanists/event_target:some_society }
- Women can now take consorts. Be aware that this may in some cases break your existing script
- "add_consort" will now cause the person scoped to to be the senior party, rather than the woman. Same goes when adding one in history. "remove_consort" will still work on either party. The scopes remain the same, and will work regardless of who is the senior party
- The trigger "is_senior_consort_party" has been added, which simply checks that the character has consorts rather than being someone's consort. Example: "is_senior_consort_party = yes"
- is_consort now checks that you're the junior party, rather than female and having a consort
- num_of_consorts now returns 0 for the junior party
- title_male_consort also needs to exist in minor titles
- A religion can be defined to allow women to take consorts using "women_can_take_consorts = yes" in the religion definition, or be enabled for the religion by event/similar using the new effect "set_women_can_take_consorts = yes". It can also be set in government definitions (but not dynamically) in the same manner.
- Also added is "men_can_take_consorts" in religion and government definitions (defaults to yes), and a "set_men_can_take_consorts" effect for religions. If a religion/government's max consorts is 0, men/women_can_take_consorts has no effect
- Society ranks can now also define max_consorts, men_can_take_consorts, and women_can_take_consorts. Works as with religion and governments. You'll need to put a description of the effect in the rank manually, using the "powers" section or the "custom_tooltip" key
- LOOTER_SHIP_MAINT_MULT is now based on "seafaring" rather than being allowed to loot
- Added scopes "previous_artifact_owner" and "any/random_artifact_owner". These only work on artifacts that track history (don't have the "history = no" parameter). The first simply scopes to the previous holder. The any/random one scopes to anyone who has ever owned the given artifact (including the current owner)
- Added effect copy_artifact_history
- Multiple wives now take precedence over the ability to have concubines
- Added effect "show_trait". All this does is make the given trait show up on an event option, much like "show_portrait". It does not affect the gamestate, nor cause a tooltip. Example: "show_trait = genius"
- Variables, flags, and event targets can now be saved to societies. Example: the_satanists = { set_flag = test_flag }
- Fixed custom loc in some cases almost always returning the same "random" value when used repeatedly in a block of script
- Fixed the "new_artifact" scope not persisting past save-reload
- Added set_picture effect for artifacts
- When debug mode is enabled (AKA "charinfo"), you can now CTRL+right-click an event option to open it in a text editor. To specify what text editor to use, you will need to edit your settings file. "text_editor" needs to point to your text editor's executable, while "text_editor_postfix" needs to use whatever syntax that editor uses to specify what line to open on. The $ sign will be replaced with the line number
text_editor="C:\Program Files (x86)\Notepad++\notepad++.exe"
text_editor_postfix="-n$"
- Added loc promotion ParentReligion, which changes the scope to the scoped religion's parent religion. Example: [Root.Religion.ParentReligion.GetName]
- Added scope parent_religion
- Added parameter full_hostility = yes for CBs. If set in addition to hostile_against_others, will cause anyone targeting a realm with a CB with the flag to be hostile towards one another. They will also be hostile to anyone targeting the defender's primary title
- Equipping an artifact now triggers a portrait refresh in case the artifact affects how the character looks/dresses
- Added on-actions on_command_unit, on_command_sub_unit, and on_unit_entering_province
- Added pre-trigger has_job_title. Takes yes or no
- Scripted value calculations such as ai_chance, ai_will_do, selection_score etc. now supports adding a trigger field effectively nullifying the field.
- You can now use command_modifier in event modifiers
- random_list now supports defining a fallback, which will be run if nothing else has a chance above 0
- random_list now leaves out "one out of x options will happen" if only one option is valid
- WARNING: The religion/religion_group/culture/culture_group event pre-triggers now only take actual keys (E.G., "norse"). Scopes and the like will no longer work, for performance reasons
- Fixed counties with no holder whatsoever in history getting all their barons set as independent
- Hovering over the tooltip for effects involving a lot of characters should now cause less game slowdown
- e_rebels and e_pirates no longer check decisions, plot invitations, etc.
- Fixed FROMFROM not being present most of the time in on_combat_pulse
- Added new Crusade system:
- See crusade.info in common/religion for documentation
- Now possible to have more than once Crusade CB. Use "is_crusade = yes" in the CB to mark it as a Crusade CB. Individual religions can also specify their Crusade CB, overriding what's defined on the group level
- Added effects set_crusade_target, pledge_crusade_participation, lock_crusade_target, set_crusade_beneficiary, set_official_crusade_recipient, set_crusade_pot_multiplier, cancel_crusade
- Added triggers is_preparing_crusade, crusade_preparation_strength, crusade_preparation_time_elapsed, crusade_preparation_time_remaining, has_pledged_crusade_participation, crusade_war_has_started
- Added scopes crusade_beneficiary, crusade_target_title, crusade_target_char, any/random_crusade_participant, official_crusade_recipient
- Added on-actions on_crusade_preparation_starts, on_crusade_launches, on_crusade_canceled, on_crusade_monthly, on_crusade_target_changes
- Added scope any/random_unit_leader. It scopes to any leader (flank or subunit) in a unit. It can be used in unit or character scope; in character scope it uses the unit that character is in. If the unit is in combat, every unit on the same side in the battle is included
- Added triggers is_sub_unit_leader = yes/no and is_in_same_unit_as = scope. The latter checks if two characters are in the same unit. Does NOT check every unit on a side of a combat, unlike any/random_unit_leader
- Warning: Identical names in cultures are now assumed to always be tied to the same base name. This means that having something like Name_BaseOne in one culture, and Name_BaseTwo in a different culture is no longer possible. This would already cause issues with regnal naming anyway
- Now impossible to fire delayed events (E.G., via laws automatically being passed) until the campaign has actually started, as this could lead to CTDs
- Added dynasty modifiers, which apply to all (living) members of a dynasty. Add with "add_dynasty_modifier = key" in character scope. Remove with "remove_dynasty_modifier = key". Check for their presence with "has_dynasty_modifier = key". Does not support timed modifiers
- Added triggers holding_garrison_percent, holding_raisable_levy_percent, and holding_total_levy_percent. They check how full the garrison, the raisable levy, and the total levy (garrison + raisable) is. Example: holding_total_levy_percent < 1 would check that the overall levy is not capped. 1 represents 100%, 0 is 0%
- Added variable exports holding_garrison_percent, holding_raisable_levy_percent, holding_total_levy_percent, holding_garrison, holding_raisable_levy, holding_total_levy
- Added effect set_player_character, which makes the player controlling the current character control the target character instead. Example: "set_player_character = player_heir" would result in the player taking over as their heir. Be careful, as it is entirely possible to cause an instant game over using this effect. The effect does *not* enforce remaining within the same dynasty. This effect works even in multiplayer, hence the need to be scoped to the player's character
- on_siege_over_winner, on_siege_over_loc_chars, on_siege_won_leader, and on_siege_lost_leader no longer fire for forts (they never fired at all for trade posts); these now fire the same on-action with "_fort" or "_trade_post" appended, with FROM as the province. This is because FROM was undefined for these two types of holdings as they have no associated title, leading to strange issues
- The names of interactions now go through custom localisation, just like their descriptions, providing the standard set of promotions and properties for interactions
- Intermarrying AI logic no longer assumes religions in the same group are fine to marry unless they've actually been specified to allow intermarrying. Before, only Pagans could refuse on religious grounds within the group
- The "add_building" effect now also adds the building it upgrades from. E.G., add_building = some_building_3 would add some_building_1 and some_building_2 first if they're not already present (based on upgrades_from, not names)
- Fixed religious titles not being considered minor titles for some purposes, such as "has_minor_title"
- Major rivers now use the position of the councilor for moving ships, to make it easier to place them in such a way that they're not on land
- Fixed the "adjective" effect not always working
- When a province is selected in debug mode, hovering over another province will show the naval distance if a naval path exists
- It is now possible to specify the religion head's response AI for all the religion head interactions. See 01_rel_head_actions.txt for more info
- You can now specify religion-specific character names on the religion level, not just the religion group level. If defined, it will be used instead of the religion-level names. It is now also possible to have one named defined in more than one group/religion (E.G., in both the Christian group and the Jewish group), while before this would lead to no one being able to use the name at all
- Added "prompt_name" effect, which can be used to let the player rename characters, provinces, landed titles, artifacts, and bloodlines. Example:
prompt_name = {
player = ROOT # What player should get the prompt
type = NEWBORN # What message type to use, as defined in messagetypes.txt. This is what defines the text and picture. The text uses the current scopes
portrait = e_hre # Optional. What portrait to show on the right. If not defined, the scoped character (if scope is a character) will be used
name_list = LOC_KEY # Optional. What name list to use. Can also use "religion" for religious names of the scoped character's religion, or "culture" for cultural names. If not specified, there will be no "randomize name" button (except for characters, that'll use the standard buttons for newborns). The loc key should contain a list of names separated by pipes. E.G., "LOC_KEY;Name|Name2|Name3;;;;;;x". When the name list is specified, a name from the list will be chosen at random, and hitting "randomize name" will cause the name to change to another random name in the list. When using a loc key rather than culture/religion, custom loc is supported, using the current scopes
}
- Added on-actions on_character_renamed, on_title_renamed, on_province_renamed, on_artifact_renamed, and on_bloodline_renamed. These fire when a player renames such an object
- Added on-action on_excommunicate_interaction
- Added religion parameter rel_head_defense. If set to "yes", people of that religion are likely to join in defense of their rel head when attacked by a different religion. It can also be set in script using "set_rel_head_defense = yes/no"
- Added defines MAX_DISTANCE_HOLY_WAR_JOIN and MAX_DISTANCE_REL_HEAD_DEFENSE_JOIN
- Added CB effects on_invalidation_title and on_invalidation_posttitle
- Fixed holding build triggers not working for regular holdings
- Added can_land_path_to trigger
- Fixed the exportable value monthly_income actually returning the yearly income
- Added localisation modifier 'U' to uppercase first letter
- Province history renaming now supports taking a localisation tag
- Added any/random_eldership_title scopes
- Added any/random_elector_character scopes
- Added any/random_pretender scopes
- succession and succession_w_cooldown effects can now be complex and use base_type and voting_rules as parameter, example:
succession = {
base_type = feudal_elective # One of the hard-coded types feudal_elective, elective_gavelkind, tanistry
voting_rules = my_elective_voting_rules # Elective rules defined in common/succession_voting
}
- Added extra script validation that tries to detect if a curly bracket or equal sign is missing or in the wrong location.
- christian_church_opinion can now be used outside of traits and there is now a version for each religion group.
- Added two on_actions; "on_employer_change" and "on_host_change" which are triggered whenever a character changes their employer (home court) or host (current location).
- Added a scripted trigger "valid_exile_court_trigger" which makes it possible to limit which courts the game considers when deciding where to move a character.
- Fixed "spawn_disease" not working in events due to load order shenanigans. Now also logs during game load if a referenced disease does not exist
- Added DAYS_BEFORE_FIRST_COMBAT_EVENT in defines
- Added 'add_god_names' effect which makes it possible to add new god names to the scoped religion
- Added 'remove_god_names' effect which makes it possible to remove all god names from the scoped religion
- Added 'set_high_god_name' effect which makes it possible to set the name of the high god for the scoped religion
- Added 'add_evil_god_names' effectwhich makes it possible to add new evil god names to the scoped religion


###################
# Database
###################
- Fixed the province of Ratanpur having more holdings than holding slots; increased the holding slots by one
- Iceland is now inhabited by Irish Papars in 769. A decision has been added for the Norse to settle Iceland after the Viking age starts.

###################
# Bugfixes
###################
- Ducal County Claim CB can no longer be used on your liege
- Fixed siege leaders in flanks other than the center not working after loading a save, but instead only for new battles or if reassigned
- It's no longer possible to ready up in the multiplayer lobby when two players have selected the same character.
- Apsara/Ghandarva now rarely visits Indian feasts.
- AI Rulers should no longer switch their kids to Faith/Heritage focus just because their educator is another religion/culture from the kid, the educator now also needs to be of the RULERS religion/culture for the AI to consider the decision.
- Fixed some issues with the potential conditions for the Elective Faction
- Fixed an issue where you could end up playing a relative with temporary titles if you became unlanded
- Fixed an issue where the game would in some instances reset your custom rulers beard at game start
- Fixed imprisonment reasons in some cases persisting until unpausing
- No longer possible for a Pagan religion to get reformed more than once
- Imperial Reconquest now includes Sardinia
- Fixed Peasant and Heretic revolt triggers not taking into account one of the fail-conditions that prevent a National revolt from happening, thus resulting into no revolt starting at all in some instances
- Fixed Ramadan event targeting your own Decadent relatives and setting them free
- Fixed Mother/Father-in-Laws being called "Acquaintances" on Notification events upon death
- Prosperity event and Settle Tribe Job action now do not result in a successful culture conversion when Culture Conversion is set to Restricted and the province that they target is not a port and has no neighboring provinces of the owner's culture
- Fixed Raiding China modifier persisting after having successfully conquered China.
- Fixed slightly misleading tooltip on Tributary breaking condition.
- Fixed Gain Land for Landless Son ambition being fulfilled by assembling a mercenary band.
- Fixed Council outliner being referred to as "Court".
- Fixed translation event firing for rulers of the same culture as the ruling Chinese dynasty
- Jeanne of Arc is now historical=yes so she doesn't get pruned.
- Fixed old claim event not having gendered loc keys.
- Added death_date_desc to death_missing and death_vanished.
- Improved secret religion scripted trigger to use religion scopes rather than random_character scopes.
- Fixed some old tooltips on event 61212.
- Fixed education event prompting to secretly convert ward to a religion that he is already openly a part of.
- Fixed database religion of Chinese Suy dynasty.
- Fixed other_claim not transferring a claimant's family to his new court after victory.
- Fixed liege's court physician treating vassals within the liege's court as if he were their personal Court Physician.
- Fixed death reason for a few old Chinese courtiers.
- Fixed jailor_torture_effect scripted effect resulting in multiple No effect entries in some instances.
- Fixes to Tafkir modifier being given to the wrong person
- Safety triggers on ZE.2020 to prevent it from firing when the ruler has no Chancellor.
- Fixed scoping issue with Ask for Pardon decision.
- Religion view title will now properly get the updated description from the religion for it's tooltip.
- Fixed alignment issue with norse beard_behind layers.
- No longer double "the" when you win an invasion against China
- Fixed scoping issues in the Satanists recruitment events.
- Made the Demon Child from Demonic Impregnation use the SoA flags and effects rather than the Old Gods ones, as those are not compatible with the child not having a father.
- Fixed an issue where a pregnancy conceived before marriage didn't always adhere to the marriage rules when the child was born.
- Fixed a Linux crash in the law screen if opened before patrician families are created.
- If the one who invites you to carousing dies before the party starts, the do_not_disturb flag will now be cleared from all their potential guests
- Removed an old invalidation of delayed events if FROM/FROMFROM-scope was a character that had been dead for a year
- Fixed the Prepared Invasion troop spawning being improperly randomized, making being ridiculously lucky or unlucky far more likely than intended
- Fixed saving and reloading within a month of an AI launching a Prepared Invasion sometimes leading to them not launching it at all, instead letting the CB expire
- Fixed Nomad provinces with a lot of holdings not being considered part of their realm for some purposes, leading to a variety of issues
- Fixed a councilor becoming independent leading to them considering themselves to have been fired from the council
- Ensured that in multiplayer, only one player gets to name a newborn. Precedence goes to the actual parent if only one is a parent. If both are parents, it goes to the person with the child's dynasty. If both are of the child's dynasty, precedence goes to the mother
- Fixed Crusades in rare cases switching defender or invalidating when the defender loses an unrelated war, despite them still being a completely valid target
- Previous owners levies should no longer block the current owner from raising levies from a holding.
- The Pope will no longer be incredibly rude when granting you claims.
- Made Smiths stop trying to make body builders out of babies or toddlers
- Fixed rare case of RIP event causing mourning character to become friend with himself after death of his father.
- Fixed help liege manage title decision being available only once per character.
- Fixed trunkated text in monastic letter event.
- Fixed broken Seversky dynasty.
- Fixed issue with legitimate children gaining the bastard trait when their father died before they were born.
- Fixed Embargo and Seize Trade Post cbs not using proper icons.
- Added specific decision icon for Kali Puja feast.
- Balanced option on event ZE.12082 childhood rivalry event.
- Fixed confusing portraits in tooltips of ZE.12110.
- Tweaked and expanded nickname assignment for RIP.12053 tunnel sneaker.
- Fixed independent Aztec rulers being appalled when one of their courtiers is sacrified to the gods by another Aztec ruler.
- Fixed Smith thiefs accidentally giving the artifact to your rival heir or another easily imprisoned courtier, effectively fulfilling their task.
- Fixed Pechenegs still owning some titles in central Asia by 1066.
- Estonian dynasty prefix changed to "of".
- Fixed MNM.10045 friendship event firing for characters who are lovers already (or in prison).
- Imprisoning a Satanist recruiter will now result in the event chain properly stopping.
- Legitimized bastards can now properly inherit under nomad succession laws.
- Fixed double price in Attempt to Abduct decision when dealing with landless rulers.
- Tweaked some historical german names.
- A pilgrimage will now stop if the character is imprisoned for whatever reason.
- Several childhood events stopped from firing for the educator if he is traveling somewhere (pilgrimage, kowtow, etc.).
- The Conduct Secret Ceremony mission will no longer fire for characters who have no one else in their society to actually conduct said ceremony *with*.
- Fixed it so that players without the Reaper's Due DLC also can get rid of vomiting symptoms acquired from drinking poison while trying to write a book.
- CBs with on_demand_reverse_title now *actually* removes claim(s) from the losing attacker.
- No longer kills off patrician families after the 5th family on daily update and rather checks for the DEFINES max limit of patrician families before going on a killing spree
- If a prepared invasion target becomes invalidated the character now gets another try at launching a prepared invasion instead of being blocked by the once per lifetime rule.
- Fixed instances of being able to Shut the Gates to your capital, when your character is in fact out traveling
- Made the childhood event where your ward becomes Fussy actually inform you of that happening
- Fixed multiple issues with the Assassin mission to train a protege.
- Fixed an issue with historical province renaming
- Fixed an issue where event HL.5005 would provide no Grace reward
- Fixed how moving your Chancellor to a different county, while they are presenting you with a fabricated claim, would swap the target claim.
- Fixed issue with the Hashshashins holy order not spawning correctly in start dates before 1090
- Clarified outcome of yet another childhood event
- Fixed so that you get a message alert when an artifact is removed/destroyed via scripted events
- The effects from the following console commands are now reset when resigning: "noai", "show_all_societies", "real_fathers", and "discover_plots".
- Ruler Designer will no longer crash when being opened if a character for some reason has no hair- or no eye-colors to choose from.
- A non-player dying and giving their artifacts to a player through inheritance will no longer unequip some or all of the player's equipped artifacts.
- Marriages will now break consort relation between the two characters marrying instead of clearing out all consorts from one of the marrying characters.
- Fixed issue where removing a consort would only break the link from ruler to consort and not the one from the consort to the ruler.
- Creating a close kin consort now only requires the religion of one of the characters to have a religion that allows close kin marriage (so that it matches how it works for marriages)
- Fixed issue were females were disinherited for having consorts instead of being disinherited for being one.
- Fixed a rare crash when resigning.
- Fixed the Demon Child event chain firing when the child does not have a mother, leading to empty references in text
- Removed most restrictions on employing a smith
- Fixed issue where the AI would list the wrong reason for not wanting to take their parent as a consort, complaining about their parent being their child.
- Fixed an issue causing the event where you could run into your rival during a hunt to never fire.
- Fixed China never resorting to simply demanding money when you urge them to reopen the Silk Road for trade.

 

Modifié par Loup

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Crusader Kings 2 : bannière

La 3.0.0, la mise à jour majeure accompagnant l’extension Holy Fury est désormais sortie pour Crusader Kings II.

En voici les caractéristiques principales...



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Merci pour ce compte-rendu.

Tout ça semble bien intéressant, mais je suis déjà à deux dlc de retard, maintenant 3, enfin... Il faudrait que je vois peut-être au solde de noël, selon ce qui va me tenter.

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Tu peux toujours en profiter maintenant. Avec la sortie de Holy Fury, tous les DLC sont à -50% jusqu'au 16 novembre sur Steam.

 

Du coup, je vais pouvoir rattraper mon retard et pouvoir lancer CK2 après presque une année de pause. :D

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il y a une heure, Charvalos a dit :

Avec la sortie de Holy Fury, tous les DLC sont à -50% jusqu'au 16 novembre sur Steam.

Ou à -58 % chez notre partenaire.

Modifié par Loup

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C'est surtout qu'il faudrait déjà que je m'y remets pour voir si je veux vraiment dépenser cet argent pour cela.

Déjà que j'avais pu testé celle sur la mort, d'ailleurs, je ne me rappelle même plus pourquoi j'avais arrêté ma partie avec la Lituanie païenne commencé en 1066, il me semble, il avait été intéressante (et là, je ne parle pas juste du moment les juifs étaient empereur du SERG). Enfin, peut-être juste ma manie de subitement prendre une pause pour aller ailleurs, sans jamais y retourner pour aucune raison.

 

Là, je suis aussi entrain de faire une partie à EU4 avec la Géorgie avec mon mod perso que j'ai remis à jour de mon côté avec la sortie de la mise à jeu après «mi-saison». Enfin, je n'ai pas acheté Dharma, je teste si ça me tente vraiment, enfin, j'attendrais sans doute aussi les soldes ou si ça me tente vraiment de jouer dans le coin de l'Inde ou une nation colonisatrice prochainement. Une partie bien intéressante, mais pauvre Ottomans, je ne les ai jamais vu se faire malmener aussi sauvagement.

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