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Dev Diary CK2 relativi a DLC "Monks and Mystics" e patch 2.7

Discussione in 'Crusader Kings 2' iniziata da ^_AC_^, 13 Febbraio 2017.

  1. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
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    Sono state rilasciate ulteriori immagini dei vari DLC grafici (English Portrait Pack, English Unit Pack, German Portrait Pack, German Unit Pack) che faranno parte dell'espansione Monks And Mystics. Eccoli:
    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    Inoltre, per quanto riguarda l'espansione Monks and Mystics vera e propria, sono state rilasciate delle piccole schede informative relativi alle varie società, ordini e sette disponibili:
    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
    • Like Like x 1
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  2. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
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    Ratings:
    +1.583
    [​IMG]
    Il gioco esce domani, oggi in una sorta di Dev Diary è stato pubblicato il changelog completo della patch 2.7.
    ##########################################################
    ########################## 2.7 ###########################
    ##########################################################

    ###################
    # Expansion Features
    ###################
    - Societies:
    - Join Societies to gain different bonuses and access to a wide set of various powers, each unique to the different types of Societies!
    - Power has to be earned however, complete quests given to you by the Society in order to gain Society Currency, which can be used to increase in rank or spent on the powers available to you
    - All Societies come with new clothing unique to them, which brings more variety to the existing portraits!

    - Monastic Societies:
    - Join monastic orders such as the Benedictines, Dominicans, the Community of Saint Basil, or Dharmic orders such as the Advaita Matha
    - Members may enjoy increased Learning or Stewardship and increased Piety gain!
    - Quests include the following:
    - Do Penance or Meditation to show your devotion
    - Build a Temple
    - Go on a Pilgrimage
    - And more!
    - Powers include the ability to:
    - Toggle Celibacy
    - Inviting a Holy Ascetic to your court
    - And more!

    - Devil Worshiping Societies:
    - Join and worship the evil side of your religion with Societies such as Lucifer's Own, the Fellowship of Hel, the Plaguebringers and others
    - Members may enjoy a bonus in increased Intrigue!
    - Quests include the following:
    - Corrupt a Pries
    - Perform a Sacrifice
    - Desecrate a Temple
    - And more!
    - Powers include the ability to:
    - Abduct people
    - Perform a Dark Divorce
    - Summon a Familiar
    - And more!

    - The Assassin Society:
    - Serve the grandmaster and plot against those who would interfere with your plans, or rise high enough in ranks to become grandmaster yourself!
    - Members of the Assassins may enjoy the benefit of increased Intrigue, Plot Power, Personal Combat Skill, and more!
    - Quests include the following:
    - Murder a designated target
    - Convert counties to the true faith
    - Collect the debt of another member who has yet to pay back
    - And more!
    - Power include the ability to:
    - Borrow Money from the order
    - Raise an Army
    - Intimidate Rulers for Favors
    - And more!

    - The Hermetic Society:
    - Hermetics focus on learning and are always trying to discover hidden truth, may it be in looking at the stars, performing alchemy, or understanding the divine
    - Members of the Hermetics enjoy the benefit of increased Learning!
    - Quests inlcude the following:
    - Gather Ingredients
    - Build a Laboratory
    - Find a rare Scroll or Tablet
    - And more!
    - Power include the ability to:
    - Perform Scrying
    - Make Horoscope
    - Write a Magnum Opus
    - And more!

    - Artifacts:
    - Be visited by a great goldsmith, who can craft magnificant crown jewels for any worthy ruler who can affort it!
    - Hire the assistance of a weaponsmith, who can craft a wide set of different weapons to boost your performance when leading armies!
    - Learn of relics thought to be long lost and set out on a quest to aquire these important artifacts and put them in the safety of you Treasury

    - Additional Council Jobs:
    - Perform Statecraft:
    - Your Chancellor will improve your relation with vassals, neighboring rulers and your liege, as well as increasing the speed at which Threat decay!
    - Organize the Army:
    - Your Marshal will seek to train you commanders and reduce the maintenence cost of your Retinue/Horde units!
    - Administer Realm:
    - Your Steward will strive to improve your demesne by increasing culture conversion rate and Prosperity gain!
    - Sabotage Province:
    - Send your Spymaster to sabotage a county by reducing Prosperity, lower the defence to make it easier to siege, or increase the revolt risk!
    - Hunt Apostates:
    - Have your Court Chaplain search for heretical Societies to reveal the members and have them punished, while also increasing your Piety gain!

    - AI Orders:
    - As a primary participant in a war, you are now able to give orders to your allies
    - AI allies will peform the orders they recieve for as long as they don't have wars of their own that they deem more important
    - In the Province View, you can use the order "Siege" to have an ally siege the selected county
    - In the Selected Army window, you can use the order "Attach Army" to have an ally attach to the selected army
    - Added "Allies in Wars" tab in the Military View
    - Lists all allies you have in ongoing wars and what orders they have, if any
    - Allows you to give the orders "Focus on Sieging" and "Focus on Hunting Enemy Armies"

    - Child Naming Buttons:
    - When a child is born, you have new options of choosing an appropriate name
    - Random: Will randomly pick a name from the culture list
    - Name after Parent: Will name the child after the father/mother
    - Name after Grandparent: Will name the child after any grandfathers/grandmothers
    - Name after random Ancestor: Will randomly pick a name from any member of your dynasty

    - Prisoner Management:
    - With the new Prisoner Management tool, it is even easier to get rid of all those useless characters filling up your dungeon!
    - Set various filters to handle only the prisoners you want to, enabling you to avoid potential penalties or executing someone who can pay ransom by mistake
    - Mass Release: Release all prisoners according to your current filter settings
    - Mass Ransom: Ransom all prisoners according to your current filter settings
    - Mass Execute: Execute all prisoners according to your current filter settings

    - Added Dharmic Pilgrimage Event Chain for all Dharmic religions

    ###################
    # Free Features
    ###################
    - Religious Cults:
    - Gone are the days when you are forced to abandon the old ways, as you are able to falsely confess to a new religion while still keeping true to your faith in secret
    - When you convert, you can choose to secretly still worship your old religion
    - With enough Prestige, a ruler with a secret religion can create a cult to recruit more members
    - Powers include the ability to:
    - Evoke Sympathy for your secret religion in other rulers
    - Induct rulers to your secret religion
    - Openly Adopt Faith to openly convert to your secret religion, forcing other members within your realm to do the same

    - Treasury:
    - Rulers now possess a treasury, a place in which to store collected artifacts and items
    - Several old items that used to be Character Modifiers have been replaced with actual artifacts and will instead be placed within the Treasury

    - Map Update:
    - The Ural mountains are now impassable
    - Removed the duplicate island of Kolguyev, in the Barents Sea
    - The most northern part of the Onega is now properly filled with water
    - The mountains in southern Abyssinia no longer stretches onto the frame of the map
    - Fixed an issue in the lower part of the river Don, where the river bed would go above water level
    - Removed a bunch of trees that were placed in major rivers
    - The terrain around lake Balkhash has been smoothed, to avoid sharp/rough edges
    - The terrain around lake Baikal has also been smoothed, no longer will the steep cliffs surround the lake
    - The Indus and the Ganges have both been cleaned up:
    - The terrain now matches the actual river
    - Smaller rivers no longer flow so far into the major rivers
    - The borders of the rivers has been made smoother to avoid sharp/rough edges
    - The Danube has been redrawn, to better respresent its actual location (!)
    - The county of Constantinople is now only located on the western side of the Bosphorus, merging the eastern side into the county of Nikomedeia, connected with a strait
    - The duchies of Samos and Cibyrrhaeot are now de jure part of the kingdom of Anatolia, rather than Greece
    - The duchies of Trebizond and Armeniacon is now de jure part of the kingdom of Trebizond, rather than Anatolia
    - Removed the kingdom of Taurica
    - The duchy of Crimea is now de jure kingdom of Khazaria
    - The duchy of Cherson is now de jure kingdom of Khazaria
    - The coastal counties of Croatia and Serbia have been adjusted and moved slightly to better represent their actual locations
    - The eastern counties of Hungary and the surrounding area has been moved and adjusted in order to properly place the kingdom within the Carpathian mountains
    - Changed the name of b_mirabel to "Majdal Yaba"
    - b_mirabel will be named "Mirabel" if ruled by most European cultures
    - b_mirabel will be named "Antipatris" if ruled by Byzantine cultures
    - The county of Tobruk is now only located along the coast
    - Moved the northern part of c_dalarna to c_herjedalen
    - Moved k_venice to de jure e_italy

    - Improved the character finder:
    - Added a "Reset Browser Filters" button
    - Added a "Diplo Range" filter
    - Added a "Join Court" filter
    - Characters that will join your court if bribed now get a yellow hand rather than a red thumbs down
    - Added functionality for saving and loading a set of filters. Allowing for up to four slots of different configurations. These persist across campaigns
    - The "Great House" character filter now includes the option "Not Mine" to avoid characters of your dynasty to to appear in the search

    - Improved the game rules screen:
    - Now possible to filter the rules by a variety of groups
    - Now possible to save and load sets of rule options

    - Updated the Intrigue interface:
    - Now shows 7 decisions rather than 4
    - Decisions can now be marked as important/not important, allowing you to decide what decisions you want alerts for
    - Your plot and backed plots has been moved to a tab of its own
    - Backed plots now show their target
    - Known plots have "Join Plot" and "End Plot" buttons
    - Auto-stop Plots has been moved to the "Known Plots" tab
    - Now shows 6 prisoners/threats at a time instead of 5
    - The plot choice list now shows 6 plots at a time instead of 5

    - Added an on-map Combat Indicator:
    - The indicator will show if a battle will happen in a county as a result of the movements of adjacent units
    - The indicator will highlight any defensiv bonuses, river crossing or strait crossing

    - Added an "Embark All" button when having multiple armies selected. It loads as many of the selected units as possible onto ships
    - Added alert for councillors having no job assigned to them
    - Remastered the volume of all existing songs and sound effects for an improved soundscape

    CONCLAVE:
    - When selecting councillors, you will now be able to see what voting archetype they're likely to pick
    - You can now send law changes to consideration by the council
    - The council view tells you how your councilors are voting (or would vote) on a law change

    ###################
    # Balance
    ###################
    - Minor clan revolt troops are no longer inherited, and the leader of the uprising now has more money, prestige, population and manpower as well as two sons to succeed him
    - If you grant a title and all titles below it to a child while following a religion that uses bishops, the temples will now have bishops generated rather than not get handed to the recipient
    - "Cultural Bonds" no longer causes an alliance, but instead allows other independent characters of the conqueror's culture to join them in defensive wars. The AI is likely to do this if their opinion of the defender is positive and they're not busy with wars of their own
    - Allowed vassals to press de jure claims against their fellow vassals again (though the AI won't)
    - You'll now lose some Threat if dying causes you to lose land
    - When the holder of a viceroyalty dies, they'll now be replaced in wars by their regular heir, not their liege
    - The "Ask to Leave Court" diplomatic interaction will now cause the character's spouses to leave as well, and has the same requirements of the spouses as the character being asked to leave
    - Increased the duration of the "War Taxes" modifier to five years (up from three), for completing the "Build a War Chest" Ambition
    - Overthrow Ruler will now give the ruler a claim on the title if they accept the demands
    - No longer possible to usurp titles from the vassals of a revolting vassal
    - Capitals can now be moved every 50 years rather than once per lifetime. Nomads still get to move it every 10 years
    - Merchant Republics with too few patricians will no longer draft people who are heir to a title to become patricians, since this risks disinheriting them
    - No longer possible to ask to join a war against someone you have a non-aggression pact with
    - The "make my court/vassals speak English" events can now trigger if one's a vassal of Britannia rather than England, and can trigger for the king/emperor as well, not just their vassals
    - The prestige you get from being a consort now scales with the tier of your spouse. Reduced the prestige to half. Now it ranges from 0.5/month from a baron to 2.5/month from an emperor
    - The capital duchy of a title, if held by the title holder, will under elective/tanistry law now always follow that title's succession, even if your heir is not playable for you. Counties, baronies, and other duchies will still revert to primogeniture in that case
    - Now possible to give temple holdings to children if that does not risk disinheriting them
    - No longer possible to appoint someone to your council when they're part of a faction that's sent you an ultimatum; this could be exploited to have them leave the faction, giving you an easy win in the faction war, or invalidating it entirely
    - When non-primary war participants die, their primary heir will now stay in the war if the inherited title ends up as their primary title, and it'd be possible for them to ask to join the war, or be called in by the war leader
    - When eating your prisoners, you can now attract a non-serious disease
    - No longer possible to join or start factions while you have a truce with your liege
    - Landed characters now pick a plot if they have none considerably more often; on average after 12 months

    ###################
    # AI Improvements
    ###################
    - Fixed the AI sometimes cancelling its movements due to not realizing that doing so would mean that there are now fewer troops on the way to the target province
    - Fixed the AI only considering the main settlement of a province for figuring out whether it is hostile, rather than all settlements
    - The AI now accounts for how far it has walked towards a province when figuring out how "distant" it is
    - Fixed the AI sometimes getting horribly confused when merging a lot of armies at once
    - Fixed the AI sometimes getting horribly confused by islands when merging armies
    - Fixed an issue where the AI would keep sieging despite being outnumbered by the garrison
    - Fixed an issue where the army AI would overestimate its troops in any given province by a factor of two, leading to erratic movement
    - The AI will now use their best non-viceroyalty title when making marriage calculations, meaning they'll no longer accept matrilineal marriages to their heirs just because their heir won't succeed them to the viceroyalty
    - Fixed the logic for the AI being willing to move to your court based on you being able to press their claim(s) sometimes being wrong

    ###################
    # Interface
    ###################
    - The levy tooltip now shows all modifiers to levy size rather than just the influence of martial and the location of the holding compared to one's capital
    - The council job actions now say their name at the top of the tooltip even if the councilor is currently performing the action
    - "Favorite map mode" buttons will now be highlighted if the associated map mode is selected via the regular button rather than the custom button
    - The game will no longer occasionally change the selected tab for no apparent reason on the character screen if you have a non-ruler selected
    - When part of a faction revolt, the faction leader's units will look allied rather than neutral
    - Updated the "Grant Viceroyalty" interaction to include the "Include Vassal Titles" checkbox
    - Added support for accented ASCII characters and similar (E.G., é, å, ü) in the Character Finder's search field
    - The holding view will now show the influence of stewardship on the holding's tax income, and the income summary in the province view will acount for the stewardship bonus
    - Updated the Focus window to avoid some cases were it wouldn't explain why you are unable to select a given focus
    - Reaper's Due: The Hospital icon in the province view will now open the hospital buildings screen if the province has a hospital. If it does not, it will toggle the Extended Province View
    - The main menu music will now start playing if you unmute it using the main menu settings, even if you started the game with music muted
    - Fixed game rule titles sometimes going across two lines on the game rule screen for some languages
    - Updated the dynasty view for the Indian religions, as they would use the Christian dynasty ornament
    - Clicking the Nomad Agitation alert will now select the relevant province, not just pan to it
    - Made the list of titles in the character view slightly wider
    - The event where you ask your court physician to save your sickly child will now show the child's portrait
    - Known/backed plots now show their plot power in the UI entry itself, not just the tooltip
    - Clicking a council job action again will now cancel the job assignment
    - Recalling someone from their council action while having a job selected for assignment will now cancel job assignment
    - The border highlighting of selected CBs now takes precedence over selected provinces or titles
    - Updated the condition tooltips for the decisions "Mend the Great Schism" and "Restore the Roman Empire" to shorten the tooltip and make them easier to read
    - Now only possible to hit "Ready" in multiplayer when the save has finished loading
    - Fixed the character UI not fully updating if the character died while you were looking at them. Before this would result in the plot button still being available, as well as a number of other issues
    - The realm peace tooltip will now tell you how long it has been since you used realm peace if it is on cooldown
    - Build Time and Build Cost modifiers now show as percentages (E.G., -10.0% instead of -0.1)
    - Added a unique skin for the Republic view when playing as Indian
    - Added a sound for gaining a new trait
    - Event options will now list both trait icons and affected character portraits
    - Fixed the "Call to Arms" text sometimes not fitting the letter window
    - Changed the color of the mosaic at the top of the Muslim Clan/Nomad interface, to make it different from the Council interface
    - The tooltip for religion in the province window now provides the same info as the religion tooltip in the character religion
    - The title shields on the law page now no longer change order when you click any of them, instead making the selected one bigger
    - Interface shortcuts that require the SHIFT key to be used now more clearly indicate that's the case. In the past a capital letter shortcut meant SHIFT was used, but now it'll say for example "SHIFT+A" rather than just "A"
    - Removed "Show Commanders" choice in the Minor Titles View and changed the "Show Honorary Titles" to "Show Commanders Only" to only display commanders
    - Added new option to the Minor Titles View "Auto-assign Commanders", which will replace a commander automatically with the best available candidate whenever a commander dies
    - You no longer have to resign a commander first in order to replace them in the minor titles view
    - Switched the placement of the title shield and the voter stance for the council in the My/Liege Council tab, to keep consistency with other portraits
    - Fixed clicking on someone's primary title sometimes not taking you to their capital
    - Clicking on a character's plot on the character screen will now take you to the target of the plot
    - Fixed the decision to donate to the Knights of the Sun not having an icon
    - The religion screen will no longer show the title of the religious head if there is no religious head
    - The "Mod" and "Version" checkboxes in the multiplayer browser have been clarified to "Same Mods" and "Same Version"
    - Moved the scrollbar slightly in the different law tabs, to make them somewhat easier to see
    - Removed the "double" click sound you would get when clicking a province if the Extended Province View was opened already
    - Added a sound effect when turning the pages in the Chronicle
    - Added indicators for good and bad childhood traits in the Education Focus picker
    - Removed the additional important minor title portraits at top of the Council View
    - Made so the prisoner icon is now clickable and takes you to the imprisoner
    - Improved the tooltip for the "Revoke Vassal Title" plot
    - Updated character tooltip so it mentions whether you have educator/guardian (with name and location) and removed redundant tooltip that gave the same information
    - Educate character interaction tooltip now use Conclave description if Conclave is enabled

    ###################
    # User modding
    ###################
    - Moved the nomad and tribal modifiers for terrain/religion/culture to static modifiers, out of defines.lua. This replaces TRIBAL_WRONG_RELIGION_REFORM_MOD, TRIBAL_WRONG_RELIGION_MOD, TRIBAL_WRONG_RELIGION_GROUP_MOD, TRIBAL_WRONG_CULTURE_MOD, TRIBAL_WRONG_CULTURE_GROUP_MOD, STEPPE_DESERT_PLAINS_HORSE_OFFENSIVE_MOD, and STEPPE_DESERT_PLAINS_HORSE_DEFENSIVE_MOD
    - Moved most of the modifiers based on where a holding is compared to your capital to static modifiers, out of defines.lua. This replaces CAPITAL_COUNTY_VASSAL_COUNT_LEVY_MULT, CAPITAL_COUNTY_VASSAL_LEVY_MULT, CAPITAL_COUNTY_LEVY_MULT, CAPITAL_DUCHY_VASSAL_LEVY_MULT, CAPITAL_DUCHY_LEVY_MULT, CAPITAL_KINGDOM_LEVY_MULT, CAPITAL_EMPIRE_LEVY_MULT, OUTSIDE_LEVY_MULT
    - Added COURTIER_EVENT_PROCESS_OFFSET define, which determines how often courtiers check MTTH events. Set to 50, as compared to 20 for rulers
    - Plots now support "join_allow", with the target as ROOT, the person potentially joining as FROM, and the plot leader as FROMFROM
    - Added a "portrait_tier" trigger, which can be used in portrait GFX files. Equivalent to "tier", except works in this context
    - Added day_of_birth, month_of_birth and year_of_birth triggers (as well as some scripted triggers, such as "is_born_in_january_trigger = yes")
    - Added GetWesternZodiacSign custom loc
    - Added on_quest_success and on_quest_failure on_actions
    - Notification type events can now have options. If options are added, one will be chosen by the AI using the ai weights defined for the options. This also means that "after" can be used for notification events
    - Added set_creation_date effect for artifacts. Dates at or before 1.1.1 will be shown as "Unknown Date"
    - tribal_opinion and unreformed_tribal_opinion now work as character modifiers as well, not just as a province, hospital, and focus modifier
    - The "charinfo" command will now also show character variables
    - Added "global_levy_size" and "global_garrison_size" so that one can apply levy size modifiers to characters
    - Fixed the holding-specific levy size modifiers being localised as regular numbers rather than percentages
    - The game will now log any instance of custom_tooltip that doesn't have a text key defined, or where the defined key isn't defined in localisation (use the -debugscripts launch parameter to get this kind of logging)
    - The game will now log references to cultures and religions (and groups) that don't exist for the following triggers and effects: culture, culture_group, religion, religion_group
    - The game will now log references to non-existent traits in add_trait, remove_trait, and create_character
    - The game will now log character and dynasty IDs equal or less than 0
    - The game will now log characters with a dynasty that isn't defined
    - The game will now log event IDs that are too big for being in a namespace (there's 100k event IDs per namespace)
    - The game will now log references to static dynasties that haven't been defined for the "dynasty" trigger and effect
    - The game will now log references to non-existent traits in character history
    - The game will now log if character history tries to remove a trait not present, or add one the character already has, or add one the character has the opposite of
    - random_list entries now support a trigger. Equivalent to using a modifier with a factor = 0 but doesn't require you to use inverted logic to achieve your blocking of the random entry.
    - The game will now in most cases log references to undefined titles in triggers and effects
    - The game will now log whenever undefined localisation is invoked
    - Hidden modifiers will now no longer show up in attribute tooltips and the like, now stating "Unknown Sources" rather than revealing that the character is in a specific secret society or similar
    - Fixed it not being possible to select characters controlling a religion with investiture on the character selection screen, even if they're feudal
    - custom_tooltip now ignores newlines at the end/start of the tooltip, instead adding one of its own
    - Made the event flag list shown by "charinfo" far more compact
    - Fixed the same random seed being used for all sub-effects within any_ scopes and the while effect; before this would cause all randomness to have identical results for the targets
    - The game will report events with no options defined (unless they're notification events or hidden)
    - The game will now report loc keys that haven't been defined for event options, descriptions, and titles
    - The "abdicate" effect can now take a "move = no" parameter. This will ensure that the character keeps the same liege if they end up unlanded
    - The game will now report loc keys that haven't been defined for opinion modifiers
    - Fixed "END" not being a valid shortcut key
    - Added "scaled_by_influence" parameter for the "change_society_currency" effect and "society_currency" trigger. It will reduce the amount of currency consumed (or given, but is intended for the former) by 70% when the society is at 100% influence, going linearly from 0% at 0%
    - Added an on_focus_selected on_action
    - Added tooltip_info_modifier for event options. Works like "tooltip_info = trait", except it takes an event modifier instead of a trait
    - "tooltip_info = yes" will now highlight the event option without adding to the tooltip, allowing a more specific explanation to be added using custom_tooltip instead
    - Added a new_artifact scope
    - Added artifact_owner and original_artifact_owner scopes
    - Added set_artifact_original_owner effect
    - The error log will no longer complain about missing titles for hidden narrative events
    - Got rid of a number of unused defines: PRESTIGE_LOSS_ON_SEND_GIFT_DECLINE PIETY_FROM_CHURCH_GIFTS MONTHS_PER_SUCCESSION_CB DIPLO_FRIEND_OPINION_THRESHOLD DIPLO_RIVAL_OPINION_THRESHOLD CROWN_LAW_REVOLTRISK_INCREMENT MAX_AGE_BEFORE_BETROTHAL_BREAKS NOMINATE_CROWN_BISHOP_PIETY_COST NOMINATE_CROWN_BISHOP_REL_AUTHORITY_CHANGE AUTHORITY_FROM_CROWN_LOYALIST AUTHORITY_FROM_CHURCH_LOYALIST POPE_DIPLO_TO_AUTHORITY_DIV REPUBLIC_CITY_TAX_BONUS REPUBLIC_COASTAL_CITY_TAX_BONUS REPUBLIC_CAPITAL_CITY_TAX_BONUS CONTROLLER_MONTHS_BEFORE_OWNER_CHANGE REVOLTRISK_REDUCTION_PER_YEAR HOSTILE_RELIGION_SUPPLY_MOD DIFFERENT_RELIGIONGROUP_SUPPLY_PENALTY MUSLIM_MUSLIM_PROVINCE_TAX_MOD MUSLIM_NONMUSLIM_PROVINCE_TAX_MOD REVOLTRISK_REDUCTION_PER_YEAR LEADER_MARTIAL_DAMAGE_BONUS FOCUS_BONUS IDEAL_YEAR_AHEAD_PENALTY NUMBER_OF_PROPERTIES POPULATION_BASELINE REVOLT_AGGRESSION_FACTOR REVOLT_DISTANCE_FACTOR REVOLT_OTHER_INDEP_RISK REVOLT_OTHER_INDEP_RISK_CAP COALITION_PROVINCE_MULTIPLIER COALITION_TROOP_STRENGTH_PROTECTION_RATIO COALITION_INFAMY_MULTIPLIER COALITION_DISTANCE_MULTIPLIER COALITION_SMALL_THREAT_MULTIPLIER CAMERA_MIN_DIST_FOR_ROTATE TIME_UNTIL_ROTATE CAMERA_SPEED_START CAMERA_SPEED_ROTATE
    - Fixed the AI selecting the first event option if all options have an ai_chance of 0, and the trigger for the option is invalid; it will now select the first option where the trigger is met instead. It'll only fall back to the very first option if there's no valid option whatsoever
    - Fixed tag switching via the console sometimes resulting in the game being impossible to unpause
    - "dynasty = none" now works as a way to make someone lowborn. Before it only worked in "create_character"
    - Fixed council members being unable to back the Elective succession faction even if the council was discontent or the realm lacked the law that prevents councilors from joining factions
    - IMPORTANT: Moved custom_localisation to the "localisation" folder. It no longer affects the game's checksum
    - custom localisation can now reference loc strings that themselves contain custom localisation
    - added artifact_type_owned_by trigger (see game/common/artifacts/artifacts_script.info for more info)
    - <religion>_opinion now works for all character modifiers, not just traits
    - <religion>_opinion now works for all religions and religion groups rather than those hardcoded in
    - Added <culture>_opinion effect. Works in all character modifiers. Also works for culture groups
    - Added "society_decisions". These will only be evaluated for characters in societies
    - Added "is_in_society" quick-trigger for targeted decisions. This ensures evaluation will quickly stop for characters not in a society
    - Fixed "aggression" for ambitions not working. Note that it needs to be a non-negative number
    - Added error logging for events that reference GFX or SFX that hasn't been defined
    - Added a "murder_plot_power_modifier" modifier. Defaults to 1, and is multiplied with a character's plot power when it comes to murder plots
    - The "realm" decision filter can now target the character taking the decision, and the top liege
    - Added an "obedient" option for opinion modifiers. The AI will accept all diplomatic interactions from the other character. Also makes the trigger with the same name return true
    - Added a "non-interfering" option for opinion modifiers. The AI will not take hostile action against the other character. Also makes the trigger with the same name return true. Non-interference is considered a subset of "obedient", so any obedient character is automatically non-interfering as well
    - Added global variables. Any variable prefixed with "global_" will be stored globally rather than in a character/province/landed title
    - Added an "easter_egg" history effect for characters. Currently all it does is prevent the character from being assigned to a society at game start
    - Added targetted decision filter 'society'
    - Added effect 'clear_education_trait'
    - Added new modifier definitions:
    build_cost_city_modifier
    build_cost_castle_modifier
    build_cost_temple_modifier
    build_cost_tribal_modifier
    build_time_city_modifier
    build_time_castle_modifier
    build_time_temple_modifier
    build_time_tribal_modifier
    local_build_cost_city_modifier
    local_build_cost_castle_modifier
    local_build_cost_temple_modifier
    local_build_cost_tribal_modifier
    local_build_time_city_modifier
    local_build_time_castle_modifier
    local_build_time_temple_modifier
    local_build_time_tribal_modifier
    - added is_in_society = yes/no as an event quicktrigger
    - is_in_society = yes will restrict the event to people who are in a society
    - is_in_society = no will restrict the event to people who are not part of a society
    - added has_quest_target = yes/no as an event quicktrigger
    - has_quest_target = yes will restrict the event to people who have a quest with an actual target
    - has_quest_target = no will restrict the event to people who either don't have a quest or with a quest that doesn't have an actual target
    - Added On Action 'on_society_bi_yearly_pulse'
    - Added character text variable 'GetBrotherSister'
    - Changing between the unreformed and reformed version of a religion will no longer invalidate religious traits, though the trait "potential" will still be rechecked
    - The listed events for job actions is now filtered by has_dlc and lacks_dlc in the event's pre-triggers; events that can't trigger due to the DLC pre-triggers will not be listed
    - Societies can be used in localisation, and have the promotions GrandMaster, NextGrandMaster, and Player. They have the properties GetName, GetTitledGrandMasterName, GetTitledNextGrandMasterName, GetCurrency, and GetNameCap
    - society_currency can be exported to variables using export_to_variable
    - Added console commands join_society, leave_society, society_rank_up, society_rank_down, show_all_societies, society_currency, and set_society_grandmaster
    - Added console commands add_artifact and destroy_artifact
    - Added event effect 'show_portrait'
    - Added set_artifact_flag / clr_artifact_flag effect (see game/common/artifacts/artifacts_script.info for more info)
    - added artifact_type trigger (see game/common/artifacts/artifacts_script.info for more info)
    - added is_artifact_same_type_as trigger (see game/common/artifacts/artifacts_script.info for more info)
    - Added the "feminist = yes" parameter for cultures. It functions identically as for religions
    - WARNING: "filter" in decisions now actually restricts who the player can use the filter against, just like "ai_filter" does for the AI
    - The scopes random_playable_character and any_playable_character are now considerably less resource intensive
    - added is_indestructible trigger. Scope is an artifact, returns true if an artifact is indestructible, returns false otherwise
    - Added copy_name effect.
    - Added unit_is_in_combat trigger.
    - Added is_navy trigger.
    - Troop and relative troop (ie light_infantry, heavy_infantry, etc) triggers should now work in the unit scope.
    - Added any_controlled_unit effect.
    - Added random_controlled_unit effect.
    - Added any_controlled_unit trigger.
    - Fixed trait icons not showing on event options when caused by trigger_switch effects
    - Added damage_unit effect.
    - Added damage_unit_morale effect.
    - Added flank_has_tactic trigger.
    - Added set_flank_tactic effect.
    - added realm_character_percent trigger:
    - scope is a character
    - retursn true if the percentage of character in scoped character's realm fulfilling the condition is higher or equal than the target:
    if = {
    limit = {
    character_realm_percent = {
    target = 0.05
    has_trait = genius
    }
    }
    event = 1234
    }
    - Added support for specific portrait properties to hide specific portrait property layers. Conditions for hiding can be scripted. Example:
    1 = { # prisoner
    factor = 100
    modifier = {
    factor = 0
    prisoner = no
    }
    hide_layers = {
    # Shave all prisoners and confiscate headgear
    1 = { always = yes }
    4 = { always = yes }
    5 = { always = yes }
    }
    }
    - Added a has_portrait_property trigger. Example: has_portrait_property = { layer = 6 index = 1 }. This would check if the character has the "prison" overlay. This can be used anywhere, but should be especially useful for portrait modders
    - combat scope change should now properly scope to a combating flank from a flank leader scope in addition to the functionality to scope to the flank from a subunit leader.
    - Added is_visible effect for traits and modifiers. This determines who will be able to see the effect of the trait/modifier and its presence
    - Added society_plot plot-filter. When the conditions within are met, the plotter will be able to invite members of their society to the plot
    - The realm_characters_plus plot filter now includes the character's society mission target character, if one is available
    - Added effects set_discovered_society and clr_discovered_society, check common\societies\societies.info for more information
    - Added triggers is_society_discovered and is_society_discovered_real, check common\societies\societies.info for more information
    - Added scope switch quest_target, check common\societies\quests_script.info for more information
    - The game will now log the ID of events with no options in error.log
    - Added DynastyTree_ZoomedInCharacterOffset, DynastyTree_ZoomedOutCharacterOffset, DynastyTree_ZoomedInBranchOffset, DynastyTree_ZoomedOutBranchOffset positions for the dynasty tree gui.
    - Added add_society_modifier effect, check common\societies\societies.info for more information
    - Added support for timed modifiers in societies
    - Added support for putting a cap on static modifiers that get stacked such as timed modifiers in societies, check common\static_modifiers.txt for more information
    - Added 'religious_head' filter to Targetted Decisions
    - Added custom tooltip support for society rank modifier and added it to the tooltip for rank icons in societies view
    - Added power desc to tooltip for rank icons societies view
    - Added effects for artifacts
    - Added triggers for artifacts
    - Added effects for quest (secret societies missions):
    any_quester_targeting_this : takes the current scope and finds all characters with a quest targeting it.
    - the scope for the effect being executed is the character having the quest
    set_quest_target = { # scope is the entity being targeted (can be a character, a title or a province). if the quest exists, the target is changed, otherwise the quest is created
    id = quest_id
    society = optional_society_name
    holder = quester
    }
    clr_quest_target = { # scope must be character having the quest, target of the quest is cleared but quest still exists
    id = quest_id
    society = optional_society_name
    }
    set_quest = { # scope is the character who gets the quest
    id = quest_id
    society = optional_society_name
    }
    clr_quest = { # scope is the character who has the quest. will remove any quest with that name (and from that society, if the society name is present)
    id = quest_id
    society = optional_society_name
    }
    any_quester_targeting_this = { # scope must be a character, landed title or province. will apply the effect to all characters who have a quest targeting the current scope, and who fulfill the limit
    limit = { # the scope in the limit and applied effect will be the character who is targeting
    is_landed = yes # example
    }
    wealth = 100 # example
    }
    random_quester_targeting_this = { # scope must be a character, landed title or province. will apply the effect to a random character who has a quest targeting the current scope, and who fulfills the limit
    limit = { # the scope in the limit and applied effect will be the character who is targeting
    is_landed = yes # example
    }
    wealth = 100 # example
    }
    any_quester = { # will apply the effect to all characters with a quest, who fulfill the limit
    limit = { # the scope in the limit and applied effect will be the character who is targeting
    is_landed = yes # example
    }
    wealth = 100 # example
    }
    random_quester = { # will apply the effect to one random character with a quest, who fulfills the limit
    limit = { # the scope in the limit and applied effect will be the character who is targeting
    is_landed = yes # example
    }
    wealth = 100 # example
    }
    - Added triggers for quest (secret societies missions):
    any_quester_targeting_this # scope must be a character, landed title or province, returns true if any character with a quest targeting the current scope fulfills the condition
    any_quester # returns true if a character with a quest fulfills the condition
    is_quest_target = yes # scope must be a character, landed title or province, and returns true if the current scope is targetted by any quest
    is_quest_target_of = character # scope must be a character, landed title or province, and returns true if the current scope is targetted by any quest the character has
    has_any_quest = yes # scope must be a character, return true if scoped character has one or more quests
    has_quest = quest_name # scope must be a character, return true if scoped character has a quest with the given quest_name
    num_of_quests = 3 # scope must be a character, return true if scoped chararacter has at least (in this example) 3 quests

    ###################
    # Database
    ###################
    - Added more female names for the Sindhi culture

    ###################
    # Bugfixes
    ###################
    - An educator will no longer get the option to teach their student about their area of expertise if the student is dead
    - Fixed crash due to vassal opinions being read and modified in parallel
    - Fixed one case where the game could crash while observing
    - Fixed the tax modifier for holding a tribal settlement of the wrong religion and/or culture being an absolute modifier rather than a relative one (E.G., -0.25 instead of -25%)
    - Fixed the title interactions in the title right-click menu in some cases causing out of syncs
    - Fixed a crash that could occur if the AI had no standing army raised, but had a standing navy raised
    - Changed the name of the Jain holy scripture to "the Angas Sutras", which used to be "the Mahabharata"
    - Fixed the cooldown on a law change as a result of the council rejecting it persisting longer than stated
    - Fixed it being possible to bypass the carousing cooldown at the end of carousing by starting a new round of carousing before interacting with the "end" event
    - You can no longer create the kingdom of Hungary more than once
    - Feudal elective succession should no longer disappear on succession just becuase you as a Muslim/Indian revoked Full Council Authority
    - Fixed the game crashing if a quote-sign made it into a save, for example via a player name. Won't fix old crashing saves
    - Fixed the game not being properly seeded in single player, leading to some outcomes on game start always being identical
    - Reduced (but did not eliminate) the size of the small lag spike on the daily tick
    - Fixed the opinion bonus from Business Focus and Theology Focus getting applied twice
    - Fixed a cross-platform OOS caused by newborn characters ending up with different names on different operating systems
    - Fixed some buildings being incorrectly removed at game-start (E.G., Constantinople's fancy walls)
    - Fixed War Elephants not having an on-map icon if the person raising the troops isn't of an Indian culture
    - Fixed the "usurp" console command crashing the game if no arguments were provided. Now it'll simply state that the wrong number of arguments were provided
    - Fixed one way on-map holdings (provinces/baronies) could end up with no holder
    - Fixed grammar errors in one of the War focus events
    - Fixed winning a tyranny liege as the liege not resulting in vassals that joined the revolter getting imprisoned
    - Removed a number of conflicting traits from character history.
    - Removed invalid buildings from Värend province history.
    - The Spymaster can no longer perform the "Sabotage Province" job while in seclusion
    - On player inheritance, the concubines of the previous character are no longer automatically purged
    - Fixed an issue with some refresh rates at some resolutions
    - Fixed characters in some cases ending up your direct vassal upon granting them a title when there's still an appropriate intermediary vassal to serve as their liege
    - Fixed units sometimes not being able to move after having "retreated" from a won battle
    - Fixed sieges sometimes continuing to tick down during combat
    - Fixed the succession for the Fraticelli Papacy sometimes not giving the Papacy to the Preferatus
    - Fixed unit numbers in some cases ending up negative
    - Fixed it not being possible to ask the Pope for a Crusade if he's your vassal and you've got full King's Peace
    - Fixed rulers sometimes ending up with no AI
    - Fixed patricians sometimes losing their house as a result of losing their capital county
    - Fixed patricians sometimes becoming feudal upon gaining a county in war
    - Fixed it being possible to inherit a coalition in such a way that you end up with two entirely separate coalitions against you, only one of which actually functions
    - Fixed that sometimes when you pushed someone's claim on your liege, they'd become a vassal of an unrelated realm
    - Fixed the "heir is infatuated with vassal's spouse" event sometimes picking characters who aren't married to one another
    - Fixed some pilgrimage related event flags not being cleared upon finishing the pilgrimage
    - Fixed an event allowing you to call your liege into your war
    - Fixed prisoners sometimes being reassigned to other characters' prison as a result of gaining a title
    - Fixed subjugation destroying your own titles if done on the liege you're rebelling against
    - Concubines should now correctly change courts together with their men
    - Enforce Peace will now end if you inherit a title where the council can't vote on Enforce Peace, and it becomes your primary title
    - Fixed nomads sometimes ending up with no nomad capital due to having no free holding slots. They'll now replace an existing holding instead; a tribal one if possible
    - Fixed the game crashing in rare cases as a result of dynamic titles not quite being properly cleared out upon resigning
    - Fixed wars invalidating sometimes resulting in rebelling vassals becoming independent rather than becoming regular vassals once more
    - Fixed some cases where wars could end inconclusively upon someone usurping the target title even if there was no apparent need for it to end
    - Fixed the "dynasty member asks for kingdom" event sometimes resulting in them becoming a vassal of a different realm rather than independent or your vassal
    - Fixed dynasty members sometimes asking you to push their claim against someone in your own realm
    - Fixed it being possible to spawn to Carousing chains at the same time by starting a new one when receiving the event starting the party
    - Fixed so that a regent would stop being a councilor when the regency ended
    - Fixed landless religious heads being able to declare non-Crusade wars
    - Fixed gender succession laws not being available to Muslims when the Gender Equality rule is set to "All"
    - Fixed nomad relations sometimes not loading correctly in saves
    - Fixed the daughters of Muslims being automatically assigned guardians with Conclave enabled. Now only happens without Conclave
    - Fixed several events (RIP.4300-RIP.4305) concerning Prosperity, which would always select the same county
    - Improved tooltip for councillor job entries
    - Fixed it sometimes being impossible to raise a liege levy for no apparent reason
    - Fixed the ultimatums for some of the Overthrow factions being impossible to send
    - Added a settlement decision for when a holding is held by a dead character, which gives it to the county owner instead
    - Fixed it sometimes taking far too long to progress with the "plot" part of the learning scenario
    - Fixed the learning scenario bugging out if you acquire the "Bedridden" modifier
    - Fixed the "max_tech" console command affecting wastelands
    - Fixed characters with no titles sometimes ending up not belonging to any court
    - Fixed it sometimes being possible to siege your own provinces, which would result in repeated sieges as you wouldn't end up as the controller
    - Fixed it sometimes being possible for nomads to end up hostile to their own vassals for other reasons than looting
    - Fixed it sometimes not being possible to join a war due to the target also being at war with someone you're hostile to
    - Fixed council voting positions sometimes changing upon saving and reloading
    - Fixed an issue where it wasn't possible to raise a vassal's liege levies if their capital was occupied yet they still had unoccupied provinces
    - land for hospital decision require player to own Reaper's Due
    - Fixed Viking traits being lost upon reforming the Norse faith
    - Fixed usurping a vassal's title sometimes causing some of their vassals to become independent
    - Fixed the "vassal limit" game rule having no effect, as it would use the option of the "demesne limit" game rule instead
    - Fixed the Seize Trade Post CB being unusable if the target republic isn't independent
    - Fixed game rules in saves sometimes not being applied. Especially common if a previously enabled mod was disabled
    - Fixed prestige and piety province modifiers causing tech to be applied multiple times to characters
    - Fixed some instances of traits being placed in the wrong scope for a few Prosperity events
    - Fixed issues with you not getting an heir correctly to your patrician family as a Muslim Merchant Republic
    - Marshal will no longer complain about losing an arm when he has in fact lost another limb.
    - Fixed it not being possible to grant honorary titles to children, even in the case of the few titles where this is supposed to be possible (E.G., Despot)
    - Tribal reformed pagans are now able to change to gavelkind
    - Feudal characters should now never regress to being Tribal if they convert to Islam
    - Dead children should no longer be treated for being sickly
    - Court Physicians should no longer ask you to punish them when they mistreat themselves
    - New Friends/Rivals in the 'last laugh' event are now required to be alive
    - Made some fixes to the 'Meddling Mother' events - No longer will she dislike herself if she is your spouse or councillor, or try to seduce herself
    - If a law is added by event with a cooldown, it will cancel any ongoing law vote of the same type (normal law/dejure law)
    - Fixed patricians in revolt against their merchant republic ceasing to be patricians if they end any unrelated war
    - Fixed a crash caused by having many thousand living dynasty members
    - Viceroyalites can no longer use the decision to create the Kingdom of Léon, to prevent them from becoming feudal
    - leads_faction trigger should now properly handle yes/no on as a parameter (right-hand-side value).
    - Targetted Decisions: the filter is now checked for the player's potential Decisions too
    - Added missing localisation for the "declared_independence_nomad" opinion modifier
    - Removed a few cases of leave_court_effect, to avoid having courtiers end up in the player's court only to be killed immediately
    - Norse characters will not get the special event were they encounter the Aztecs (TOG.403), if the Aztecs already arrived in Europe
    - Updated event ZE.12024 slightly, so the targeted courtier won't become your rival if you step up in the last minute
    - Removed Dull as an opposite of Quick
    - Added the missing text for the option in event WoL.10207
    - Fixed an issue with Malcontents voting yes on increasing the Vassal Declaration War laws
    - Fixed an issue in event RIP.20012, being tortured by cold exposure, were the victim could get a permanent cough
    - Fixed two invalid death reasons in the gamebook events
    - Blocked event 1030 (remove temperate) and 1037 (remove envious) for prisoners, as the text didn't make sense in the context
    - Added a missing martial trigger for your friend in event 100400
    - Ai no longer risks getting an infinite event loop when choosing minor deity
    - Fixed a possible crash in the Wars page of the ledger
    - Fixed some modifiers appearing blank in tooltips
    - Fixed wealth transfer effects not having the gold icon in tooltips
    - Fixed dead people's age being off by one year if they were born later in the year than they died
    - Fixed a missing colon in the nomad population tooltip
    - Fixed army names sometimes ending up as "Norwegian Norwegian Company" or similar
    - Fixed the tooltip of the "Publish Findings" opinion in the "Breakthrough" event sometimes being larger than the screen
    - Fixed on-map CoAs in some cases not updating correctly upon winning a revolt, leaving you with the revolt CoA rather than your new primary title's CoA
    - Fixed "threat decay speed" modifiers having an extra colon
    - Fixed the Declare War interaction not telling you when realm peace is stopping you from declaring war; instead being grayed out with no explanation
    - Fixed the sea being somewhat dark in the Defensive Pact map-mode, and being the same color as unaligned land if you saved the map using F10
    - Fixed the title history not saying "Installed by Faction Demand" if a ruler gave into Overthrow Ruler
    - Fixed title rank not being localised by language in a few cases
    - Fixed having the intrigue tab open in some cases drastically slowing the game down
    - Fixed "dynastic_refused_title" lacking localisation
    - Fixed renaming the adjective of titles named after dynasties not working
    - Fixed people eligible to be advisors sometimes not showing up in the advisor selection window
    - Fixed the "next song" button not showing the currently playing song if the song was already playing from a previous campaign rather than having started in the current campaign
    - Fixed retinues in getting split apart into sub-units upon succession if the dynastic successor and the successor for the primary title aren't the same person
    - Fixed scrollbars not being visible in some cases where they should be
    - Fixed the tooltip when hovering over the cost of a settlement you can't afford flickering if you hover over the cost icon rather than the cost text
    - Fixed some instances of missing localisation
    - Fixed the tooltip for special units not showing what bonuses (E.G., tech bonuses) apply to them
    - Fixed "grant title" incorrectly claiming you'd get reduced tyranny if it would result in the vassal becoming your liege's vassal instead
    - Fixed the "confirm law change" window sometimes not being big enough to contain all the text on it
    - Fixed the "pause" message setting having no effect for the close family and special interest characters
    - Fixed the "pause" message setting not working for low priority and log alerts. It will still do nothing for disabled alerts
    - Fixed there sometimes being a mismatch between the vassal limit in the top-bar and the one in the tooltip when hovering over it
    - Fixed councillor actions continuing to be greyed out if the reassignment cooldown expires while the council screen is open
    - Fixed fort level tooltips and similar not always showing the source of each modifier
    - Fixed terrain modifiers not showing up properly in tooltips
    - Fixed the predicted morale gain for units almost always being slightly wrong
    - Fixed Merchant Republics sometimes using gold overlays in the UI for religions that use a different UI
    - Fixed the "Raise Fleet" button in some cases flashing when selecting a province
    - Fixed the "fort" icon briefly showing in the "build settlement" view even when no fort is present
    - Fixed people sometimes ending up with titles such as " of Title Name" rather than "Duke of Title Name"
    - Fixed the Hospital buildings showing up in the tech tooltips even without Reaper's Due
    - Fixed the tech tooltip occasionally showing an empty "Buildings unlocked" section
    - Fixed inconsistent use of newlines in the tech tooltips
    - Fixed the outliner having mismatched borders for Indians
    - Fixed some events using the default event image rather than the image that'd originally been intended
    - Fixed one way on-map realms and borders could lag a day behind actual realms/borders
    - Fixed a rare crash that could result from the deletion of dynamic titles with a dejure liege
    - Fixed a rare crash that could happen when a character died during war, and that death invalidated that very same war

     
    • Informative Informative x 1
    Ultima modifica: 7 Marzo 2017
  3. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
    Messaggi:
    3.754
    Ratings:
    +1.583
    A seguito del rilascio del DLC (a proposito, qualcuno l'ha comprato e può darci la sua opinione?) sono usciti alcuni DD che però sono concentrati su patch e modifiche relative sempre a Monks & Mystics. Provo a fare un riassunto breve.

    Dev Diary 45: The Adjustment Bureau
    Qua si inizia subito a parlare della futura patch 2.7.1. Prima di tutto verranno aumentati i rischi nell'essere un adoratore del demonio: i membri saranno più brutali gli uni con gli altri, la probabilità di essere scoperti aumenterà e i tuoi vicini potrebbero ottenere la possibilità di dichiarare Holy War contro di te.
    La missione del Cappellano di Corte di trovare gli apostati è stata cambiata: ora sarà più efficace e gli accusati subiranno sorti peggiori. Ovviamente è anche possibile che il Cappellano si sbagli e accusi erroneamente un innocente o semplicemente una persona appartenente a una diversa società segreta.
    Per quanto riguarda gli Ermetici, ora tutti gli ingredienti che possono raccogliere avranno un utilizzo appropriato. Questi infatti potranno essere usati per migliorare i risultati (o alleviare gli effetti negativi) di una moltitudine di eventi, soprattutto quelli nuovi relativi agli Ermetici.
    I Culti Religiosi Segreti subiranno anche loro un miglioramento, con maggiore coinvolgimento di tutti i membri e un maggiore dinamismo.
    Sarà inoltre possibile donare artefatti ad altri personaggi, ottenendo un piccolo bonus di relazioni. Sarà possibile donare solo oggetti considerati di valore da chi li riceverebbe, quindi ad esempio non si può donare il Santo Graal a un pagano.
    [​IMG]
    Le Fazioni hanno subito un importante bilanciamento, con molti miglioramenti. Ecco la lista:
    - Massive update to Faction balance!
    - The AI will now no longer join the Increase Council Power faction if they like their Liege 50 or more (down from 80 or more).
    - Voter AI's will now be more likely to join Increase Council Power factions the more faction laws are set to 'Ruler', the steps are 2, 4 and 6.
    - Non-Voter AI's will be less likely to join Increase Council Power factions the more faction laws are set to 'Council', the steps are 2, 4 and 6.
    - The Increase Council Power faction has had its effect doubled (it now enacts two laws).
    - The Increase Council Power faction now also revokes one level of 'Vassal Wars' laws.
    - The AI is more inclined to join the Increase Council Power faction if their liege has enacted a 'Vassal War' law.

    - The AI no longer wants to institute Elective Monarchy unless all council powers are enacted (except for Council Authority).
    - The AI is less likely to join the Elective faction if their liege has Gavelkind succession.
    - The AI is less likely to join the Elective faction unless their liege is a tyrant.

    - The independence faction is more attractive to the AI if their liege is a Tyrant.

    - The AI in now more inclined to start and join the Gavelkind faction.
    - Discontent Councilors are very inclined to join the Gavelkind faction if the liege does not have all council powers enacted, if all powers are enacted they will prefer the Elective faction.

    - The AI is now much more likely to stay by their backed Claimants.
    - The AI is slightly more inclined to start factions backing women.
    - Having bad opinion of your liege now makes the AI more likely to back a claimant.
    - The AI is way more likely to back claimants that are part of their Society.
    - The AI is way more likely to back a claimant if their liege is a tyrant.
    - The AI is way more likely to back a claimant if they hate their liege.
    - Culture is now less of a factor for the AI when backing claimants.
    - The AI might join claimant factions even if they themselves have a claim on the same title, but it is still rare.
    - The AI will now not back claimants if they like their liege by 40 or more (used to be 50 or more).
    - Being a Sayyid/Mirza now only matters if the claimant is also Muslim.
    - Having better opinion of the proposed Claimant now matters much more for the AI.
    - More traits now affect the AI chances of joining the Claimant faction.
    - The AI is now less likely to start another Claimant faction war if their liege is already fighting in another Claimant faction war.

    - The Overthrow Liege faction is now unattractive to the AI if it is backing a claimant already.
    - The AI will no longer form the Overthrow Liege faction if their liege is not a tyrant.
    - The AI will now only use the Overthrow Liege faction if they hate their liege (-40 or lower for most AI's).
    - The Overthrow Liege faction will now also enact two Council Power laws upon success.
    - The Overthrow Liege faction will now only institute Elective monarchy if all Council Power laws are set to 'Council'.

    - The Overthrow Liege faction now revokes any active vassal war laws.

    Dev Diary 46: Surveying the Survey
    Questo DD mostra il risultato di un sondaggio fatto tempo fa sul forum Paradox. Ci sono state circa 4000-5000 risposte a ogni domanda. Qua viene presentato solo un sottoinsieme dei risultati, relativi solo solo alle feature pagate nei DLC e non alle feature gratuite delle patch.

    Giocatori che hanno acquistato e giocato a un DLC:
    • Sword of Islam - 90.8%
    • Legacy of Rome - 92,36%
    • Sunset Invasion - 71,54%
    • The Republic - 89.32%
    • The Old Gods - 96,17%
    • Sons of Abraham - 91,92%
    • Rajas of India - 82,29%
    • Charlemagne - 91,66%
    • Way of Life - 92,97%
    • Horse Lords - 82,91%
    • Conclave - 81,57%
    • Reaper’s Due - 79,29%

    I DLC che hanno generato maggior hype prima del rilascio:
    The Old Gods
    Il 92,05% dei partecipanti al sondaggio era interessato al DLC e soprattutto ben il 64,01% era estremamente interessato!
    The Reaper’s Due
    Il 80,87% dei partecipanti al sondaggio era interessato al DLC e di questi il 47,27% era estremamente interessato! The Old Gods vince, ma anche The Reaper’s Due non è messo male
    Way of Life
    Il 77,83% dei partecipanti al sondaggio era interessato al DLC e di questi il 42,38% era estremamente interessato!

    Anche se altri DLC hanno generato interesse prima del rilascio, questi sono quelli che hanno generato più hype.

    I DLC che hanno generato meno hype prima del rilascio:

    Sunset Invasion
    Il 34,3% dei partecipanti al sondaggio non era interessato al DLC e mentre il 33,10% era indifferente.
    Sunset Invasion è stato l'unico DLC a non aver generato particolare interesse.

    I DLC che più hanno superato le aspettative:
    The Reaper’s Due
    Secondo il 76,73% dei partecipanti al sondaggio il DLC si è rivelato migliore di quello che si aspettavano, di cui il 42,52% lo ha trovato molto migliore!
    The Old Gods
    Secondo il 82,53% dei partecipanti al sondaggio il DLC si è rivelato migliore di quello che si aspettavano, di cui il 41,91% lo ha trovato molto migliore!
    Questo vuol dire che anche se in termini generali vince TOG, TRD in realtà è quello che ha impressionato molto il maggior numero di persone.

    L'altro lato della medaglia, ovvero i DLC che più hanno deluso le aspettative:
    Sunset Invasion
    Secondo il 26,97% dei partecipanti al sondaggio il DLC si è rivelato peggiore di quello che si aspettavano, mentre il 49,17% pensa che fosse esattamente come se lo aspettavano.
    Sunset Invasion è stato l'unico DLC che per molti giocatori non ha rispettato le aspettative iniziali.

    I DLC i cui contenuti sono usati più di frequente:
    Way of Life
    Con ben il 96,83% dei partecipanti al sondaggio che usa il DLC in quasi ogni partita, WOL vince incontrastato. Di questi il 85,57% usano Way of Life in ogni partita.
    The Reaper’s Due
    Il 89,69% dei partecipanti al sondaggio che usa il DLC in quasi ogni partita. Di questi il 69,80% usano The Reaper’s Due in ogni partita.
    The Old Gods
    Il 89,95% dei partecipanti al sondaggio che usa il DLC in quasi ogni partita. Di questi il 56,23% usano The Old Gods in ogni partita.

    I DLC i cui contenuti sono usati meno frequentemente:

    Sunset Invasion
    Il 61,97% dei giocatore usa raramente i contenuti di questo DLC. Di questi, il 26,69% non lo usa mai.
    Rajas of India
    Il 49,52% dei giocatore usa raramente i contenuti di questo DLC. Di questi, il 13,64% non lo usa mai.
    Sword of Islam
    Il 33,17% dei giocatore usa raramente i contenuti di questo DLC. Di questi però solo il 3,91% non lo usa mai.

    Le feature più e meno apprezzate di ogni DLC:
    Sword of Islam
    Di più: Poligamia
    Di meno: Decadence

    Legacy of Rome
    Di più: Retinues
    Di meno: Abilità di ripristinare l'Impero Romano
    (nota che questo DLC avevo solo queste due feature, Ripristinare Roma ha avuto un ottimo punteggio ma i retinues ancora di più)

    Sunset Invasion
    Di più: Cultura e Religione Azteca
    Di meno: Eventi per l'Invasione Azteca

    The Republic
    Di più: Palazzo famigliare
    Di meno: I casus belli e le restrizioni in guerra delle Repubbliche

    The Old Gods
    Di più: Pagani e Zoroastriani giocabili (la feature più apprezzata, con il 92,55% che la considera ottima)
    Di meno: Avventurieri

    Sons of Abraham
    Di più: Pellegrinaggi
    Di meno: Ripristinare il Regno di Israele

    Rajas of India
    Di più: Nuove religioni giocabili
    Di meno: Il terreno Giungla

    Charlemagne
    Di più: Regni e Imperi Custom/Personalizzati
    Di meno: Religione Zunista (questa è stata la feature meno interessante, con il 46,22% che la considera non interessante, perdendo contro il terreno Giungla di solo 4% circa)

    Way of Life
    Di più: Tratti Lifestyle
    Di meno: Focus dei personaggi
    (Anche qui il DLC aveva solo 2 feature)

    Horse Lords
    Di più: la Via della Seta
    Di meno: politiche dei Clan

    Conclave
    Di più: modifiche alle Leggi
    Di meno: Favori

    Reaper’s Due
    Di più: nuovi tratti Maimed
    Di meno: isolamento

    Le caratteristiche avete apprezzato di più in un DLC:
    Nuovi eventi - con un maggioranza del 73,16% che li apprezza molto
    Nuove date iniziali - con il 51,53% che li apprezza molto
    Bilanciare e migliorare feature esistenti - con il 44,25% che li apprezza molto
    Espansione della mappa - con il 38,94% che li apprezza molto
    Nuove leggi di successione - con il 29,16% che li apprezza molto
    Interfaccia - con il 25,24% che li apprezza molto

    Dev Diary 47: For the Faith!
    Qui si parla dei miglioramenti relativi ai Culti Religiosi Segreti. All'inizio il culto segreto era un Tratto (ciascuno diverso e creato dagli sviluppatori), ma ora si è deciso di rifare completamente il sistema. Ora i Tratti sono automaticamente generati, così come i Culti stessi. In questo modo, tutte le religioni (basta che siano presenti a inizio partita) avranno un culto religioso segreto associato.
    Inoltre invece che come tratto il culto segreto viene mostrato a fianco dell'icona della religione pubblica.
    [​IMG]
    Inoltre si possono ora ricercare altri membri della propria religione segreta:
    [​IMG]
    Inoltre ora i membri dei culti segreti saranno più attivi nel cercare di reclutare nuove persona, nel bene e nel male. Tuttavia sarò più difficile far entrare nella società dei personaggi che sono Zelati oppure con titolo di Re o Imperatore. Bisognerà inoltre fare più attenzione al Cappellano di Corte:
    [​IMG]
    Sono stati aggiunti nuovi eventi per convertirsi segretamente alla religione della propria sposa, di una concubina o di un amico. Si può anche provare a convertire segretamente una provincia sotto il proprio controllo diretto (anche se è l'Holy Site di un'altra religione).
    [​IMG]
    [​IMG]
    Gli adoratori del Demonio che non sono attenti e utilizzano i propri poteri apertamente dovranno guardarsi dai fratelli Winchester i Cacciatori di Demoni. Ci sono vari tipi di cacciatori di demoni (tra cui Buffy) e sarà possibile incontrarli più volte:
    [​IMG]

    Di seguito un elenco delle modifiche relative alle società segrete utili per i modders:
    - FROM in on_character_convert_religion and on_character_convert_culture is no longer a temp character, but instead the culture/religion itself. This only provides access to comparing to the culture/religion (or group). It should also still work to set cultures/religions and such. Please report any issues encountered with it. This change also means that it should now be possible to reference the previous characters outside "immediate" and similar without the game crashing

    - same_society_as trigger will no longer be true when both characters are not part of a society.

    - Added society icon backgrounds (society_symbol_bg_stone.dds and society_symbol_bg_wood.dds) to gfx/inventory/societies to make it easier for modders to make their own societies that follow the style of the vanilla societies

    - Added a better secret religion system, now based around a code attribute rather than traits. Characters can have up to one secret religion. If the character ends up as their secret religion, their secret religion is cleared. This can be set and accessed via script:

    - Added triggers "secret_religion", "true_religion", "secret_religion_group", and "true_religion_group". True religion being defined as your secret religion if you have one, otherwise your public religion

    - The religion triggers (religion, secret_religion, true_religion, and the group versions) can now optionally take a "target_type" determining which religion of the target they check against. E.G., religion = { target = ROOT target_type = secret } will check if the scoped character's public religion is the same as ROOT's private religion. The valid types are "public", "secret", and "true". The default is to use the same as the type being checked; religion default to public, secret_religion to secret, true_religion to true. A religion (group) name as the right-hand-side works for all the triggers

    - Effect set_secret_religion takes a religion or a scope. It optionally takes a target type (true/secret/public), but defaults to secret

    - Added trigger has_secret_religion which takes "yes" or "no"

    - Added set_secret_religion and clear_secret_religion effects

    - The "religion" and "set_secret_religion" effects optionally take a religion type (true/secret/public) to determine which to use when a scope is referenced. "religion" defaults to public, while "set_secret_religion" defaults to "secret"

    - Added "secret_religion" console command that sets a character's secret religion. Defaults to the player's character

    - Who can see a character's secret religion is defined in 00_religions.txt

    - Added a can_see_secret_religion trigger. Takes a scope, and checks if the character scope you're currently in can see the target character's secret religion

    - Societies can now have an associated religion, which is accessible from script in the same way as character or province religion, including on the right-hand-side of triggers and effects. This is scripted with for example "associated_religion = catholic". It has no effect beyond being accessible via script

    - Added a convert_to_secret_religion effect. Takes "yes" or a character scope. Sets your public religion to your secret religion, or the target character's secret religion if a scope is used

    - Added a on_character_convert_secret_religion on_action

    - Added SecretReligion and TrueReligion localisation promotions so that [This.SecretReligion.GetName] and similar work

    - Added a dynamic secret religious society system that significantly reduces the work involved in making a religious cult society

    - All religions except those specifically excluded get a secret religious society generated. The attributes of this society is defined by a template in 00_societies.txt

    - Most the sections in society definitions now provide the society itself as a scope (FROM)

    - Societies can now have an associated religion (defined with associated_religion = religiontag). This means that scopes can now be used where religons could be used, such as the right-hand-side of the "religion" trigger or effect. It also means that the "religion" trigger and similar can be used within a society scope

    - Added a secret_religious_cult scope, which will scope to the cult associated with the character's secret religion. Also works in religion and province scopes. This can also be used on the right-hand-side of effects and triggers

    - is_rank_full can now take a society scope rather than just a society name

    - Added a "secret_religion" history effect

    - Added on_society_created and on_society_destroyed on_actions

    - Fixed scoping to saved society and artifact event targets not working

    - Added religion_scope, secret_religion_scope, true_religion_scope, and culture_scope as scopes. These scope to the religion/culture of the character/province/society (only religion for societies) currently scoped to. Can be saved as event targets

    - Added a save_conversion folder in "common" which handles convering obsolete objects in saves. Currently handles religions and societies

    - Added a clear_flags_with_prefix effect. Works in character, province, title, and artifact scopes

    - Fixed the society rank tooltip not having FROM defined. FROM is now the society grand master, as with other society tooltips

    Dev Diary 48: 2.7.1 Patch Notes
    Qui vengono pubblicate le patch note della patch 2.7.1 che dovrebbe essere rilasciata come Open Beta nel corso della settimana:
    #########################################
    #########################################
    ################ 2.7.1.0 ################
    #########################################
    #########################################


    ###################
    # Expansion Features
    ###################
    MONKS AND MYSTICS:
    - Added a Rank 2 power for Monastic Orders: Spiritual Guidance
    - Added a Rank 3 power for Monastic Orders: Teach Virtue
    - Added a Rank 4 power for Monastic Orders: Convert County
    - Added Demon Hunter events that fire for Known Demon Worshipers
    - Hermetic Ingredients are now used in a multitude of event options to enhance the outcome or reduce the penalty
    - Added an event that allows Monastic Order members to rid themselves of heretical books
    - Hunt Apostates is now involves a lot more branding irons, stakes and fire

    ###################
    # Free Features
    ###################
    - Optimized access to diplomatic status and opinions
    - Added a message to make it more clear that artifacts get lost / destroyed during inheritance
    - Secret religious societies are now available to virtually all religions
    - You can now ask to join your liege's wars if you want to help ensure they win
    - Added a game rule to toggle Secret Cults
    - When your Lord Spiritual finds a heretical scripture and converts to a heresy, you now have to option to secretly adopt the religion

    ###################
    # Balance
    ###################
    - When incapable and asking for help to commit suicide, an ambitious heir is more likely to say 'Yes'
    - A secondary holding in a province will now count for the purpose of looting; if you have a holding in a neighboring province you'll get the loot
    - The "plot to revoke title" plot can no longer be used while in a major revolt
    - The cost of abduction now scales based on the tier character you are abducting - unlanded characters cost 50, Barons cost 150 and Counts cost 300
    - Abducting someone now makes them unhappy with you, and a failed or successful abduction attempt will make it harder to abduct that person in the future.
    - Known devil worshippers can now be the target of Holy Wars of characters of their religion
    - Performing dark magic as a devil worshipper can now lead to the corruption of body and mind, which has side effects such as stutters and poor health
    - Reduced the chance of event 'Song of Anguish' (MNM.20060) to trigger
    - Added a few non-learning traits that can affect your performance in the Grand Debate
    - Several Hermetic artifacts can now also be used by characters with very high learning
    - Assassins can no longer intimidate a ruler for a favor if they have intimidated said ruler recently
    - Assassins will have a harder time intimidating rulers more powerful than themselves
    - Buffed the Monastic Order power "Invite Holy Ascetic" slightly
    - The 'Drill Commander' event can no longer improve your commanders past 20 martial if they already have at least one tactic trait
    - Unrestricted vassal wars no longer gives an opinion bonus.
    - The opinion bonus from the Commander title sliced in half (from 10 to 5).

    - Massive update to Faction balance!
    - The AI will now no longer join the Increase Council Power faction if they like their Liege 50 or more (down from 80 or more).
    - Voter AI's will now be more likely to join Increase Council Power factions the more faction laws are set to 'Ruler', the steps are 2, 4 and 6.
    - Non-Voter AI's will be less likely to join Increase Council Power factions the more faction laws are set to 'Council', the steps are 2, 4 and 6.
    - The Increase Council Power faction has had its effect doubled (it now enacts two laws).
    - The Increase Council Power faction now also revokes one level of 'Vassal Wars' laws.
    - The AI is more inclined to join the Increase Council Power faction if their liege has enacted a 'Vassal War' law.
    - The AI no longer wants to institute Elective Monarchy unless all council powers are enacted (except for Council Authority).
    - The AI is less likely to join the Elective faction if their liege has Gavelkind succession.
    - The AI is less likely to join the Elective faction unless their liege is a tyrant.
    - The independence faction is more attractive to the AI if their liege is a Tyrant.
    - The AI in now more inclined to start and join the Gavelkind faction.
    - Discontent Councilors are very inclined to join the Gavelkind faction if the liege does not have all council powers enacted, if all powers are enacted they will prefer the Elective faction.
    - The AI is now much more likely to stay by their backed Claimants.
    - The AI is slightly more inclined to start factions backing women.
    - Having bad opinion of your liege now makes the AI more likely to back a claimant.
    - The AI is way more likely to back claimants that are part of their Society.
    - The AI is way more likely to back a claimant if their liege is a tyrant.
    - The AI is way more likely to back a claimant if they hate their liege.
    - Culture is now less of a factor for the AI when backing claimants.
    - The AI might join claimant factions even if they themselves have a claim on the same title, but it is still rare.
    - The AI will now not back claimants if they like their liege by 40 or more (used to be 50 or more).
    - Being a Sayyid/Mirza now only matters if the claimant is also Muslim.
    - Having better opinion of the proposed Claimant now matters much more for the AI.
    - More traits now affect the AI chances of joining the Claimant faction.
    - The AI is now less likely to start another Claimant faction war if their liege is already fighting in another Claimant faction war.
    - The Overthrow Liege faction is now unattractive to the AI if it is backing a claimant already.
    - The AI will no longer form the Overthrow Liege faction if their liege is not a tyrant.
    - The AI will now only use the Overthrow Liege faction if they hate their liege (-40 or lower for most AI's).
    - The Overthrow Liege faction will now also enact two Council Power laws upon success.
    - The Overthrow Liege faction will now only institute Elective monarchy if all Council Power laws are set to 'Council'.
    - The Overthrow Liege faction now revokes any active vassal war laws.

    ###################
    # AI Improvements
    ###################
    - Fixed the AI in some cases being able to cancel the movement of retreating armies
    - Fixed the AI breaking betrothals in a lot of cases where it had no reason to
    - Fixed the AI sometimes using favors on betrothals and marriages even when there's no need to
    - Fixed the AI considering wars where it isn't the main defender when figuring out whether it should peace out of offensive wars
    - Fixed the AI considering the same war multiple times when figuring out whether it should peace out of offensive wars

    ###################
    # Interface
    ###################
    - The interface for transferring subunits between two units no longer uses drag-and-drop, but instead uses buttons once more
    - Fixed a number of relation types (E.G., "lover") not being localised based on gender in the languages that need that (E.G., French)
    - Fixed terrain modifiers showing up as blank modifiers (for example, in the supply tooltip)
    - Executing an unrelated interaction will no longer cause council consideration to reset
    - Fixed the modifier for the 3rd Satanist rank not being capitalized correctly
    - Artifacts will now be equipped by default upon obtaining them, assuming the holder is able to equip it
    - Fixed the cultural buildings showing up as "nobuilding" in the tech view
    - Fixed the portraits for wars in the lower-right corner not always updating when something changes them (E.G., imprisonment or coming of age). They should now always update within one day
    - Fixed the pause option for message settings always being disabled in the pop-up, even when actually set to enabled
    - Fixed the pause option for combat results using the "other characters" setting rather than the "close family members" setting when set to pop up
    - Societies can now be looked at when observing the game
    - 3D objects for castles, cities and churches now have levels, as they were meant to.
    - The level is computed by using the number of buildings in the main settlement of the province
    - They are controlled by values in defines.lua: CITY_MAIN_BUILDING_LEVEL_2 and CITY_MAIN_BUILDING_LEVEL_3
    - Longer names should now be visible in the council job view
    - Fixed so that long army names do not go out of bounds in ally orders
    - It is now possible to search for characters' secret religion in the Character Finder. Will only return characters the player know is of the specified secret religion. Also added a "Has Secret Religion" filter that'll only show characters you know to have a secret religion
    - When you can rank up in your society you now get a separate alert that takes you to the Society screen, rather than being part of the "important decision" alert and taking you to the Intrigue screen
    - The ally order tooltip will now tell you when the AI is too busy with another war to help you
    - Fixed hidden character modifiers being visible on the title screen
    - No longer possible to give ally orders to other players, since nothing makes them obey them anyway
    - Fixed nation adjectives not getting properly localised in some cases
    - Council job selection now resets if your councilor dies or is replaced while you're assigning them a job
    - Fixed the notification when a settlement is finished saying "A Tribal has finished [...]" rather than "A Tribal holding has finished [...]"
    - The "claim" console command now gives feedback on whether or not it worked
    - The button that toggles all DLC in the launcher now toggles all mods if that's the currently selected tab


    ###################
    # User modding
    ###################

    - Fixed the game failing to find government unique title names at times. Now it'll never return the default name if a non-default one is defined. It now also tries without the tier string before it tries without the government string, so if you were to define "city_title" and "king_title", the former will be used
    - "add_law" can now take parameters: "cooldown" and "opinion_effect". "cooldown" simply works as a way to specify that there's no cooldown, like add_law_w_cooldown does. "opinion_effect" can be used to specify that the opinion effect of passing the law shouldn't be applied. E.G., the anger/happiness at succession law changes, or at tribal organization changes. Existing script still works as before. Example of new syntax:
    add_law = {
    law = true_cognatic_succession
    cooldown = no
    opinion_effect = no
    }
    - Messed up localisation is now less likely to crash the game
    - FROM in on_character_convert_religion and on_character_convert_culture is no longer a temp character, but instead the culture/religion itself. This only provides access to comparing to the culture/religion (or group). It should also still work to set cultures/religions and such. Please report any issues encountered with it. This change also means that it should now be possible to reference the previous characters outside "immediate" and similar without the game crashing
    - same_society_as trigger will no longer be true when both characters are not part of a society.
    - Added the command line argument -scriptlog to enable log triggers and effects without enabling script asserts.
    - Added artifact backgrounds (arti_bg.dds, arti_bg_glow.dds, arti_bg_small.dds, and arti_bg_glow_small.dds) to gfx/inventory/artifacts to make it easier for modders to make their own artifacts that follow the style of the vanilla artifacts
    - Added society icon backgrounds (society_symbol_bg_stone.dds and society_symbol_bg_wood.dds) to gfx/inventory/societies to make it easier for modders to make their own societies that follow the style of the vanilla societies
    - Added a better secret religion system, now based around a code attribute rather than traits. Characters can have up to one secret religion. If the character ends up as their secret religion, their secret religion is cleared. This can be set and accessed via script:
    - Added triggers "secret_religion", "true_religion", "secret_religion_group", and "true_religion_group". True religion being defined as your secret religion if you have one, otherwise your public religion
    - The religion triggers (religion, secret_religion, true_religion, and the group versions) can now optionally take a "target_type" determining which religion of the target they check against. E.G., religion = { target = ROOT target_type = secret } will check if the scoped character's public religion is the same as ROOT's private religion. The valid types are "public", "secret", and "true". The default is to use the same as the type being checked; religion default to public, secret_religion to secret, true_religion to true. A religion (group) name as the right-hand-side works for all the triggers
    - Effect set_secret_religion takes a religion or a scope. It optionally takes a target type (true/secret/public), but defaults to secret
    - Added trigger has_secret_religion which takes "yes" or "no"
    - Added set_secret_religion and clear_secret_religion effects
    - The "religion" and "set_secret_religion" effects optionally take a religion type (true/secret/public) to determine which to use when a scope is referenced. "religion" defaults to public, while "set_secret_religion" defaults to "secret"
    - Added "secret_religion" console command that sets a character's secret religion. Defaults to the player's character
    - Who can see a character's secret religion is defined in 00_religions.txt
    - Added a can_see_secret_religion trigger. Takes a scope, and checks if the character scope you're currently in can see the target character's secret religion
    - Societies can now have an associated religion, which is accessible from script in the same way as character or province religion, including on the right-hand-side of triggers and effects. This is scripted with for example "associated_religion = catholic". It has no effect beyond being accessible via script
    - Added a convert_to_secret_religion effect. Takes "yes" or a character scope. Sets your public religion to your secret religion, or the target character's secret religion if a scope is used
    - Added a on_character_convert_secret_religion on_action
    - Added SecretReligion and TrueReligion localisation promotions so that [This.SecretReligion.GetName] and similar work
    - Added a dynamic secret religious society system that significantly reduces the work involved in making a religious cult society
    - All religions except those specifically excluded get a secret religious society generated. The attributes of this society is defined by a template in 00_societies.txt
    - Most the sections in society definitions now provide the society itself as a scope (FROM)
    - Societies can now have an associated religion (defined with associated_religion = religiontag). This means that scopes can now be used where religions could be used, such as the right-hand-side of the "religion" trigger or effect. It also means that the "religion" trigger and similar can be used within a society scope
    - Added a secret_religious_cult scope, which will scope to the cult associated with the character's secret religion. Also works in religion and province scopes. This can also be used on the right-hand-side of effects and triggers
    - is_rank_full can now take a society scope rather than just a society name
    - Added a "secret_religion" history effect
    - Added an on_artifact_inheritance on_action
    - Scope: ROOT is the character, FROM is the artifact, FROMFROM is the old holder
    - Fixed bugs in artifact_owner and original_artifact_owner scope changes
    - Added tooltips for artifact_owner and original_artifact_owner scope changes
    - Added "owner" and "original_owner" as valid scope changes for artifacts
    - Added on_society_created and on_society_destroyed on_actions
    - Fixed scoping to saved society and artifact event targets not working
    - Added religion_scope, secret_religion_scope, true_religion_scope, and culture_scope as scopes. These scope to the religion/culture of the character/province/society (only religion for societies) currently scoped to. Can be saved as event targets
    - Added a save_conversion folder in "common" which handles converting obsolete objects in saves. Currently handles religions and societies
    - Added a clear_flags_with_prefix effect. Works in character, province, title, and artifact scopes
    - Fixed the society rank tooltip not having FROM defined. FROM is now the society grand master, as with other society tooltips
    - Fixed troops spawned to unlanded characters not getting any tech bonus. They now get the tech from the province they spawned in. If a "home" province is defined, they'll use that province's tech instead
    - Added "fallback_text" for custom loc. If none of the triggered texts return true, this will be used instead if defined. The fallback text cannot have a trigger, and only one can exist
    - Fixed the error log complaining if you use "set_mother = 0"
    - Added is_interested_in_any_society = <yes/no> trigger. It evaluates if you're currently showing interest in a society or not.
    - Society.GetName, Society.GetNameCap, and Society.GetCurrency now fall back to null_society and null_society_currency rather than just ending up blank
    - Fixed the "has_artifact" condition showing up blank
    - Fixed the game crashing in some cases after resigning and reloading, and hovering over a port that had a fleet in it when you resigned

    ###################
    # Database
    ###################

    - Barbarossa now has a magnificent red beard

    - Fortun Garcia is now One Eyed rather than Maimed

    - 953 new Wikipedia links

    - Fixed counts of Zollern

    - Fixed date of birth/death and mother for Otto III of Anhalt-Bernburg

    - Fixed date of death of Maria of Brabant

    - Fixed date of death of Otto IV

    - Fixed date of birth/death and parentage of Guy I of Ponthieu

    - Fixed parentage of Even "le Grand" de Léon

    - Fixed date of birth/death of Saint Judicael

    - Fixed date of marriage of Arnold II of Looz

    - Fixed various database issues in the Italian character file

    - Fixed a bug with dynasty ID of Dante

    - Fixed improper dynasty ID for Abu Man'a Khamis

    - Fixed dates of birth for a couple sons of Drogo of Champagne

    - Fixed date of birth of granddaughter of Charles Martel

    - Fixed bad spouse ID for Adalbert Adalberts

    - Fixed mother ID and removed bastard trait for Pepin the Short

    - Fixed date of birth of Theudebert I

    - Adjusted date of death of Godfrey of Hainault so he isn't 110

    - Adjusted date of birth of Hamon of Leon to avoid false twin issue with brother

    - Adjusted date of death of Riotham so son's date of birth makes sense

    - Adjusted date of birth of Avice Cerneu to be consistent with father's date of death

    - Adjusted date of birth of Azenor la Marck to avoid false twin issue with sister

    - Adjusted date of birth of Budic of Nantes so his son isn't born when he's 8

    - Adjusted date of birth of Evenus of Brittany to avoid false twin issue with brother

    - Adjusted date of birth of Louis IV of Looz so his father isn't 11 when he's born

    - Adjusted date of marriage of Charles Martel and Rotrude of Hesbaye

    - Added Vitiges of Ostrogoths

    - Added Ostrogoths to title history of k_italy

    - Added parentage to Alberada of Buonalbergo

    - Added missing marriage between Alan IV and Ermengarde of Anjou

    - Added Vandal kings to k_africa title history

    - Added Visigoths to Duchy of Toulouse title history

    - Added missing marriage between Maria of Brabant and Otto IV

    - Added missing marriage between Alaric II and Theodigotha

    - Added missing marriages of Gruoch of Scotland

    - Added missing marriage between Theophylact I and Theodora

    - Added missing rulers for Corsica and Sardinia titles

    - Added the House of Cinarca, who ruled southern Corsica, and missing Italian relatives

    - Added complete Dynastic Family Trees for the Giudicati of Sardinia, and missing Italian relatives

    - Added some unlanded Grant and MacCleod characters

    - Added early Baduspanid characters

    - Added early Ziyarid characters

    - Added more title history to Dailam, Mazandaran, and Gurgan

    - Added homosexual trait to Hadrian

    - Added a missing twin trait to some fictional Pecheneg characters

    - Added spouses and more children for al-Mahdi

    - Added Dabuyid dynasty

    - Added a weak claim to Scotland for Robert the Bruce

    - Deleted unnecessary remove_spouse declaration for Conan IV

    - Removed redundant marriage declaration for Avice Cerneu

    - Removed invalid father definition for Wigbert Immedinger

    - Replaced 867 holder of Faroes with a semi-historical character

    - Modified Hadrian and Julian to have beards

    - Modified Baduspanid and Ziyarid characters in 1066 to have sympathy for Zoroastrianism

    - Modified the Merovingian, Wuffing, and Caimbeul coats of arms

    - Modified Sassanid, Baduspanid, and Ziyarid coats of arms


    ###################
    # Bugfixes
    ###################
    - Added some flavor text for sacrificing the Aztec religious head during a blot
    - Fixed the game sometimes pausing without allowing you to ever unpause in the tutorial due to an event triggering
    - Fixed it in some cases being possible for priests of religions where priests are not allowed to marry to marry or betroth someone
    - Fixed the AI in some cases switching capital for no apparent reason
    - Fixed changing primary title allowing you to pass another demesne law
    - Fixed artifacts sometimes starting off inactive even when the trigger is met
    - Fixed log message about "Malformed token: achievement" for ironman saves
    - Fixed it being possible to pass laws by ensuring you have no councillors whatsoever. The empty seats will now always be considered actively voting against you
    - Fixed brew_happiness_potion taking society currency from the target rather than the person brewing the potion
    - Fixed previously identified "witches" being grateful for being released even if they're not actually imprisoned
    - Fixed the "steward is ambitious and wants land" event triggering even when there's no valid title to give out
    - Fixed the game in some cases failing to clear out the patricians of a merchant republic that's died out
    - Fixed voters in some cases getting removed upon losing a voter title even if they've got another voter title
    - Fixed the leader of a war dying and not getting replaced by anyone in some cases not causing the war to invalidate immediately
    - Fixed dead characters sometimes still being in wars
    - Fixed the game in some cases adding someone to the council of someone other than their new liege when their old liege dies
    - Fixed trade posts not counting for war score in embargo wars if the target character is the liege of one or more merchant republics rather than being a merchant republic
    - Fixed the game claiming you've got non-aggression pacts with dead characters
    - Fixed OOS caused by nomadic title ID mismatch
    - Fixed an issue with any_friend scope in triggers.
    - Added missing text in the options of two events for the "Perform Statecraft" job
    - Idolizer was incorrectly shown as being a bad trait for the Stewardship education in the focus view, replaced the trait with the correct trait Indolent
    - Added the missing localisation for String_Muslim
    - Fixed the trait 'Immoral Priest' being slightly cut off on the right side for Zoroastrians
    - Fixed an issue in event MNM.1460 were you would receive money for hosting a gathering rather than paying for it
    - Fixed a rare crash involving invalid plots
    - Fixed it taking up to 8 days for courtiers to abort invalid plots and ambitions
    - Fixed an issue in event MNM.3949, in which you can choose to keep your old religion as a secret religion, were it could give you the wrong secretly religious trait (e.g. getting 'Secretly Sunni' instead of 'Secretly Orthodox')
    - The Weaponsmith and the Goldsmith will no longer be killed if they become landed
    - Fixed a crash caused by characters getting deleted while still referenced by events
    - Fixed a div / 0 crash
    - The trigger and actual cost for writing a Magnum Opus is now both set to 500
    - You can no longer abduct revolt leaders or people who are at war with you
    - Fixed a few 'Devil Worshiper' events that would give you the lifestyle trait Impaler, even when you already had another lifestyle trait
    - Fixed an issue where the kingdom of Lombardy/Italy wouldn't get the Iron Crown when starting before 1066
    - Fixed an issue in the 'Antiking' faction which required your liege to be a Nomad in order to be able to create it
    - Incapable characters can no longer host a Grand Debate
    - Fixed an OOS when changing start dates
    - Updated Summer Fair events so that they check for Prisoner, Incapable, Inaccessible and Adult status for randomly chosen courtiers/vassals
    - Courtiers and vassal commanders can now acquire the various crusade traits again
    - Fixed an issue where you could induct characters you shouldn't be able to into your Devil Worshiping cult
    - Zunists can now be recruited to the Satanists
    - You can now find the Holy Grail with unrestricted supernatural events on
    - The Monophysite Monastic Society now has the same currency gain rate as the other societies
    - Pagan vassals who subjugate characters above their own tier should no longer go independent from their liege if they are still valid vassals
    - Can no longer buy indulgences while in seclusion, prison or when incapable
    - Non-hindus can now properly be visited by Hindu ascetics again
    - Unified the decision and event conditions for Introduce Heir to Realm, they should now be the same
    - You can no longer revoke the Hermetic 'Apprentice' title
    - The Demon Child can no longer trigger the Aztec Invasion ahead of time
    - Fixed an issue where the Blending In-mission for secret religious societies could get stuck upon evaluating the mission fail-state
    - Fixed a rare crash on joining multiplayer via Steam
    - Fixed characters sometimes changing government form on succession for no apparent reason, most prominently tribal->feudal
    - Fixed an infinite loop while counting trade posts
    - Fixed the game crashing if a fort was destroyed while sieged, due to for example starting a holding construction
    - Members of a Secret Cult can now induct wards to have them adopt the same secret religion correctly
    - Fixed the 4th council job not being set as active by default in multiplayer
    - Fixed adventurer troops not getting any tech bonuses
    - Fixed patricians that somehow end up without a liege keeping their patrician title and becoming immortal
    - Fixed a crash that could happen after resigning and starting anew, as a result of provinces storing references to characters that no longer exist
    - Immortal characters should no longer die when making love too fiercely with their spouse
    - Fixed a rare crash resulting from dying during faction validation as a result of faction validation
    - Fixed loot being reset on loading a save
    - Fixed OOS caused by objectives referencing characters or titles that don't yet exist on the user's machine
    - Fixed OOS caused by saved event targets referencing titles that don't yet exist on the user's machine
    - The game should no longer slow down so massively when a dynasty has thousands of living members. Having such a large dynasty still isn't recommended, but should no longer grind the game to a near halt
    - Fixed granting someone independence by giving them a title of your tier not reducing your threat
    - Fixed the game crashing if you deleted a trade post, fort, or hospital while the building view was open and a building was under construction
    - Fixed the ally order background not changing based on religion, thus not matching the rest of the UI if you played a Pagan or Muslim
    - Fixed using "include lower titles" when giving out a viceroyalty resulting in the title not being a viceroyalty
    - Fixed a crash in the tutorial
    - Fixed asking for a Crusade not working
    - Fixed an OOS resulting from liege levies being calculated as slightly different on different clients
    - Fixed Aztec horse archers being invisible
    - Fixed a crash when a nomad needs a capital but there's no available open slot, or tribal holding to replace
    - Fixed "add_trait" in the console not removing traits that are mutually exclusive with the added trait
    - Fixed a random OOS at startup due to society's membership generation
    - Fixed the game crashing if your last artifact got destroyed while you had the artifact view open
    - Fixed the destroy_artifact console command messing up other artifacts in your inventory
    - Possibly fixed a crash that could happen while idling on the society screen
    - Due to a lack of contribution, blind characters can no longer host or participate in Stargazing
    - Fixed an OOS that could happen at the start of MP as a result of characters ending up with slightly different traits on different clients due to timing issues
     
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