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Crusader Kings 2 nel 2019 - patch 3.1

Discussione in 'Crusader Kings 2' iniziata da ^_AC_^, 26 Gennaio 2019.

  1. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    Nuovo DD: Happy 2019!

    Tra poco saranno SETTE anni dal rilascio del gioco, che avvenne il 14 Febbraio 2012. Il viaggio è stato lungo, con ben 15 espansioni rilasciate in questo periodo. Ci sono stati momenti duri e il team è cambiato quasi completamente più volte (tranne Doomdark), ma i trionfi sono stati eccezionali. Espansioni come The Old Gods, Way of Life, The Reaper’s Due e Holy Fury rendono tutto il team orgoglioso di quanto fatto.

    Nel prossimo futuro, a inizio 2019, verrano rilasciate un paio di nuove patch di CK2 contententi risoluzioni di bug, miglioramenti e alcune nuove piccole feature che non sono abbastanza grandi da richidere una nuova espansione. Tra poche settimane si parlerà della prima di esse. Al momento CK2 è ancora vivo, anche grazie al Gioco da Tavolo che verrà rilasciato a breve. Rimanete in attesa di nuove notizie nel corso dell'anno!

    Il Team di Sviluppo

    Questi sono i membri nel 2019:

    [​IMG]
    Henrik (Doomdark) - Game Director -
    Nel team da sempre (l'unico)

    [​IMG]
    Dan - Producer/ Designer
    Ha trovato CK2 gratuito con una rivista, ora ci lavora

    [​IMG]
    Joel - Programmer/ Designer - Si occupa di sviluppare nuove feature, fissare bug e crash. Fa anche Design
    Nel forum Paradox per 8 anni prima di diventare sviluppatore

    [​IMG]
    Milla - Content Designer/ Designer - Crea nuovi contenuti ed eventi, da 3 anni


    [​IMG]
    Andreas - Quality Assurance - Test


    [​IMG]
    Daniel
    - Programmer - Si occupa di sviluppare nuove feature, fissare bug e crash. Non è un vampiro.

    Johan - Programmer - Si occupa di sviluppare nuove feature, fissare bug e crash. Vampiro.

    Ci sono ovviamente anche tanti altri a lavorare su CK2, ma il cuore del team è questo.
    Alla prossima!
     
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  2. Sir Matthew

    Sir Matthew

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    da non credere che sono passati 7 anni, e che ck2 continua ad essere ancora attivo e sviluppato. non vorrei sbagliarmi, ma è possibile che sia il gioco più longevo per la paradox, finora? certo vic2 è più vecchio, ma non è stato seguito allo stesso (anche perché era già pressoché perfetto...)
     
  3. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    Direi di sì.
    Mi vengono in mente:
    • EU3 rilasciato 23 Gennaio 2007, ultima patch 5.2 rilasciata 28 Maggio 2013 --> 6 anni e 4 mesi
    • Victoria 2 rilasciato 13 Agosto 2010, ultima patch 3.04 rilasciata come beta 22 Dicembre 2015 e ufficialmente il 26 Dicembre 2016 --> 6 anni e 4 mesi anche qua
    Direi che CK2 vince.
     
  4. Djmitri

    Djmitri

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    Si è stato davvero un gran successo CK2... :cool::cool::cool:

    Qualcuno sembra davvero un vampiro... :ROFLMAO::ROFLMAO::ROFLMAO:

    :bucktooth:
     
  5. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    Segnalo che per i 7 anni dal rilascio di CK2 è in corso una breve celebrazione (fino a sabato 16 febbraio) con molti DLC scontati fino al 75% (cosa che non si vedeva da anni se non sbaglio): https://www.paradoxplaza.com/on-sale
     
  6. SkySpace

    SkySpace

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    ma quando si comprano da lì, valgono anche per steam?
     
  7. Sir Matthew

    Sir Matthew

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    sì, il realtà quello che stai comprando è una chiave di steam!
     
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  8. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    CK2 Dev Diary #112 - Meravigliose novità
    La prossima patch gratuita di CK2 avrà una piccola eccitante novità: le Meraviglie!
    Cattedrali, Fortezze, Piramidi e molte altre Meraviglie potranno essere costruite. Sarà necessario investire un'ingente quantità di tempo e denaro per costruirle. Saranno costruite in parti successive quindi non verranno finite nel corso della vita di chi pone la prima pietra, ma saranno i suoi discendenti a vederle completate.

    [​IMG]

    Anche se saranno costruite molte Cattedreali o Grandi Librerie, non vogliamo che siano tutte uguali, quindi sarà possibile aggiungere aggiornamenti alle Meraviglie, come per esempio gargoyles o giardini, ognuno con modificatori specifici che a volte sbloccheranno nuovi contenuti.
    [​IMG]

    Ci saranno anche Meraviglie storiche già costruite nel gioco, per rappresentare edifici esistenti, come le Piramidi di Giza e il Colosseo di Rome (forse potrai aggiungere un aggiornamento o due).

    Se avete idee divertenti su questo argomento fatecelo sapere, non facciamo promesse ma leggeremo interessati e potremmo trarne ispirazione

    L'arte che vedete sopra è ancora temporanea.
     
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  9. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    Dev Diary #113 - Meravigliose Visuali
    Il nome della Meraviglia sarà dinamico in base a locazione e aggiornamenti. La "Cattedrale di Stoccolma" con l'aggiornamento delle Punte (n.d.AC una traduzione migliore di Spikes?) piò diventare la "Cattedrale Sanguinolenta di Stoccolma". Anche le descrizioni sono dinamiche.
    L'immagine ha uno sfondo che dipende dalla locazione nel mondo e l'immagine cambia nel tempo in base al completamente della costruzione (o se distrutta mostra le rovine).
    [​IMG]
    Sotto c'è la lista di modificatori, sia quelli dell'edificio principali che quelli degli aggiornamenti. I modificatori sono per il sovrano più alto della zona o per la provincia.
    [​IMG]
    Sotto c'è la barra di progressione per la costruzione della Meraviglia.
    Infine, la lista dei completamente, divisa in presenti e possibili.

    Dev Diary #114 - Meravigliosi Aggiornamenti
    Ogni stadio di costruzione della Meraviglia sblocca slot per gli aggiornamenti.
    Gli aggiornamenti hanno trigger, quindi non tutti sono sempre costruibili. Non tutte le meraviglie avranno un Custode del Faro e non tutti i sovrani potranno avere un giardino di erbe velenose.
    Alcuni aggiornamenti sono comuni, altri sono specifici.

    Ad esempio le "Punte" (Spike) sono un aggiornamento generico. Oltre ad aumentare la difesa della provincia, questo sblocca una nuova decisione, "Intimidare", che si può usare con altri personaggi

    [​IMG]



    [​IMG]

    Altri aggiornamenti sono più specifici, come le Trappole o la Stanza da Letto Reale, disponibili per il Palazzo Reale.
    [​IMG]

    Un'altro aggiornamento, disponibile per la Grande Fortezza, è l'Armeria. Questo permette un'opzione speciale nella catena per il fabbro.

    [​IMG]

    Con l'Armeria, il proprio fabbro può costruire un'arma decente e può creare la speciale Zweihander.

    Altri aggiornamenti sbloccano titoli minori, come il Custode della Pietra. Chissà quale meraviglia lo sbloccherà?

    [​IMG]

    Per finire, questo è da provare:
    [​IMG]
     
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  10. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    Dev Diary #115 - Great Work
    [​IMG]

    Il prossimo aggiornamento di CK2 sarà chiamato Great Works e verrà rilasciato martedì 2 aprile 2019. Sarà completamente gratuito.
    Questo aggiornamento, oltre a risolvere bug, aggiunge vari magnifici edifici che si possono costruire (oltre ad aggiungere quelli storicamente esistenti).
    Questo DD conferma che ci saranno modelli 3D sulla mappa. Molti saranno unici mentre altri saranno generici.

    [​IMG]
    Modello della Piramide

    [​IMG]
    Modello della statua del sovrano

    Oggi vengono mostrate alcune nuove meraviglie, come il Mausoleo, che permette di onore i defunti ma anche di intimidire amici e nemici.
    [​IMG]
    Il Mausoleo

    [​IMG]
    Un evento relativo al mausoleo


    [​IMG]
    Grande Faro



    [​IMG]
    Statua

    [​IMG]
    Piramide Azteca

    Le descrizioni cambiano dinamicamente in base allo stato della Meraviglia e a da quanto tempo è stata eretta.
    Le meraviglie appartengono al sovrano di alto livello della provincia, non al singolo conte che controlla la provincia (a meno che questo non abbia nessun superiore ovviamente).

    L'update POTREBBE essere compatibile con savegame esistenti ma non è assicurato e di sicuro le Meraviglie storiche non apparirebbero in tal caso.
     
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  11. metalupo

    metalupo

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    Quindi se sono un Duca vassalo di un Re le meravilgie appartengono al Re, anche se stanno in una Contea del mio Ducato.
     
  12. Sir Matthew

    Sir Matthew

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    ma quindi i bonus se li prende il re? se così fosse non avrebbe senso (ma probabilmente sarebbe anche impossibile dal punto d ivista di fondi e prestigio) costruire una meraviglia se non si è di rango massimo.
     
  13. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    Da quanto ho capito sì.
    Sì, penso che il motivo sia quello. Al momento non sappiamo i costi, ma penso saranno elevati e proibitivi per un semplice Duca.
    In realtà ci sono due tipi di modificatori: alcuni al "re/imperatore" di cui parlate voi e altri alla provincia (anche se probabilmente in numero minore). Negli screenshot sopra infatti vediamo ad esempio "Siege Defence" e "Local Revolt Risk", di questa seconda categoria.
     
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  14. metalupo

    metalupo

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    Nella partita attuale come Duca di Savoia e Toscana ho una rendita annuale superiore a quella del mio signore il Re d'Italia.
     
  15. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    Beh, allora spodestalo :D
    Cmq non sappiamo ancora i prerequisiti, vedremo.
     
  16. metalupo

    metalupo

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    Non ne ho la forza e non mi riesce di mettere insieme una congiura.
     
  17. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    Dev Diary #116 - Great Mods
    A livello di modding, aggiungere un nuova meraviglia è semplice:
    [​IMG]
    Gli Aggiornamenti stanno in un file separato, dato che possono andare bene per varie meraviglie
    [​IMG][​IMG]
    Sia le meraviglie che gli aggiornamenti possono aver flag (ad esempio costruire guglie "spaventose" invece che normali) che possono essere usati come trigger in eventi
    Il DD spiega anche come aggiungere e modificare le immagini relative alle meraviglie.
    Si può decidere anche di aggiungere meraviglie già costruire e scrivere la "storia" di tale meraviglie.
     
  18. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    CK2: Dev Diary #117 - Historical Wonders
    Ecco le Meraviglie Storiche presenti a inizio gioco nel 769:
    Pyramids of Khufu

    [​IMG]


    Stonehenge
    [​IMG]


    Mausoleum of Halicarnassus
    [​IMG]


    Lighthouse of Alexandria
    [​IMG]


    Konark Sun Temple
    [​IMG]


    Apostolic Palace
    [​IMG]

    House of Wisdom
    [​IMG]


    Petra
    [​IMG]


    Great Works in EU4
    Ogni meraviglia che raggiunge lo stadio finale viene convertita in EU4 sotto forma di modificatore alla provincia. Le meraviglie storiche sono ignorate ma questo può essere facilmente cambiato.
    Ecco la lista dei modificatori.

    Cathedrals

    Local Tax Modifier +100%
    Papal Influence +1

    Grand Mosque
    Local Tax Modifier +100%
    Monthly Piety +0.01
    Missionaries +1

    Synagogue
    Local Tax Modifier +100%
    Legitimacy +1

    Great Temple
    Local Tax Modifier +100%
    Religious Unity +15%

    Great Buddhist Temple
    Local Tax Modifier +100%
    Tolerance of Heathens +1

    Great Hindu Temple
    Local Tax Modifier +100%
    Tolerance of Heathens +1

    Ruler Statue
    Legitimacy +0.5
    Max Absolutism +10

    Grand Fortress
    Local Defensiveness +100%
    Local Manpower Modifier +100%
    Army Tradition +0.5

    Great Underground City
    Local Defensiveness +50%
    Local Development Cost -15%
    Local Hostile Attrition +2%
    Local Core Creation Cost +100%

    Great Walls
    Local Trade Power +50%
    Local Hostile Attrition +2%
    Local Defensiveness +50%
    Caravan Power +20%

    Great Harbor
    Local Trade Power +50%
    Local Sailors +100%
    Naval Force Limit Modifier +15%

    Great Lighthouse
    Local Trade Power +50%
    Global Ship Trade Power +30%
    Trade Range Modifier +25%

    Grand Amphitheater
    Global Unrest -1
    War Exhaustion Cost -20%
    General Cost -10%

    Royal Palace
    Max States +5
    Monthly Splendor +1

    Magnificent Garden
    Diplomats +1
    Global Spy Offence +40%
    Global Spy Defence -20% (sic)

    Grand University
    Local Development Cost -10%
    Advisor Pool +1
    Global Institution Spread +15%

    Great Library
    Local Development Cost -10%
    Advisor Cost -15%
    Diplomats +1

    Grand Mausoleum
    Legitimacy +1
    Diplomatic Reputation +2
    Fabricate Claims Cost -20%

    Great Pyramid
    Legitimacy +1
    Stability Cost Modifier -10%

    Great Stone Circle
    Number of Accepted Cultures +1
    Idea Cost -10%

    CK2 - Dev Diary #118 - Great Works Patchnotes

    [​IMG]
    Patch note 3.1:
    ###################
    # Free Features
    ###################
    - Added Great Works Feature allowing independent rulers to take on massive construction projects.

    ###################
    # Balance
    ###################
    - Added some secret stuff.
    - Disabled event 6080.
    - Reduced the strength of the vassalized mercenary companies.
    - Architect trait now has a Great Work cost modifier.
    - Construction technology now has a Great Work cost modifier.
    - Order Government can now hold temples.
    - Prosperity events now take Great Works into its calculation.

    ###################
    # Interface
    ###################
    - The societies view will now show the player's current society when opened, if they have one.
    - Added a description of what the colors indicate in the map mode for China.

    ###################
    # User modding
    ###################
    - Unlocked all DLC event pictures!
    - Added unit_graphical_culture, unit_graphical_cultures override for unit models in culture database.
    - The following values can now be exported to variables: num_of_subrealm_temples, num_of_subrealm_tribes, num_of_subrealm_empty_provinces, num_of_demesne_castles, num_of_demesne_cities, num_of_demesne_temples, num_of_demesne_tribes, num_of_demesne_empty_provinces, and total_years_played.
    - Added set_dynasty_name effect, sets the name of the scoped character's dynasty to the right hand side string/localisation key.
    - Added propagate_bloodline_from effect.
    - All scope types should now be saved as global event targets.
    - Added support for custom_modifier_text in modifier fields.
    - Improved debug tooltip (charinfo console command) for a number of objects that utilize scripted flags and variables. (Characters, Societies, Artifacts, Provinces, Dynasties, Great Works)
    - Modders should now get an error if they add history commands that marry characters that have not been born yet.

    ###################
    # Database
    ###################
    - Renamed a title to Empire of Rus to strengthen the intended connection to the historical Kievan Rus.
    - Added decision to form the Russian Tsardom early.
    - Differentiated the Coat of Arms for Kingdom of Kiev and Empire of Rus.
    - Cleaned up Anatolian province culture/religion in some of the later start dates.
    - Fixed a broken dynasty in Bolzano.
    - Fixed a broken dynasty in Saarbrücken.

    ###################
    # Bug Fixes
    ###################
    - Fixed children generated for historical rulers without scripted families having 0 in all attributes and getting no childhood traits. Also applies to all children generated through "create_character".
    - Blocked Holy orders from spontaneously building Tribal holdings.
    - Fixed missing effects and tooltips for receiving news of the Aztec Invasion - if you have certain Vision modifiers (from the Hermetic's Scrying Power) it will now properly update your Seer modifier, while also explaining what happens.
    - Fixed the crucible steel event chain sometimes breaking just before its final outcome.
    - Having a Non-aggression Pact with the target of a Crusade will now lead to it automatically breaking once the Crusade is launched, allowing you to join the war.
    - Made Songs of Byzantium work for Roman culture as well as the Byzantine group.
    - Fixed issue were the continue playthrough buttons would load the wrong save if your latest save is a cloud save and you have a local save with the same name.
    - Fixed the Saintly Pilgrimage chain sometimes breaking after the weird village encounter.
    - Fixed the Ritual Hunt chain for Warrior Lodge members sometimes leaving you stuck as "busy", if you chose to simply return home at the end of the chain.
    - In the events surrounding a loved one's death, you will no longer be expected to grief and bond together with characters who are in prison.
    - Made conditions to gain the Peaceful Child Forged Bloodline somewhat more lenient so that it can actually be achieved.
    - Fixed several Bloodline-related events and actions not properly checking that a Bloodline is active on the character in question.
    - Fixed holes in the reconquered Roman Imperial Provinces events.
    - Slaying an enemy ruler in a battle will no longer display them as your "acquaintance" in messages.
    - Ships will no longer cut straight through Kanin/c_kanin when coming into port from the North Atlantic.
    - Adjusted positions of some units and on map shields in Russia.
    - Blocking players from doing decisions to which switches over to a religion which requires an unowned or disabled DLC, leading to an instant game over.
    - England no longer end up as the tributary of Gwynedd in the 12th century.
    - Kievan Rus no longer loses it's name if it is held by someone with a North Germanic culture.
    - Fixed a crash that could occur when the Siberian Wastelands was brought into the camera's view for the first time.
    - Fixed game start feature window displaying incorrect religion and/or culture information if any of these were changed from the ruler designer.
    - Fixed crusade wars starting immediately instead of after the preparation phase, in multiplayer games.
    - Fixed not being able to rename tribal settlements.
    - Fixed it being possible to back out of baptism name change window, after first accepting the name change from an event.
    - Fixed the credits screen not closing when the credits were over.
    - Fixed a bug affecting duel results calculation for Pagan characters.
    - Fixed an issue where a child born with a dead father would wrongfully get the mothers dynasty.
    - Fixed a bug where in elective succession law it was not possible to nominate the own sons.
    - Fixed a bug where the designated regent would not always work if you were not independent.
    - Fixed a rare bug that caused a crash when setting the liege upon character death.
    - Fixed a crash when setting the religion on a dead character from script.
    - Historical characters will no longer attempt to marry characters that have not yet been born.
    - The AI is now allowed to pass out vice royalties even when they're a vassal.
    - Saving rules on a shattered or random world should no longer result in game rules breaking and achievements being disabled.
    - Fixed incorrect achievement indicator when loading a save where achievements are possible.
    - Fixed a bug affecting religious conversion speed.
    - Fixed an inheritance problem of matrilineal bloodlines combined with male consorts.
    - Blocked some battle events describing gruesome death, but not running the actual death-effect, from firing.
    Da notare che i savegame dovrebbero essere compatibili con la 3.0, a parte il fatto che mancheranno le meraviglie storiche caricando una vecchia partita.
     
  19. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    CK2 - Dev Diary #119 - Works Great!
    Si annuncia una bugfix patch.

    CK2 - Dev Diary #120 - Tech and Combat changes
    Per la prossima patch si pensa di fare alcuni cambiamenti alle tecnologie.
    [​IMG]
    Ora Infrastrutture di Templi e di Città sono unite, con una diminuzione del loro bonus alle tasse. La Costruzione di Navi è ora una Tech Economica. Le Tech militari di fanteria e cavalleria ora aumentano fino al 40% il morale e fino al 60% la difesa di unità di fanteria e cavalleria. Invece le Tech militari di skirmish e melee aumentano fino al 60% l'attacco delle truppe e diminuiscono la probabilità di usare pessime tattiche. Per finire, Organizzazione militare ora fornisce un piccolo bonus fino al 20% al morale, mantiene i suoi bonus a dimensione Retinue e vede l'aggiunta della velocità di riorganizzazione (recupero del morale) delle armate.

    Fanteria Leggera ed Elefanti non hanno aumenti all'attacco, quindi la Fanteria Leggera ora parte da un attacco base leggermente superiore. Ma questo vuol dire che sono importanti all'inizio del periodo e perdono valore col passare del tempo. Tuttavia la fanteria leggera rimarrà importante nei terreni difficili.


    La configurazione iniziale storica delle tecnologie è cambiata, per essere più storicamente asimmetrici.


    Modificatori al combattimento.
    Ora le tattiche possono fornire bonus fino al 900% ad alcune truppe. Per rendere terreni difficili più importanti, il bonus ai difensori in questi terreni è aumentato, sopratutto per fanteria leggera.
    Ora i "Fianchi Stretti" sono più probabili in terreni difficili e avranno impatto maggiore sulla battaglia.
    [​IMG]

    CK2 - Dev Diary #121 - Court Improvements
    Gestire la corte è molto importante, ma difficile soprattutto quando cresce troppo. Ora sono stati aggiunti costi e benefici all'avere una Grande Corte, oltre a vari eventi associati. Questo vuol rendere il sistema più interattivo e interessante.

    [​IMG]

    Il limite dipende dal livello (conte, duca, re, imperatore) ed è influenzato da tecnologie. Ora i prigionieri non sono più nella corte per ovvi motivi. Andare sopra il limite aumenta le spese ma aumenta anche il prestigio.

    [​IMG]

    Per aggiungere vita alla corte, sono stati aggiunti eventi per rendere i cortigiani più interessanti e divertenti, dando loro soprannomi, modificatori e abilità.
    [​IMG]

    Inoltre ora i cortigiani generati dovrebbero avere abilità migliori o un titolo minore o relazioni interessanti, in base anche ai loro tratti e altri fattori.

    CK2 - Dev Diary #122 - A Great Patch
    Si annuncia che la nuova patch sarà rilasciata Giovedì 16 maggio.
    #########################################
    #########################################
    ################ 3.1.1 ##################
    #########################################
    #########################################

    ###################
    # Free Features
    ###################
    - Court Improvements
    - Added a limit and expenses tied to court size.
    - Added court size modifiers and court maintenance cost reduction to the Majesty Tech.
    - Added court size modifiers and court maintenance cost reduction to the Great Fortress and the Royal Palace Great Works.
    - Added court size modifier to some Great Work features: Tavern; Royal Apartments; Hidden Passageways; Travel Tunnels; and Royal Bedchamber.
    - Added court maintenance cost reduction to the Great Work feature Trap Door.
    - Added court size modifiers to Castle Town and Market Town buildings.
    - Updated how courtiers are selected for involvement in a multitude of old events.
    - Added a chance for courtiers to live it up with character modifiers.
    - Added a chance for courtiers to have a livelier social life.
    - Added a chance for courtiers to get more interesting skills.
    - Added a new decision, "Ask Courtiers to Leave Court", to help quickly reduce court-size.
    - Added an event where you are able to give a courtier a nickname.
    - Added an event for large courts, where courtiers praise your hospitality.
    - Added historical Great Work Hagia Sophia in Constantinople, including conversion events.
    - Added historical Great Work Notre Dame in Paris.
    - Added a new random event on sacking of a besieged barony, with corresponding character modifiers.
    - Updated Game Rules:
    - Added separate Historical Great Work game rule.
    - Added game rule for the Court Size Limit (On/Off).

    ###################
    # Balance
    ###################
    - Narrow flank command modifier now has a stronger and more intuitive impact on the chance of generating or avoiding a narrow flank in battle.
    - Narrow flanks now also apply their engagement limit of the flank during the skirmish phase of battles.
    - When a combat tactic changes the phase for a flank then the opposing side now automatically gets forced to choose a new tactic even if their ongoing tactic still isn't due to expire yet.
    - Inactive Great Works are no longer counted towards the Great Work stacking cost penalty.
    - Tech levels at start were rebalanced to take into account historically more advanced regions.
    - Trigger chances for Councilor job events were rebalanced to take into account attribute scores up to 22, instead of the previous 13.
    - City and Temple Infrastructure Technologies were merged into one with a slightly lower tax bonus modifier (max 40%).
    - Shipbuilding technology has been moved from the Military Advances to the Economy Advances.
    - New Infantry and Cavalry Technologies increase morale (up to 40%) and defense (up to 60%) of Infantry and Cavalry units, respectively.
    - New Skirmish and Melee Techniques affect the Attack value of troops (up to 60%) and decrease the probability of having generic bad tactics.
    - Military Organization gives now only a low overall bonus to morale (up to 20%), but keeps its importance for Retinue Size and now also Reorganization speed (morale recovery) of armies.
    - Defender bonus for infantry in Mountain was increased to the range of 50%-100% for defense, and 50%-100% for the attack of archers and light infantry.
    - Defender bonuses were also slightly increased in Hills and created for Forest and Desert.
    - Heavy Cavalry defensive values were slightly increased in the Skirmish and Melee phases, and lowered in the pursuit phase.
    - Camel Calvary melee attack value was slightly decreased and pursuit value increased.
    - Mongol sacking events now destroy two random building levels instead of one.
    - The outcomes of trying to seduce someone using the Private Conversation decision, are now more carefully calculated.

    ###################
    # Interface
    ###################
    - Added a tooltip for explaining that the cost displayed in the Great Work outliner items are yearly costs.
    - Removed the Great Work history entry for when a feature construction is started, as it was bloating the history view without providing much value.
    - Made sure "string_coast" actually reads "coast" in the descriptions of coastal Great Works.
    - Fixed a localization issue in the Infidel tax tooltip.
    - Fixed an issue that prevented the low resolution version of the province view Great Work image from showing when switching from a province that did not have a Great Work to one that did have one.
    - Fixed the low resolution version of the Great Works display in the province view getting misplaced if "The Reaper's Due" DLC wasn't active.
    - Fixed the Great Works view text disappearing when GUI scaling was used.
    - Fixed the hospital button in province view not working.
    - Fixed Great Work ticking cost text in the outliner sometimes overlapping the stage numeral icon.
    - Fixed active conditions not being displayed when hovering the image of a completed but inactive feature.
    - Fixed the realm tree and dynasty tree sometimes going outside of their dedicated UI space when UI scaling was active.
    - Fixed certain defensive upgrades printing an unlocalized string in the description of the Great Work it's attached to.
    - Fixed Great Work feature names sometimes getting cut off before the UI ran out of space.
    - Fixed the chat log sometimes overlapping the description text for shattered or random world in multiplayer setup.
    - Fixed the outliner Great Work items only showing the cost of either stage or feature construction. The sum of these are now displayed instead.
    - Added a tooltip for explaining that the cost displayed in the Great Work outliner items are yearly costs.
    - Fixed an issue that made it look like the player would lose prestige from enforcing demands when in fact, the losing side lost the piety. - Fixed an issue that made it look like the player would lose prestige from enforcing demands when in fact, the losing side lost the piety.

    ###################
    # User modding
    ###################
    - Added scrolling support for InstantTextBoxes.
    - Added support for custom text in Great Works province history via add_custom_history.
    - Added has_full_court trigger.
    - Added num_of_courtiers trigger.
    - Added free_court_slots trigger.
    - Added set_wonder_damaged effect.
    - Added court_size_modifier and court_size_maintenance_cost_modifier modifiers.
    - Added the following new defines; BASE_COURT_LIMIT_COUNT, BASE_COURT_LIMIT_DUKE, BASE_COURT_LIMIT_KING, BASE_COURT_LIMIT_EMPEROR, OVERSIZED_COURT_UPKEEP_COST.
    - Added add_wonder effect.
    - Added is_important_character_to trigger to check if a character is marked for special interest of another character.
    - Added on_post_birth_stillbirth on action.
    - Exposed hard coded UI variables for the wonder, score, chronicle, realm tree and dynasty tree views.
    - The wonder view modifier summary now functions without the right hand text box.
    - Fixed wonder and wonder upgrade localization only having access to the Root(character) scope instead of the usual four scopes.
    - Fixed dynamic localization not getting parsed for minor title custom localization.
    - Fixed the game falsely claiming that you cannot play as a theocracy in a tooltip on the character selection screen when the selected character was controlling a religion with investiture.

    ###################
    # Database
    ###################
    - Added Santarem as a city to Lisboa.
    - Added some details to historical characters to better represent The Anarchy (English Succession War 1135-1153).
    - Changed Kurs, Tukumns, Marienburg, Sambia, Scalovia, Poznanskie, Lower Silesia, Czersk terrain to Forest.
    - Changed Cebta, Amorion, Devon, Adana, Tripoli, Acre, Tiberias, Jerusalem, Hebron, Kerak, Monreal, Beersheb, El-Arish, Porto, Lisboa, Braganza terrain to Hills.
    - Changed Marrakech terrain to Plains.
    - Changed Friesach terrain to Marsh.
    - Changed Beirut terrain to Mountain.
    - Corrected capital of the Duchy of Mudar to Rahbah.
    - Corrected spouse or marriage dates for several historical characters.
    - Corrected Duchy of Chur starting tech levels to be similar to those of the rest of Austria.
    - Corrected the date range of the Capricorn zodiac sign so that it no longer overlaps with Aquarius.

    ###################
    # Bug Fixes
    ###################
    - The events about declaring war in the tutorial should now trigger in the right order.
    - Zoroastrians can now hunt.
    - You no longer congratulate yourself on a job well done with Great Works.
    - You can no longer accuse yourself of committing zina.
    - The Player no longer gets the offer to imprison a lover or spouse who has contracted syphilis but is already in prison.
    - Your spouse will no longer complain about a lack of conversation, due to your hermetic pursuits, if they are in prison.
    - You should no longer perform a sacrificial ritual on yourself as a satanist.
    - The barber no longer tries to change women's headgear instead of giving them a haircut.
    - Your Patriarch will no longer be referred to as your Matriarch.
    - A Hindu taking a vow of celibacy will now speak of an appropriate god.
    - HRE can now change held kingdoms to gavelkind or elective gavelkind.
    - Assassin-events now takes random world into consideration.
    - Characters will now stop antagonizing their target after entering Seclusion.
    - Pope no longer gives bonus to claims against a holy order title because they are uncrowned.
    - The trap upgrade will no longer kill off your whole court.
    - Zoroastrians can no longer take decisions that are not valid in random world.
    - The pope should now be more low-key with the torture and drinking features to Great Works.
    - The dynamic_crusader_state title decision should now check for coast in the right scope.
    - Retinue modifiers of the Royal Palace are now being applied properly.
    - Hermetic members can no longer spam the Perform Scrying decision, causing them to end up with a multitude of visions (modifiers).
    - When finishing a mission to build a temple you will now only get one notification no matter how many buildings you finish.
    - Changed the effect of the Quabba Great Work feature.
    - Event about an irritating courtier now takes the courtier's gender into account.
    - You can no longer do penance while doing penance.
    - You can now secretly convert to faith as Christian religion.
    - Added script for Zoroastrian check in ROOTs_secret_religion_is_playable_trigger, a trigger that's used to check if the player's secret religion is enabled by a DLC.
    - You can now secretly convert faith as a Christian.
    - Forcefully taking an imprisoned character as concubine will now break their existing betrothal.
    - A Town is Born (event where you get a new holding slot) can no longer trigger if you already have 7 slots in the province.
    - Pyramids can now be built or held by characters with Coptic culture.
    - Removed Heating Pipes and Hypocausts features from the Garden Great Work.
    - Removed Torture Chamber from the Library and Garden Great Works.
    - Removed Spikes upgrade from some Great Works, including the Library, the University, the Konark Sun Temple, and the Buddhist Temple.
    - The pope will no longer refer to your pregnant wife's womb as "barren".
    - The Great Work upgrade Hidden Burial will no longer be described as drawing a lot of attention.
    - Imprisoned vassals will no longer ask for council positions.
    - You will no longer get multiple "Blessed has Passed" events.
    - Robin hood event that removes the modifier "highway_robber_band" should now remove the correct modifier.
    - A friend is no longer referred to as your lover when you try to antagonize them.
    - Clarified what conditions need to be met in order to build the Grand University Great Work.
    - The State of a God upgrade will no longer change which god it is depicting each month.
    - Viking bloodlines will now make sure that viking traits are retained after loading a savegame.
    - Debutantes will no longer be referred to as being "ready for employment".
    - Aztec Pyramids now have a description.
    - Added information text to Great Work features that allow private conversations or artifact storing.
    - Cured a French disease which caused the women to lose their ears.
    - You can no longer ask yourself nicely to stop your own plot.
    - Characters possessed using demonic power will no longer be so reluctant to then join your demon worshiping cult.
    - Added localization for the the Bön Faithful cult title.
    - Made sure the Eternal Flame Great Work feature actually increases Zunist/Reformed Zunist opinion.
    - The pope will no longer consider you a selfish crusader no matter your stance if you are the top-contributer to a crusade.
    - Orthodox baptism now has fitting text and tooltip.
    - When a stillbirth happens, the mother is now the one that has a chance to get sick instead of it being the grandmother.
    - If a character kills your spymaster you now have a reason to imprison them.
    - The achievement "I shed blood of Saxon men" now looks at the correct counties.
    - Muslim characters can now create claimant factions.
    - Your influence over cardinals will no longer influence the pope's decisions regarding excommunication if you're Orthodox.
    - Catholics will now be appropriately interested in a crusade targeting Egypt.
    - Fixed it being possible to build Features on Great Works not owned by the player character.
    - Fixed Great Work construction being paused on succession.
    - Fixed crash that occured if a province's history contained an invalid Great Work or feature.
    - Fixed a duel so that it looks at personal combat skill instead of martial.
    - Fixed issue with the Assassins Society sometimes giving you a mission to murder yourself.
    - Fixed a bug where percentage checks against nomad population would always fail if the population was too high.
    - Fixed a crash that could occur when crusades were completed on save games created before version 3.0.
    - Fixed issue with the Great Harbor work having an inverted build cost modifier at its last stage.
    - Fixed an issue with the meritocracy religious doctrine for reformed pagan religions.
    - Fixed an OOS that could occur when the AI unpaused a Great Work construction.
    - Fixed a bug that was stopping tribal settlements from getting replaced when the player should be able to replace them.
    - Fixed a bug that would sometimes make it impossible to pause construction of a Great Work feature.
    - Fixed the private conversation event not triggering.
    - Fixed the history of the Chalkidike province so that it once again has a proper owner.
    - Fixed the "Construct a Great Work" ambition getting fulfilled as soon as a Great Work construction started.
    - Fixed Great Work feature construction not pausing when the feature conditions for it being active was no longer met.
    - Fixed the Konark Sun Temple and the Mausoleum at Halicarnassus not processing their history setups correctly.
    - Fixed not being allowed to build Great Work plating features if there already is a plating feature on any Great Work.
    - Fixed building the Hypocausts feature on a Great Work enabling the Heating Pipes feature to be built on any Great Work.
    - Fixed Great Works not removing feature slots when looted.
    - Fixed issue with double pregnancy reports being sent if your lover is also your concubine.
    - Fixed an issue with Ashoka Bloodline not being able to use the invasion casus belli.
    - Fixed multiple issues with Bells looted from the Grand Cathedral.
    - Fixed several issues with "Store a Relic" decision and Relic Tomb.
    - Fixed the firing of two city sacking events for Mongol Players.
    - Fixed marriage issues with Suomenusko religion.
    - Fixed a formating issue in one "Lost Book" event.
    - Fixed a faulty trigger in the artifact setup, ensuring that the Gjallarhorn is more likely to start out in the Treasury of a character with Germanic religion (rather than any landed one).
    - Fixed issue that was causing the old "Friend of a friend" event to never fire.
    - Fixed issue where an unlanded feudal character would sometimes change their government to theocracy when granted a county.
    - Fixed some missing localization entries in the Private Conversation events.
    - Fixed decision importance setting not always persisting when the game was restarted.
    - Fixed some Great Work features with dynamic names using the wrong Great Work type in localization.
    - Fixed university Great Work description using "great work" instead of "university" as type.
    - Fixed some Great Work features not having their effects applied/removed when their active state changed.
    - Fixed the game unpausing when pressing "continue" on the "player lost connection" dialog while the pause menu was also open.
    - Fixed Cathedral Great Works description localization failing to find the name of the owner's religion.
    - You will no longer be stuck on a never ending hajj.
    - A child will no longer end up with a lover.
    - The immortality events will not trigger if the mystic dies.
    - Allied crusader states no longer secedes from player's empire.
    - Fixed some court events firing when the character is in the field commanding armies.
    - Aleppo now becomes de jure part of the Principality of Antioch when it's formed.
    - Fixed scopes used used in modifiers to decide probability of joining secret cult.
    - You can no longer exploit the smith chain to earn lots of money through the refund.
    - Fixed an interface crash related to imprisonment if the player character died at the same time.
    - The Hashashins will no longer randomly kill their member's courtiers.
    - You can no longer assign councillor as your Advisor without having unlocked that position.
    - Fixed text overlap on option in event about your smith talking away their work time.
    - Your new vassal will no longer try to pay homage to you when you're in seclusion.
    - You will no longer humiliate and release yourself from prison.
    - The pope will no longer admonish you for not joining a crusade even he hasn't made it to yet.
     
    • Like Like x 1
  20. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
    Messaggi:
    2.571
    Ratings:
    +1.038
    [​IMG]
    É stata rilasciata la patch 3.1.1: https://forum.paradoxplaza.com/foru...hecksum-wqti-not-for-problem-reports.1177867/

    #########################################
    #########################################
    ################ 3.1.1 ##################
    #########################################
    #########################################

    ###################
    # Free Features
    ###################
    - Court Improvements
    - Added a limit and expenses tied to court size.
    - Added court size modifiers and court maintenance cost reduction to the Majesty Tech.
    - Added court size modifiers and court maintenance cost reduction to the Great Fortress and the Royal Palace Great Works.
    - Added court size modifier to some Great Work features: Tavern; Royal Apartments; Hidden Passageways; Travel Tunnels; and Royal Bedchamber.
    - Added court maintenance cost reduction to the Great Work feature Trap Door.
    - Added court size modifiers to Castle Town and Market Town buildings.
    - Updated how courtiers are selected for involvement in a multitude of old events.
    - Added a chance for courtiers to live it up with character modifiers.
    - Added a chance for courtiers to have a livelier social life.
    - Added a chance for courtiers to get more interesting skills.
    - Added a new decision, "Ask Courtiers to Leave Court", to help quickly reduce court-size.
    - Added an event where you are able to give a courtier a nickname.
    - Added an event for large courts, where courtiers praise your hospitality.
    - Added historical Great Work Hagia Sophia in Constantinople, including conversion events.
    - Added historical Great Work Notre Dame in Paris.
    - Added a new random event on sacking of a besieged barony, with corresponding character modifiers.
    - Updated Game Rules:
    - Added separate Historical Great Work game rule.
    - Added game rule for the Court Size Limit (On/Off).

    ###################
    # Balance
    ###################
    - Narrow flank command modifier now has a stronger and more intuitive impact on the chance of generating or avoiding a narrow flank in battle.
    - Narrow flanks now also apply their engagement limit of the flank during the skirmish phase of battles.
    - When a combat tactic changes the phase for a flank then the opposing side now automatically gets forced to choose a new tactic even if their ongoing tactic still isn't due to expire yet.
    - Inactive Great Works are no longer counted towards the Great Work stacking cost penalty.
    - Tech levels at start were rebalanced to take into account historically more advanced regions.
    - Trigger chances for Councilor job events were rebalanced to take into account attribute scores up to 22, instead of the previous 13.
    - City and Temple Infrastructure Technologies were merged into one with a slightly lower tax bonus modifier (max 40%).
    - Shipbuilding technology has been moved from the Military Advances to the Economy Advances.
    - New Infantry and Cavalry Technologies increase morale (up to 40%) and defense (up to 60%) of Infantry and Cavalry units, respectively.
    - New Skirmish and Melee Techniques affect the Attack value of troops (up to 60%) and decrease the probability of having generic bad tactics.
    - Military Organization gives now only a low overall bonus to morale (up to 20%), but keeps its importance for Retinue Size and now also Reorganization speed (morale recovery) of armies.
    - Defender bonus for infantry in Mountain was increased to the range of 50%-100% for defense, and 50%-100% for the attack of archers and light infantry.
    - Defender bonuses were also slightly increased in Hills and created for Forest and Desert.
    - Heavy Cavalry defensive values were slightly increased in the Skirmish and Melee phases, and lowered in the pursuit phase.
    - Camel Calvary melee attack value was slightly decreased and pursuit value increased.
    - Mongol sacking events now destroy two random building levels instead of one.
    - The outcomes of trying to seduce someone using the Private Conversation decision, are now more carefully calculated.

    ###################
    # Interface
    ###################
    - Added a tooltip for explaining that the cost displayed in the Great Work outliner items are yearly costs.
    - Removed the Great Work history entry for when a feature construction is started, as it was bloating the history view without providing much value.
    - Made sure "string_coast" actually reads "coast" in the descriptions of coastal Great Works.
    - Fixed a localization issue in the Infidel tax tooltip.
    - Fixed an issue that prevented the low resolution version of the province view Great Work image from showing when switching from a province that did not have a Great Work to one that did have one.
    - Fixed the low resolution version of the Great Works display in the province view getting misplaced if "The Reaper's Due" DLC wasn't active.
    - Fixed the Great Works view text disappearing when GUI scaling was used.
    - Fixed the hospital button in province view not working.
    - Fixed Great Work ticking cost text in the outliner sometimes overlapping the stage numeral icon.
    - Fixed active conditions not being displayed when hovering the image of a completed but inactive feature.
    - Fixed the realm tree and dynasty tree sometimes going outside of their dedicated UI space when UI scaling was active.
    - Fixed certain defensive upgrades printing an unlocalized string in the description of the Great Work it's attached to.
    - Fixed Great Work feature names sometimes getting cut off before the UI ran out of space.
    - Fixed the chat log sometimes overlapping the description text for shattered or random world in multiplayer setup.
    - Fixed the outliner Great Work items only showing the cost of either stage or feature construction. The sum of these are now displayed instead.
    - Added a tooltip for explaining that the cost displayed in the Great Work outliner items are yearly costs.
    - Fixed an issue that made it look like the player would lose prestige from enforcing demands when in fact, the losing side lost the piety. - Fixed an issue that made it look like the player would lose prestige from enforcing demands when in fact, the losing side lost the piety.

    ###################
    # User modding
    ###################
    - Added scrolling support for InstantTextBoxes.
    - Added support for custom text in Great Works province history via add_custom_history.
    - Added has_full_court trigger.
    - Added num_of_courtiers trigger.
    - Added free_court_slots trigger.
    - Added set_wonder_damaged effect.
    - Added court_size_modifier and court_size_maintenance_cost_modifier modifiers.
    - Added the following new defines; BASE_COURT_LIMIT_COUNT, BASE_COURT_LIMIT_DUKE, BASE_COURT_LIMIT_KING, BASE_COURT_LIMIT_EMPEROR, OVERSIZED_COURT_UPKEEP_COST.
    - Added add_wonder effect.
    - Added is_important_character_to trigger to check if a character is marked for special interest of another character.
    - Added on_post_birth_stillbirth on action.
    - Exposed hard coded UI variables for the wonder, score, chronicle, realm tree and dynasty tree views.
    - The wonder view modifier summary now functions without the right hand text box.
    - Fixed wonder and wonder upgrade localization only having access to the Root(character) scope instead of the usual four scopes.
    - Fixed dynamic localization not getting parsed for minor title custom localization.
    - Fixed the game falsely claiming that you cannot play as a theocracy in a tooltip on the character selection screen when the selected character was controlling a religion with investiture.

    ###################
    # Database
    ###################
    - Added Santarem as a city to Lisboa.
    - Added some details to historical characters to better represent The Anarchy (English Succession War 1135-1153).
    - Changed Kurs, Tukumns, Marienburg, Sambia, Scalovia, Poznanskie, Lower Silesia, Czersk terrain to Forest.
    - Changed Cebta, Amorion, Devon, Adana, Tripoli, Acre, Tiberias, Jerusalem, Hebron, Kerak, Monreal, Beersheb, El-Arish, Porto, Lisboa, Braganza terrain to Hills.
    - Changed Marrakech terrain to Plains.
    - Changed Friesach terrain to Marsh.
    - Changed Beirut terrain to Mountain.
    - Corrected capital of the Duchy of Mudar to Rahbah.
    - Corrected spouse or marriage dates for several historical characters.
    - Corrected Duchy of Chur starting tech levels to be similar to those of the rest of Austria.
    - Corrected the date range of the Capricorn zodiac sign so that it no longer overlaps with Aquarius.

    ###################
    # Bug Fixes
    ###################
    - The events about declaring war in the tutorial should now trigger in the right order.
    - Zoroastrians can now hunt.
    - You no longer congratulate yourself on a job well done with Great Works.
    - You can no longer accuse yourself of committing zina.
    - The Player no longer gets the offer to imprison a lover or spouse who has contracted syphilis but is already in prison.
    - Your spouse will no longer complain about a lack of conversation, due to your hermetic pursuits, if they are in prison.
    - You should no longer perform a sacrificial ritual on yourself as a satanist.
    - The barber no longer tries to change women's headgear instead of giving them a haircut.
    - Your Patriarch will no longer be referred to as your Matriarch.
    - A Hindu taking a vow of celibacy will now speak of an appropriate god.
    - HRE can now change held kingdoms to gavelkind or elective gavelkind.
    - Assassin-events now takes random world into consideration.
    - Characters will now stop antagonizing their target after entering Seclusion.
    - Pope no longer gives bonus to claims against a holy order title because they are uncrowned.
    - The trap upgrade will no longer kill off your whole court.
    - Zoroastrians can no longer take decisions that are not valid in random world.
    - The pope should now be more low-key with the torture and drinking features to Great Works.
    - The dynamic_crusader_state title decision should now check for coast in the right scope.
    - Retinue modifiers of the Royal Palace are now being applied properly.
    - Hermetic members can no longer spam the Perform Scrying decision, causing them to end up with a multitude of visions (modifiers).
    - When finishing a mission to build a temple you will now only get one notification no matter how many buildings you finish.
    - Changed the effect of the Quabba Great Work feature.
    - Event about an irritating courtier now takes the courtier's gender into account.
    - You can no longer do penance while doing penance.
    - You can now secretly convert to faith as Christian religion.
    - Added script for Zoroastrian check in ROOTs_secret_religion_is_playable_trigger, a trigger that's used to check if the player's secret religion is enabled by a DLC.
    - You can now secretly convert faith as a Christian.
    - Forcefully taking an imprisoned character as concubine will now break their existing betrothal.
    - A Town is Born (event where you get a new holding slot) can no longer trigger if you already have 7 slots in the province.
    - Pyramids can now be built or held by characters with Coptic culture.
    - Removed Heating Pipes and Hypocausts features from the Garden Great Work.
    - Removed Torture Chamber from the Library and Garden Great Works.
    - Removed Spikes upgrade from some Great Works, including the Library, the University, the Konark Sun Temple, and the Buddhist Temple.
    - The pope will no longer refer to your pregnant wife's womb as "barren".
    - The Great Work upgrade Hidden Burial will no longer be described as drawing a lot of attention.
    - Imprisoned vassals will no longer ask for council positions.
    - You will no longer get multiple "Blessed has Passed" events.
    - Robin hood event that removes the modifier "highway_robber_band" should now remove the correct modifier.
    - A friend is no longer referred to as your lover when you try to antagonize them.
    - Clarified what conditions need to be met in order to build the Grand University Great Work.
    - The State of a God upgrade will no longer change which god it is depicting each month.
    - Viking bloodlines will now make sure that viking traits are retained after loading a savegame.
    - Debutantes will no longer be referred to as being "ready for employment".
    - Aztec Pyramids now have a description.
    - Added information text to Great Work features that allow private conversations or artifact storing.
    - Cured a French disease which caused the women to lose their ears.
    - You can no longer ask yourself nicely to stop your own plot.
    - Characters possessed using demonic power will no longer be so reluctant to then join your demon worshiping cult.
    - Added localization for the the Bön Faithful cult title.
    - Made sure the Eternal Flame Great Work feature actually increases Zunist/Reformed Zunist opinion.
    - The pope will no longer consider you a selfish crusader no matter your stance if you are the top-contributer to a crusade.
    - Orthodox baptism now has fitting text and tooltip.
    - When a stillbirth happens, the mother is now the one that has a chance to get sick instead of it being the grandmother.
    - If a character kills your spymaster you now have a reason to imprison them.
    - The achievement "I shed blood of Saxon men" now looks at the correct counties.
    - Muslim characters can now create claimant factions.
    - Your influence over cardinals will no longer influence the pope's decisions regarding excommunication if you're Orthodox.
    - Catholics will now be appropriately interested in a crusade targeting Egypt.
    - Fixed it being possible to build Features on Great Works not owned by the player character.
    - Fixed Great Work construction being paused on succession.
    - Fixed crash that occured if a province's history contained an invalid Great Work or feature.
    - Fixed a duel so that it looks at personal combat skill instead of martial.
    - Fixed issue with the Assassins Society sometimes giving you a mission to murder yourself.
    - Fixed a bug where percentage checks against nomad population would always fail if the population was too high.
    - Fixed a crash that could occur when crusades were completed on save games created before version 3.0.
    - Fixed issue with the Great Harbor work having an inverted build cost modifier at its last stage.
    - Fixed an issue with the meritocracy religious doctrine for reformed pagan religions.
    - Fixed an OOS that could occur when the AI unpaused a Great Work construction.
    - Fixed a bug that was stopping tribal settlements from getting replaced when the player should be able to replace them.
    - Fixed a bug that would sometimes make it impossible to pause construction of a Great Work feature.
    - Fixed the private conversation event not triggering.
    - Fixed the history of the Chalkidike province so that it once again has a proper owner.
    - Fixed the "Construct a Great Work" ambition getting fulfilled as soon as a Great Work construction started.
    - Fixed Great Work feature construction not pausing when the feature conditions for it being active was no longer met.
    - Fixed the Konark Sun Temple and the Mausoleum at Halicarnassus not processing their history setups correctly.
    - Fixed not being allowed to build Great Work plating features if there already is a plating feature on any Great Work.
    - Fixed building the Hypocausts feature on a Great Work enabling the Heating Pipes feature to be built on any Great Work.
    - Fixed Great Works not removing feature slots when looted.
    - Fixed issue with double pregnancy reports being sent if your lover is also your concubine.
    - Fixed an issue with Ashoka Bloodline not being able to use the invasion casus belli.
    - Fixed multiple issues with Bells looted from the Grand Cathedral.
    - Fixed several issues with "Store a Relic" decision and Relic Tomb.
    - Fixed the firing of two city sacking events for Mongol Players.
    - Fixed marriage issues with Suomenusko religion.
    - Fixed a formating issue in one "Lost Book" event.
    - Fixed a faulty trigger in the artifact setup, ensuring that the Gjallarhorn is more likely to start out in the Treasury of a character with Germanic religion (rather than any landed one).
    - Fixed issue that was causing the old "Friend of a friend" event to never fire.
    - Fixed issue where an unlanded feudal character would sometimes change their government to theocracy when granted a county.
    - Fixed some missing localization entries in the Private Conversation events.
    - Fixed decision importance setting not always persisting when the game was restarted.
    - Fixed some Great Work features with dynamic names using the wrong Great Work type in localization.
    - Fixed university Great Work description using "great work" instead of "university" as type.
    - Fixed some Great Work features not having their effects applied/removed when their active state changed.
    - Fixed the game unpausing when pressing "continue" on the "player lost connection" dialog while the pause menu was also open.
    - Fixed Cathedral Great Works description localization failing to find the name of the owner's religion.
    - You will no longer be stuck on a never ending hajj.
    - A child will no longer end up with a lover.
    - The immortality events will not trigger if the mystic dies.
    - Allied crusader states no longer secedes from player's empire.
    - Fixed some court events firing when the character is in the field commanding armies.
    - Aleppo now becomes de jure part of the Principality of Antioch when it's formed.
    - Fixed scopes used used in modifiers to decide probability of joining secret cult.
    - You can no longer exploit the smith chain to earn lots of money through the refund.
    - Fixed an interface crash related to imprisonment if the player character died at the same time.
    - The Hashashins will no longer randomly kill their member's courtiers.
    - You can no longer assign councillor as your Advisor without having unlocked that position.
    - Fixed text overlap on option in event about your smith talking away their work time.
    - Your new vassal will no longer try to pay homage to you when you're in seclusion.
    - You will no longer humiliate and release yourself from prison.
    - The pope will no longer admonish you for not joining a crusade even he hasn't made it to yet.
     

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