If a scheme is discovered, theres now an ongoing chance that the schemer will be exposed and the scheme ended - Added four new murder outcomes - Added 2 more child-murder outcomes, you monsters - Added the Turumic faith, a new faith to replace Suomenusko in Siberia - Added additional Claim Throne scheme events - Added additional Fabricate Hook scheme events - Added additional Seduction Scheme events - Added two additional game concepts for Hostages and Prisoners of War. - Added two more ongoing murder events - People will now be a bit miffed if you raid them - The Religious Relations task now gives a Same Faith opinion boost in cases where ones faith has layman clergy and no head of faith - Updated Qarmatianisms tenets and doctrines to better match their historical practices - When using Demand Conversion on a vassal ruler, they may now request a favor instead of only accepting cold hard cash - You can now become Infirm - Added Unimportant tag to some Actions to mark them as less interesting to the player User Modding - When starting the game in debug mode (with the -debugmode command line argument), the game will watch many loaded files for changes, and reload the relevant parts of the game.Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.For a better experience, please enable JavaScript in your browser before proceeding.
Weve also fixed a whole heap of bugs, of course These patch notes clock in at a whopping 2.6 blackninja9939 in length One Blackninja should roughly equal one Groogy, for those who are more familiar with the old gold standard. Now it applies to defensive wars too, and propagates to vassals. In practice this should mean that youll never be unable to siege a holding in a realm youre at war with due to it being occupied by a third party - MaleFemale Only realm law now consistently blocks the other gender from inheriting claims - Only the holder of a holding can cancel construction now. This should make defending less of a slog, especially in massive crusades (with 100k troops on each side) where battles should no longer give miniscule warscore values. The ticking warscore in Undirected Great Holy Wars (Crusades) has been significantly increased. Ck2 Patch Notes Free From OccupationsThis allows a defender to more easily win if they manage to keep the entire targeted kingdom free from occupations. The first army of the siege controller that has a commander now determines the siege commander - The first army to arrive at a siege now controls the siege - Third party occupations are now in the owners favor for the purpose of ticking warscore. So for instance some Peasant Rebels or warring vassals occupying part of the war goal will now no longer mean that you as the defender stop getting ticking warscore against the realm trying to take that land from you - Titles with MaleFemale OnlyPreference will now get handed out according to Partition if your realm law is Partition and all your Partition Heirs are of the titles preferred gender - You can no longer manually add Gender Law exceptions to your held titles - Updated some scheme events impact on schemes - Vassals will no longer convert their capital when you demand their conversion - Buildings now give modifiers to MaA stats rather than flat mods, this should prevent stat inflation and keep Cultural MaA variants competitive - Wandering characters no longer get absurd stats should they have immense amounts of gold to spend - Wandering characters of the players dynasty no longer spend money on self-improvement, to prevent an exploit where you would load your heir with gold and kick them out of court - When Feudalizing, theres now a random chance for a City andor a Temple to spawn in each tribal County. Higher development increases this chance. When you push the claim of a foreign ruler in a claimant faction, they now become a vassal of the former holder of the title if that title becomes their new primary title - You can now arrange marriages for all of your descendants, not only your direct children - Reduced the overall effectiveness of Light Cavalry in the main phase of combat. They were simply too cost-effective for the stats they would bring. Light Cavalry units still excel during the aftermath, as well in their preferred terrain type. Armored Horsemen now have an added penalty to Toughness and Pursuit in Wetlands like other cavalry units. Blocked several uncommon situations where successful Populist Factions could seize all of the counties which belong to a vassal player, causing the player to Game Over immediately and without warning - Children can become more inclined to drink later in life if their guardians are a poor influence - Courtiers and guests no longer seek out new lovers when they already have a partner - Did a pass over character weight values and the traits that affects weight gainloss - Granting a vassal to your liege now creates a two-way truce between you and your former vassal - Improved Mongol Empire disintegration - Increased the County Opinion bonus for putting down a Peasant or Popular Rebellion by 150, and also increased the duration by 150 - Increased the penalties to the Seduce schemes success change when the scheme target is married and loves their spouse - Just characters no longer gain Stress when they execute someone if they also have a faith with the Human Sacrifice tenet. Reduced the amount of levies and taxes gained from Tribal Obligations. Vassals now provides 75 levies (down from 100) and 40 taxes (down from 50) on the highest level of fame. Reduced the frequency of certain events intended to create friendships, rivalries, disease-outbreaks-by-way-of-corpse etc - Significantly slowed down Fabricate Claim task when targeting vassals - The Embassies perks now has a maximum number of skill points it can give out - The Sound Formation perk now has a maximum number of skill points it can give out - Updated and moved the Gold Mines of Mali special buildings to their respective county capital, allowing them to be built by tribals. AI - AI will now consider breaking up with their AI lovers upon marriage - AI will now abandon sieges that are blocked by a bigger garrison - AI will now not take family members as concubines unless their faith allows for it or under rare circumstances - Gave the AI a few lessons on closely following the players units and promptly joining battles, and that maybe it shouldnt take its toys and go elsewhere just because supply is briefly too low - Informed the AI that it might be a good idea to not count allied vassals or lieges when deciding whether to declare war or not, what with it being impossible to call them into your wars - Naval raiders can now raid along major rivers - Now better at picking tasks around the target province - Rebalanced AI goals. Ck2 Patch Notes How To Better BalanceEffectively this should mean the AI is now more willing to feudalize its holdings or make a holy order - Several units can pick the same task as long as they keep under the supply limit - Taught the AI how to better balance its budget. It now distributes its money based on its net income rather than first distributing its income then removing military maintenance from its short-term pool of money. Light Footmen if they have a cultural Skirmisher unit). The AI is now going to prefer upgrading Duchy Buildings in its capital before doing so elsewhere in its domain - The AI is now more inclined to build buildings in its realm capital rather than evenly throughout its domain - To make a holy order it is now enough for the Pope to not simply dislike the AI, rather than needing 60 opinion. The 60 opinion requirement still persists for the player since we like to see the player grovel - Told the AI that even though a holding is of the wrong type for it to own, it is a good idea to build it so that it has one of each type in the county and can build the type it really wants - Told the AI that when it has multiple possible CB targets within a realm, its probably a good idea to pick the one thats actually bordering it, rather than sometimes picking one thats just bordering the sea - Generally lowered the AI aggressiveness, this means that theyll declare fewer wars overall - Told the AI to get over its phobia of hostile raiders Interface - Player characters now get their weight target checked once a year rather than every three years, which should make things like Lose Weight feel more responsive - Toggling nudity is now a setting rather than a game rule, so you can toggle it on the fly - Reworked the dynasty window to include information about how house and dynasty heads are chosen. Military strength can now also be seen and compared between house heads in the house list of a dynasty - The dynasty legacy area uses a more compact way to show which legacy tracks you have unlocked, how many steps are unlocked, and which ones youve finished - Reworked battle window for looks and functionality - The Coat of Arms of all human players are now decorated to make them stand out - When raising a rally point thatd result in an army above supply limit, the army will now be raised split into multiple armies and spread out to adjacent provinces. This should make dealing with supply of recently raised armies easier - Added the Grant to Low Noble button to the Title View like we have on the Holding View. Added warnings when voting for a candidate that is not part of your dynasty. Added a game concept link to the Special Contract header when modifying a feudal contract - Added a reactive advice for when youve reached the maximum bonus amount that a perk can give - Added a text on the war overview that hostages are going to be released after the war ends - Added an AI acceptance modifier for the different ransom interactions to clarify that they want more gold and wont accept the ransom if it is too small. Added info to the realm map tooltip about expanding and collapsing realms through ctrl-clicking - Close claimants subwindow only when closing title window - allow browsing characters for example - Close title history subwindow when closing title window - ESC now only closes tooltips if youve got at least two tooltips open - Eliminated the map highlighting flickering when hovering over realm coat of arms - Fixed ESC having odd results when youre in a window that can be closed by ESC, and youve got tooltips open. Now itll always cause the tooltips to close (unless youve got only one tooltip open) - Fixed a stray space in the secrecy breakdown - Fixed coat of arms that have changed from their default in some cases persisting in new campaigns or other saves if you go into that other campaign without shutting the whole game down - Fixed cycling through your armies in a province by clicking on the unit icon not working if theres a neutral or allied army in the province as well - Fixed doctrines like Teachings of the Prophet having unnecessary underlining of their name in the faith window - Fixed overlapping siege and battle indicators on map - Fixed province icons (including army icons) in some rare cases turning invisible. A small drawback of the fix is that the province icons no longer gradually fade out when you open the ESC menu, but instead disappear instantly - Fixed the on-map scaffolds shown when constructing buildings not being rotated in the same direction as the holding itself - Fixed the war interface claiming youre rank 0 for participation for all non-GHW wars - Improved main menu scaling on wide resolutions - Improved showhide animation behaviour of sidebar windows - In wars that dont give out prestige or similar to war allies, the UI will no longer claim that you didnt do enough to be rewarded; that UI element will simply not be shown at all - Increased doctrine names space by 1 pixel, so that Fundamentalist doesnt get cut off - Make sure the list of titles is updated when opening the revoke title window while another one is already open - Make sure the raise local raiders can only be clicked when available - No Beard is now the top option in the barbershop - Show why the player cant raise local raiders in the tooltip if the option is greyed out - The call to war button is no longer cut off when involved in multiple wars - The intrigue window is no longer empty when opening from an event - The revoke title window no longer contains the show only recent titles checkbox. Ck2 Patch Notes Full Toast TextThe siege notification now says who is besieging you, and the title states the location so that its visible even when the notification is collapsed - The text area in toasts now provides the full toast text as a tooltip. Especially useful if the effects are too long to fully display - Ugly characters now have significantly more varied looks, and look more believably ugly - When an event kills you, the you have died screen only shows up after you click the event away - You can now set your childrens education before age 6, it just wont have any effect before they turn 6 - You now get a notification in the lower-right corner when a part of your realm gets sieged by someone youre hostile to - You now get a toast when you change your primary title Art - Tribal holdings now look different between the major tribal regions on the map - Added another visual level of tribal walls for the lowest possible fort level - Ugly characters now look more ugly, to a reasonable extent, by distorting specific facial features more than before - Characters young enough to be sitting in the main menu will now sit in front of the others - Christian faiths with Vows of Poverty will now see their priests dress no more fancy than a simple monk or nun - Moved the Norfolk holding to a more accurate position - Reduced the threshold at which a unit gets improved visuals. Now only armies with the lowest Quality will have an unarmored unit, making armored units more common for increased variety. Audio - Added more prominent SFX to the Top-bar notifications for Alerts, Reactive Advice and Diplomatic actions. Added war-horns SFX to the 100 Warscore notification to increase the noticeability of it. Fixed so that the hunt event theme SFX only plays during hunts and not during pilgrimages. Game Content - A schemer is no longer safe from discovery until the scheme executes. If a scheme is discovered, theres now an ongoing chance that the schemer will be exposed and the scheme ended - Added four new murder outcomes - Added 2 more child-murder outcomes, you monsters - Added the Turumic faith, a new faith to replace Suomenusko in Siberia - Added additional Claim Throne scheme events - Added additional Fabricate Hook scheme events - Added additional Seduction Scheme events - Added two additional game concepts for Hostages and Prisoners of War. Added two more ongoing murder events - People will now be a bit miffed if you raid them - The Religious Relations task now gives a Same Faith opinion boost in cases where ones faith has layman clergy and no head of faith - Updated Qarmatianisms tenets and doctrines to better match their historical practices - When using Demand Conversion on a vassal ruler, they may now request a favor instead of only accepting cold hard cash - You can now become Infirm - Added Unimportant tag to some Actions to mark them as less interesting to the player User Modding - When starting the game in debug mode (with the -debugmode command line argument), the game will watch many loaded files for changes, and reload the relevant parts of the game.
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