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{{Version column}}1.5 版本,又称“Fleur-de-Lis”,发布于 2022-02-08<ref>Forum, [[forum:1509587|CK3 Dev Diary #89: 1.5.0 "Fleur-de-Lis" Patch Notes]], 2021-02-08.</ref>,校验码为''7f29。'' ==拓展特性== *朝廷:国王和皇帝现在可以进入朝廷,这是一个完全实现3D的御座厅,可容纳统治者、廷臣、家庭成员和封臣。它以四种不同的图形样式呈现,每种样式都有几个变体,这基于其显赫度! **显赫度:增加你的宫廷的显赫度,可以收获巨大的外交好处,解锁新的宫廷职位,获得特殊的特质等等-但一定要管理好你的期望!将自己与其他宫廷进行比较,并尝试拥有世界上最显赫的宫廷。 **舒适度:在舒适度设施上花费金钱来增加你的显赫度,同时为你的宫廷解锁各种效果和事件。 **宫廷类型:根据你文化的民族精神选择一种宫廷类型,并根据你选择的宫廷类型按照宫廷显赫等级获得收益。 **宫廷语言:选择在宫廷中使用哪种语言。要么选择一个更显赫的宫廷所使用语言,从他们的显赫度中获取好处,要么传播你喜欢的语言,并从其他人采用它中获益。 **.举办朝会:邀请你的封臣和廷臣在王座前表达他们的不满。当你对各种问题和提议进行裁断时,可以增加你的宫廷显赫度,并获得许多不同的好处。 **宫廷宝物:收集华丽的宝物并用它们装饰你的御座厅,以增加你的宫廷显赫度并获得其他好处。随着你的宗族威望的增长,宗族旗宫廷宝物的效果会增加。 **宫廷事件:在御座厅内体验宫廷生活,伴随着以你周边的人为主的各种事件。 *灵感:资助伟大的艺术家、传奇的铁匠和大胆的探险者,以获得从宝剑和华丽的王冠到约柜的各种宝物。 *向领主请愿:直接向你的领主提出一个具体问题,让他们用他们的力量帮助你。用你的能力来使一个不情愿的国王做出对你有利的决定。 *觐见:把礼物或忠诚的承诺带到陛下面前,增加你们之间的联系—增加你们的声誉。一定不要出丑! *建立融合文化:将两种文化融合在一起,创造一种兼有这两种文化的新文化。在文化支柱和传统之间进行选择,创造一种能够蓬勃发展的文化。 *分离文化:通过分离出一种新的文化来摆脱你原来的文化,选择一种新的民族精神,改变你的传统,以适应你所处的环境。 *改革文化:花费长时间来改变现有的传统、民族精神或文化支柱。 *新内阁任务: **赐予帝王恩惠 (掌玺大臣):提高你和一个选择的封臣的威望,同时显著增加他们对你的好感。 **游说法理领土(财政总管):说服其他统治者放弃法理上属于你的领土,或者将面临外交上的后果。 **管理禁卫(军事统帅):提高骑士战斗力,同时降低任何针对你个人的阴谋的成功概率。 *新宗族传承,风俗:一个注重和平共处和管理繁荣的多元文化的领地的传承。 *新肖像资源:为国王和皇帝提供的奢华头饰,如伦巴第铁王冠、查士丁尼的皇冠和萨珊王朝的王冠。 ==免费特性== *宫廷职位:雇佣角色在你的宫廷内担任各种职位,给他们一份薪水以获得效果。有很多种职位,从总管到施赈吏总长,从贴身侍卫到古物研究官。寻找能力高的角色,因为他们的称职度将决定他们在工作中的表现! *文化大改:文化体系已经被彻底改造,文化现在由几个不同的部分组成,使每一个文化都独一无二。 **接受度:文化现在与所有其他文化都有接受度数值,这决定了文化间相处得如何。接受度越高,处罚越低,直到100%接受度,处罚完全消失。 **民族精神:每种文化的灵魂都在于其民族精神,它决定了文化接受度基准值,以及哪些传统更容易或更难树立。 **支柱:传承、语言、美学、军事惯例等等。支柱构成了文化的基础,并对该文化与其他文化的接受度产生巨大影响。 **传统:传统赋予每种文化一种特殊能力,包括各种修正、规则变化、互动等等。每种文化每经历一个时代,都可以树立更多的传统。 **作为文化领袖,随着时间的推移,在你的文化中树立新的传统。 *个人语言:角色现在可以学习语言。学会一种语言会让对使用这种语言的角色和伯爵领的好感惩罚减半。一个角色只能学会有限数量的语言。 **学习语言计谋:一个新计谋,它允许你学习另一个角色的语言。这项计谋可通过几项生活方式技能和宗族传承得到提升。 *新财政总管内阁任务,促进文化认可:提高你领地内的一种文化对你自己文化的接受度。对于独立统治者来说,这一工作的效果更显著。 *宝物/宝物栏系统:角色现在可以随身携带宝物,装备一件武器、盔甲、礼器、冠冕和最多四件饰品。 **耐久度:宝物具有耐久度,耐久度会随着时间或围攻/劫掠对宝物造成伤害而降低。支付金钱修复它们,或者如果你拥有帝王宫廷DLC,可以将其重铸成宫廷宝物。 **宝物宣称:获得对你先辈持有宝物的宣称,发动战争以夺回丢失的传家宝。 *窃取宝物计谋:一个新计谋,允许你夺回失去的宝物,只要你对它们有宣称。 *夺宝比武:挑战那些持有你拥有宣称的宝物的人,赢者拿走宝物,输者丧失宣称。 *委托制作宝物:支付金钱来雇佣铁匠和工匠为你打造一件基础的宝物。 *纹章设计器:设计你自己的纹章,并将其应用于你的家族、宗族或头衔。调整现有设计,或完全从头开始创建纹章。与统治者设计器一样,纹章设计也可以复制到剪贴板并与其他人共享。您还可以将当前的纹章保存到磁盘,作为图像文件,向朋友炫耀。 *为决斗事件窗口添加了一个新的外观,在该窗口中,角色将相互挥舞武器。如果一个角色持有武器宝物,他们武器的外观会反映出这一点。 *添加了很多新的角色动画。 *现在,你可以更改你能重命名的头衔的地图颜色。 *你现在可以在创建信仰时选择新信仰的地图颜色。 *添加了园丁特质。 *增加了新的兵士-莫纳斯帕,由高加索之狼传统解锁(需要是格鲁吉亚文化或其后裔)。 *增加了新的兵士-蒙面者,由沙漠里巴特传统解锁,需要柏柏尔传承。 *增加了新的兵士-尼罗河弓箭手,由弓箭之地传统解锁,需要东非传承。 *增加了新的兵士-楞伽战士,由迦楼罗战士传统解锁(需要是达罗毗荼传承)。 ==游戏平衡== *思想开明技能新增文化认可修正。 *新增一项互动,如果你拥有领主手中一个更高等级头衔法理领地的51%以上,可以要求领主将该头衔封给你(弱宣称)。 *新增三条游戏规则,控制融合与分支文化出现的频率和限制。 *生于紫室现在会降低短暂统治的惩罚,但是提供的威望减少。 *宣称者派系——在帝国选侯制下,派系会略微忽略文化差异,毕竟帝国从根本上就是多元文化的。 *宣称者派系——降低AI为体弱多病的宣称者建立宣称者派系的倾向。 *宣称者派系——降低AI仅仅因为讨厌领主就推举自己仇视的宣称者的概率。 *宣称者派系——进一步降低AI为未成年人建立宣称者派系的概率。 *宣称者派系——AI现在会考虑到文化认可,而不会一味偏爱自己的文化/传承。 *宣称者派系——只有当宣称者与AI的信仰/文化相同,并且AI对其的关系大于领主,AI才会加入现存的宣称者派系。 *君士坦丁堡圣地现在会提供文化偏好,而不是直属封臣好感。 *文化转变的速度大幅下降,但是融合文化在形成之后的很长一段时间内都可以轻松地将其亲代文化洗掉。 *处决随机生成的农民不再会扣100虔诚,而是更合理的25虔诚。 *宗教热情现在按年而不是按月增长。 *修复了如果你解锁了相应的生活方式或宗族传承导致国内事务最大关系比应有水平低的问题。 *海岛基督教本身不再是多配偶制了。作为替代,爱尔兰、威尔士和盖尔的文化传统支持多配偶制或者纳妾。 *现在所有佛法宗教都允许多配偶制。 *对某些角色来说,处决或者折磨自己的孩子现在会产生一定的压力。 *如果伯爵是独立的,并且对首都文化的认可度小于50%,则他更有可能转为当地的文化。 *增加属灵信仰领袖同意慷慨解囊的机率。 *在蒙古人出现后的一段时间内,军队维护费降低。 *要求臣服互动现在取决于文化认可。 *在别人邀请玩家的孩子参加聚会时,玩家不会反复弹出事件了。 *为封臣的封臣宣称领土后,除非他的头衔等级上升,否则不再会变成你的直属封臣了。 *重新平衡了从处决中获得的恐怖值,你不能再通过处决随机生成的农民刷出大量恐怖值了。 **降低了有地角色被处决时提供的恐惧值。 **略微降低了处决角色提供的恐惧值,除非你处决的是皇帝或者自己的信仰领袖。 *荣耀宗族传承现在会提供宫廷显赫度加成。 *召集宗族成员加入战争互动现在对雇佣兵和骑士团无效。 *赫赫有名、高贵之人、在世传奇这些威望等级现在更难达到了。 *如果你会说目标的语言,提议附庸互动的接受度会更高。 *思想开明技能不再会消除文化好感了,而是在当你学习语言时,将已知语言的惩罚减半。 *AI帮别人打宣称后得到的好感修正显著提高。 *狂热的角色折磨异教徒可以减压。 *微调“成为最伟大的汗”决议,使其稍微难达成。精简了其奖励,并且新增了一个独特的绰号,完成后可以获得。 *当教廷被废除时,教宗会失去所有的钱。 *你现在可以将土地或者封臣献给你的信仰领袖(如果他是独立的)。 *处决在你监狱里蹲了太久的囚犯时,不会得到恐怖值了,因为他们蹲了这么久大牢,估计早就被大众给忘记了。 *“集结征召兵”重命名为“集结军队”,并新增了降低军队维护费的效果。两个效果的基础值都从5减到1。 *“训练将领”现在可以随时间增加骑士战斗力、兵士的伤害和坚韧(从0一直加到军事统帅的军事能力,每月增长1%)。另外,出现积极后果的概率也上升到了军事能力的50%,而不是33% *如果会导致作为封臣的玩家游戏结束,AI拜占庭皇帝将不会立即采取收回君士坦丁堡的决议。 *具有宽宏大量特质的角色在当仇敌或他们不喜欢的角色死去时不再获得压力。 *建立奥地利大公国的决议现在要求你与皇帝没有血缘关系或持有神圣罗马帝国头衔,对皇帝有强牵制,至少拥有高君权,并且你的文化必须达到中世纪时代。 *现在没有通过陆地和海洋连接的领国会对成为封臣的提议有惩罚。 *转换为本地文化的决议现在花费更大,但会根据你的文化与想要采用的文化的相似程度进行扣减。 *微调了选举的修正项,使角色更有可能为自己投票。 *[[决议#统一西班牙各邦|统一西班牙各邦]]决议现在需要高君权。 * 求爱计谋获得的声望收益减半,因为它们是获得最大的标准声望1500的唯一途径,并且部落成员更难向非部落成员示爱。 *招募宾客的成本有所调整。现在默认费用为20金钱,每有一个指挥官特质增加15金币,且每有一个技能点高于12会增加5金钱。 *降低了领地稳定游戏规则的影响。 *增加了氏族和封建政体招募宾客的基础成本。 *与农民的战斗中获得的威望和虔诚变为四分之一 *[[成就#石上萨迦|石上萨迦]]成就现在也计算无DLC的[[决议#立起符石|宗教符石]]。 *驱逐其他信仰的骑士团不再需要花费虔诚。 *更新了改教的花费和惩罚的加成方式,它们现在是连续百分比而不是附加百分比加成。 ==AI== *新增逻辑,允许将围城武器从某个次级单位转交主要次级单位。 *在选择目标省份时为当前省份添加一个小加成,以免单位调换位置。 *现在不论其封建阶级高低,所有封臣都可以宣战。 *当配偶的技能足够强时,允许AI在内阁将配偶分配到特定的领域辅佐,尤其是统治者本身在该方面不擅长时。 *如果有正在进行的谋杀或绑架企图,并且间谍总管足够熟练,允许AI指定他们的间谍总管支持他们的计划。 *若无继承人,某些AI现在会试图谋杀他们的不育配偶。 *宣战借口新增脚本编写的权重,增加在硬编码里面。 *把宣战借口的基本权重从头衔等级的二次方改为头衔等级的三次方。 *修复了AI在试图围攻时陷入循环卡死的情况。 *修复了好感度导致很多宣战借口的基本权重被自动超过的问题。 *修复了AI无法升级特殊建筑和公爵领首都建筑的问题。 *把宣战借口权重乘数移到defines文件里。 *AI军事统帅默认被指派去组织军队,如果处于战争或负收入(+10)并被迫试图摆脱债务时,其效果将获得少量提升。 *堆叠次级单位会更不情愿于拆分攻城武器。 *如果AI拥有相同级别的非名誉头衔,它现在将不再以名誉头衔为主头衔。若它持有宗教头衔则会更倾向以此为主头衔。 *AI现在将尝试优先动摇针对他们的派系中摇摆不定的角色。他们将继续对他们施压,直到他们离开派系。 *主要次级单位不会把最好的攻城武器拆分。 *潜在宣战借口的权重不再对标目标实力。 *让AI了解,即使它由于损耗而无法抵达战争目标地块,在附近围攻些建筑来开辟一条道路也是个不错的主意。 *让AI了解,在选择新的围攻目标时,它不应假定任何比当前完成攻城的目标远的围攻目标是比快速前进更糟糕的选择。在其他条件相同的情况下,AI仍然更喜欢围攻离军队更近的目标,但当AI在完成当前目标后选择新的围攻目标时,这种倾向不再强化。 *AI如果金钱足够就采取训练将领行动,这种行动的可能性与军事统帅的能力有关。 *调低了AI在评估宣战借口权重时法理头衔的乘数。 *单位在帮助友军时应该忽视海峡惩罚及敌对损耗。 *单位在加入正在进行的战斗时应该忽视海峡惩罚。 *带有攻城武器的单位现在会尝试帮助没有攻城武器的围城单位。 *宣战时只计算处于和平状态的盟友的力量。 *降低AI为其他角色索取宣称借口的意愿。 *AI将更加关注那些目标头衔比当前主头衔更高等级的宣战理由 *如果AI自己拥有宣称,将不再索取其他宣称者的宣称。 *若结果值得,AI就算要进入敌对损耗领土也会攻击临近敌方单位。 *战争对象陷入的战争越多,AI进攻强大目标的意愿越强。 *攻击者的胆量越大,AI攻击强大目标的意愿越强。 *AI将不再以过去的频率给玩家赠送诗歌。 *AI现在将更合理地转换省份信仰,更考虑诸如吉兹亚和目标信仰的敌对程度等因素。 *AI现在有时会试图谋杀派系宣称者,这对理性的AI来说更有可能,尤其是如果他们选择了谋术生活重心时。 *如果当地文化是他们文化的一个混合文化,AI现在非常倾向于转换到当地文化。 *AI现在不那么固执于要求正义或迷途信仰的封臣转换信仰。 *多疑的角色现在会时而尝试对自己头衔的宣称者发起谋杀。 *修正了错误用于海域的战斗评估,导致许多登陆作战不可能完成。 ==游戏界面== *在人物设计器中增加了隐藏头发和胡须的选项,即使选择隐藏,选定的头发和胡须在最后仍然会加到人物头像上,只是隐藏之后方便编辑面部结构。 *添加了打开/关闭右键转动视角后,视角自动旋转至初始位置的选项。 *添加了在搜索结果中筛选直属封臣的筛选项。 *添加了根据角色性取向筛选搜索结果的筛选项。 *添加了劫掠提示框中丢失的数值分解条目。数值分解现在与最终数值相匹配。 *为举办大血祭添加should_create_alert,如果该决议被选取,除非角色拥有最便宜一档的大血祭选项所需的金钱时,顶部提示才会弹出。 *添加了盛大节日事件中某些丢失的提示框链接。 *所有前配偶现在都展示在角色窗口中,不只是那些死亡的角色了。 *点击宗族徽章现在回打开家族+宗族页面,而不是宗族传承页面。 *修正了“涉水者”描述中的影响登陆惩罚的部分。 *决议现在支持双页设置。 *如果当前的内阁成员无法解任,则禁用更换内阁成员角色名单中的委任按钮。 *确保了一场战斗结束时总是重选中(参加战斗的)军队。如果战斗结束之后开始围攻,则选中那场围攻。 *确保了围攻获胜时总会发送通知。 *多人游戏中没有效果的事件超时现在写明“没有效果”而不是像之前一样空白着。 *修正了一处本地化字符串,确保使用德语时杀人名单的提示框也能出现。 *修正了所有战斗预期日期总是差一天的问题。 *修复了建筑成本数值分解的提示框在有修正项时还是时常不出现的问题。 *修正了建筑因为直辖上限而被禁用、在宽限期内宣称下个月会重新启用而不告诉你他们真正被禁用原因的情况。 *修正了像“教宗”一类的风味性名字最终不被使用,而显示成“国王主教”之类玩意的问题。 *修正了多人游戏的铁人存档在某些情况下弄混主机的问题。 *修正了持有瑞士头衔时你的每一个头衔都被称呼为联邦的问题。 *修正了当你的领主试图监禁你时不显示监禁原因的bug。 *修正了人所共知的罪犯的提示框中的语法错误。 *修正了对领主战争中总是显示攻击方的纹章的问题,即使你的领主在攻击一方。现在显示你领主敌方的战争领袖。 *修正在你把镜头拉到最远再拉回最近时地图上的围攻单位模型消失的问题,同时修正他们有时不正常变大或变小的问题。 *修正多人游戏暂停时事件重复通知的问题。 *修正了保存搜索筛设时如果包含名字搜索就不能正常工作的问题。 *修正了如果一个以上的技能/特质可以触发事件选项时,该事件选项中技能/特质图标错误的问题。 *修正了使用俄语时捏人界面的滑动条有部分会到屏幕外的问题。 *修正了一些右上角有文本的提示框过于狭窄的问题。 *修正了某些修正项的明细分解中不必要的首行缩进。 *修正了某些特定提示框中的文本没有明显原因却看起来很像可以选中的问题。 *修正了牵制与秘密列表中,牵制数量那里数字和图标之间有一个小空隙没有提示框,而数字和图标有不同方向的提示框的问题。 *F修正了界面中的暴政衰减没有计算减少暴政的修正的问题。之前的暴政衰减速率在机制上是计算正确的,但在UI上的显示不正确。 *修正了计谋中的邀请同谋按钮会认为你可以对所有人赠送礼物和使用牵制的问题,它导致有时你会对能拉多少人进同谋有过于乐观的估计。 *修正了角色窗口中的角色提示框过于靠右,导致鼠标很难移入的问题。 *修正了其他信仰列表中“只要X信仰”可选项倒转的问题。 *修正了当前指派的任务的内阁任务提示框没有说明你的内阁成员已经被指派到该任务的问题。 *修正了游戏某些情况下没有把已集结的部队算作你所有军队规模的一部分。 *修正了领主内阁中好感度的明细显示成他们对你的好感而不是对你领主的好感的问题。 *修正了死去角色的头衔居中而不是左对齐的问题。 *给计谋窗口中的预计完成时间小组件提供了一个合适的提示栏。对“开始计谋”的提示栏进行了一些改进,使之与其相匹配。 *将鼠标悬停在某个伯爵领的任何地产上,现在会在概览列表的知晓地产中高亮出这个伯爵领。 *如果你没有保存过角色搜索筛选,下拉列表现在会显示相同的,而不是完全不给你列表。 *现在通知中的信件事件在多人游戏中触发暂停时会显示他们出自谁手,而不是只有一个空白的事件名字。 *载入存档会将游戏速度设为退出时的速度,如果你以4速保存退出,载入时也是4速而不是默认的3速。 *推动封臣的封臣的宣称,将会使其独立,而不再宣称他也将变为你的封臣。 *如果你同时是互动的发起与接收人,则移除教育儿童中牵制选项。 *重组了“要求臣服”互动中的选项,这样当前状况项目会在该出现的时候出现。 *如果领主是其配偶的封臣(或更低级),则他们现在只会使用自己配偶的头衔来命名而不用低级的头衔。 *计谋的分段进度条现在与进度值匹配。 *当一个事件超时后将发送有关的提示信息,其中包含所选选项的效果。 *显示所选栏位可展示宝物的列表。 *小型静态头像现在每年都会更新(例如角色搜索器那里的头像),以避免出现年龄不匹配现象,比如一个25岁的少年还在顶着一个襁褓婴儿的头像。 *建筑物建造时间提示栏中的“基础”天数现在是“x天”而不是仅有“x”。 *推广文化内阁任务的地图模式不再将目标文化的颜色与你自己文化的颜色进行不必要的区分。 *死亡角色的年龄提示栏现在也显示该角色的死亡日期,而不仅仅是出生日期。 *现在,并非你封臣的那些角色的人物提示栏将显示他们所拥有的内阁或宫廷职位。 *多人游戏中的事件超时通知现在不再遗漏事件的一些效果(那些在你选择选项之前发生的效果)。 *信仰创建窗口现在能更清楚地显示出阻碍你创建信仰的因素。 *地图上光标高亮的强度现在可以由玩家设定了。 *在大厅中显示额外地图模式的菜单在你鼠标停留在它上面时不再消失。 *“将领”现在将关联解释为:“你的军事统帅、封臣和将领”。 *装载界面左上角的旋转图标现在真的可以转起来了。 *人物窗口中的战争提示栏在显示交战双方信息时,每边最多显示6名角色,超出部分列为“及其他x名盟友”,以避免提示栏在大圣战或类似战争中大到令人发笑。 *改进后的宝物信息栏将显示宝物的当前状态:被储藏,展示中,被装备。 *当创建一个信仰时,右边的“神权”部分现在只在你真正改变了你的圣职专权传统时才会显示出来。 *没有当前形势条目时,现在会显示“没有可用的”。 *如果你关闭后重新打开创建信仰窗口,你之前暂时选择的那些选项不会被重置。 *缩放到槽。 *修正了信仰信息栏的特色描述格式。 *优化了军队将领选择窗口的响应速度,当你的宫廷人数众多时也能很快打开它。 *修正了建筑费用列表数值和实际成本之间的不匹配问题。 *修正了游戏规则窗口的"重置为默认值"按钮在规则无法改变时可见的问题。 *使得文化领袖更容易预测。现在,如果其他条件完全相同(#角色拥有的该文化伯爵领数量,头衔层级等),玩家将被首选为文化领袖。当没有玩家参与时,角色当前的头衔将被优先考虑。这应该可以确保文化领袖不会任意变更。 *现在,滚动条可拖曳部分的大小将基于列表的长度而定。 *当创建一个新的信仰时,它现在会得到一个与你的旧信仰相似的颜色,而不是一个完全随机的颜色。 *若一名角色只有一个头衔,则现在他被剥夺头衔时,会自动选择这个头衔(如果它可以被剥夺的话)。 *在改变过滤条件并重新打开角色搜索器窗口时,排序选项不会被重置。 *当你的领主在战争中胜利/失败时,弹出消息现在会将两方角色都显示出来。 *增加了信件事件以通知君士坦丁堡的(前任)统治者,他们对君堡的统治权已经基于“收回君士坦丁堡”决议的效果被转移给了现任领主。 *游戏现在会在宗教热情提示栏中列出所有最近增加或减少宗教热情的原因。 *宫廷医师现在已从“你的宫廷”界面中移除,你现在可以在“宫廷职位”界面找到他。 *计谋类型现在有了提示栏。 *修正了战争概况界面的关闭按钮会被遮挡在雕像后面无法点击的问题。 *战争概况界面中的监狱栏杆变小了,以便更紧密的围绕人物。 *修复了在某些分辨率下,家族界面被固定在窗口中心而不是顶部所导致的问题。 *修复了游戏语言为俄语时,授予头衔、伯爵领和统治者设计器的文本将UI元素推到界面外的问题。 *修复了游戏语言为俄语、西班牙语和法语时,其他信仰窗口有部分内容超出界面外的问题。 *修复了角色视图中,前任配偶文本与盾徽图表重叠的问题。 *修复了当扮演部落统治者时,部分按钮被推到军事界面之外的问题。 *修复了较长的主要头衔将UI元素推到界面外的问题。 *修复了信仰界面中罪孽和美德特质图标超出界面范围的问题。 *修复了多个角色出现于一个事件时,使用错误的摄像机的问题。 ==美工== *删除了斯堪的纳维亚半岛和西藏的一些不可见的湖泊。 *修正了一些部队定位器,这些定位器会使军队最终出现在山脉中。 *改进了军事统帅的动画效果。 *修正了两个无法通行的省份(分别在安纳托利亚和西藏)有相同的ID的问题。 *解决了人物在衣服、头饰和发型之间存在大量图层剪切的问题。 *对某些衣服、头饰和发型进行了轻微的纹理改进。 *对基因属性进行了一波小调整。 *增加了AO纹理,用于减少人物面部的AO效果,以消除眼睛和嘴巴周围不自然的暗影。 *调整了亚洲人种的外观。 *对其他人种的外观进行了细微的调整。 *增加了身体模型,历史人物的肩部、腰部、臀部、手臂和腿部之间的比例有了微妙的变化。 *解决了一个问题,该问题会使人物睫毛在某些光照条件下看起来非常明亮。 * 修正了与统治者设计器中“自定义外观”滑块相关的一些问题。 *修正了一个问题,该问题会使得部分穿衣或脱衣的角色四肢看起来非常瘦弱。 *调整了人物界面的摄像机位置,这应该能更稳定一致的正确显示人物的相对身高。 *修正了各种动画与衣服、身体形变等结合时,引起的许多图层剪切问题。 *修改了将领的动画,使其正确地握住剑柄,而不是握住剑身。 *修正了一些武器的不正确比例和动画位置。 *修正了女性内衣上的一些奇怪的变形。 *调整了许多衣服的下摆,使其与坐姿动画配合得更好。 *修正了许多角色的右眼周边区域动画不正确的问题。 *当在设置中启用任何抗锯齿时,人物肖像现在会应用 FXAA。 ==本地化== *为宝物宣称、个人宝物宣称、家族宝物宣称添加了提示框。 *将出轨事件中的“婚姻”更正为“结合 ”,因为这个事情指的可能是配偶也可能是侧室。 *修正了俄文中“收复不列颠尼亚”修正项的百分比。 *修正了战后俘虏通知中的代词歧义(my和your)。 *修复了大血祭决议事件中的地名错误。 *修复了寺庙建筑提示栏中的作用域问题。 *修复了圣战改信建议中的类型。 *确保了所有自定义本地化条目都有对应本地化键值 *使领地概览中的当前建设的文本更加简洁。 *更新了自杀决议的描述性文本,以更好地反映该决议可用的原因。 *更新了邀请到宫廷的接受度的提示栏,使其总是使用第二人称 *更新了私生子秘密的文本,使其包括私生子。 *更新了命名宗族孩子的事件中的标题,来以反映双胞胎的情况。 *巫师事件选项的提示栏,现在清楚地显示了你要把哪个可怜的家伙转化成黑暗面的人。 *当你埋葬你的孙子时,你将不再称他为你的祖母。 *你的朋友不会再把他们的另一个更好的朋友混淆成他们的仇敌了。 *将标题条目大写,并改变了标题效果的文本,以避免标题重复。 *将亚述文化改名为叙利亚文化,使之更加中性,并略微符合历史背景(尽管有点枯燥)。(中文并未更改) *修正了女巫事件中的一些错别字 *修正了英文中狩猎场建筑的错字。 ==游戏内容== *增加了一个随机的童年事件,被监护人可以接受其监护人的语言。 *增加了一个与语言相关的会见同辈事件。 *增加了儿童通过观察学习父母的语言的事件。 *增加了在决斗审判中挑选宫廷勇士职位的事件选项。 *增加了将东法兰克和西法兰克分别改名为德意志和法兰西的事件,如果它们从加洛林宗族手中夺去的话。 *增加了预定义的文化分离功能(如诺斯人分离成瑞典人/挪威人/丹麦人),使其更接近于反映动态的分离和混合文化。 *改变了海外帝国的名字列表。 *现在神罗重建后会动态选择选帝侯。 *狩猎活动现在可以为拥有皇家宫廷的角色生成宝物。 *接受婚姻的信现在将更有风味了。 *改动北境群雄的内容,使其与一套新的北欧文化传统联动起来。 *勾引事件中种植兰花的选项现在也对拥有园丁特质的角色可用。 *决斗审判现在与文化传统联系在一起,而不是硬性规定某些文化会有。 *添加了了[[决议#统一以色列之子|统一以色列之子]]的决议。 *对一些旧事件进行了更新,以利用新的特性,如宫廷职位和宝物。 ==模组== *"titles" in flavorization for titles now means it'll only apply to those titles, rather than being applied if the holder has at least one of those titles *Add CloseGameView data function so mods can close specific in-game views. *Add GetScriptValueBreakdown which returns a value breakdown for use in the UI to breakdown the desc entries of a named script value. *Add GetTraitFromGroup and GetTraitGroupLevel data functions on Character. *Add GetTraitGroup( 'tag' ) and Trait.GetGroup data functions to get trait groups. *Add HasTrait and HasTraitFromGroup data functions to Character. *Add culture object saving ability to try_create_important_action. *Add days_since_joined_court trigger. *Add event chain progress custom UI, allows displaying how far through an event chain one is. *Add set_destroy_on_gain_same_tier. Uses for marking a title to be deleted when character gains or create a new title with the same tier *Add support for custom loading of scripted widgets from mods via the gui/scripted_widgets folder where pairs of folder path and widget names will cause widgets to be created in gameplay. *Add the scripted_animation database, it handles collections of triggered and scripted animations for use within event portraits. *Add the combat_phase_events database, it handles running effects during the main phase of combat on the commander and knights in a performant manner. As such the on_commander_combat_pulse and on_knight_combat_pulse have been removed due to their performance issues. *Add the common/coat_of_arms/dynamic_defintions which replaces the event system for overwriting coat of arms based on different triggers for custom displays based on faith or culture. Increases performance by a lot. *Add the is_decision_on_cooldown trigger. *Added "play_sound_effect" effect to play sound effects *Added MaA base type modifiers for maintenance and recruitment cost *Added a map mode that shows visual geographical area for debugging purposes *Added add_same_sex_spouse history effect *Added alternative strings faith localization, useful for non-English translations *Added character modifier men_at_arms_recruitment_cost *Added character modifier no_disembark_penalty *Added console command "bypass_requirements" (alias "bypass") that lets you do decisions, interactions, schemes, laws, and title creation despite the requirements not being met *Added console command "instasiege" *Added console command "save_every" and startup parameter "-save_every=x". These will make a save every x years, and ensure they do not get overwritten by normal autosaves *Added console command AI.try_send_decision *Added console command AI.try_send_interaction *Added console command Ironman.ToggleIgnore. When ignored, saves will act as if they're not ironman, including that when you hit save it'll result in a non-ironman save. This can be toggled during gameplay *Added console command ToggleShowAllKillers *Added console command alias "trait" to add traits *Added console command complete_schemes, guaranteed_scheme_success/failure, and guaranteed_scheme_secrecy_success/failure. The success/secrecy ones only affect the player *Added console command instaraid *Added console command set_date *Added console command show_regions_in_tooltip *Added console command toggle_keys_on_map *Added console commands "yesmen_instant" (AKA "ymi") and "instant_responses". The yesmen button in the console can now be right-clicked to run "yesmen_instant" *Added console-command show_region *Added data function "HasParameterByKey" to the "Faith" type *Added data functions GetTraitsWithFlag and GetTraitsWithoutFlag *Added data system function GetMaA *Added data system/loc command [Faith.CustomLoc( 'key' )]. Works as .Custom does for things like Character. The different name is due to Custom already being in use for faith-specific localization *Added debug interactions Take Domain and Take Realm *Added define MINIMUM_DYNASTY_NAMES so that you can have errors generated if cultures exist with too few dynasty names *Added effect clear_claimant for wars *Added effect deactivate_holy_site *Added effect remove_dynasty_perk *Added effect remove_innovation = innovation_key *Added effect run_interaction *Added effect set_army_location *Added effects clear_traits and copy_traits *Added effects learn_language, unlearn_language, learn_language_of_culture, and unlearn_language_of_culture *Added effects set_age and change_age *Added effect remove_building *Added extremely basic profiling for CBs. ai_cbs.csv will tell you how much time the AI spent on each CB. It does not have any categorization *Added field 'minimum_cost' for decisions. Works exactly like 'cost' with one exception: it won't actually get applied. Useful for when you have the player choose between different options after taking the decision, and only charging the cost at that point *Added link last_played_character *Added links calc_culture_dominant_faith and calc_culture_dominant_religion *Added list builder *_culture_county to get to all counties of a specific culture *Added list builder played_character *Added list builder x_culture_global *Added list builders opposite_sex_spouse_candidate and same_sex_spouse_candidate *Added modifier coastal_advantage *Added modifier prowess_no_portrait so that you can add prowess to someone without making them visibly more muscular *Added on actions yearly_culture_pulse and three_yearly_culture_pulse *Added on-action on_building_completed *Added support for era-specific MaA bonuses via the "era_bonus" parameter in MaA types *Added terrain based construction cost modifiers *Added terrain based development modifiers for characters, so a trait or what have you can make someone get better development growth in specific terrains *Added terrain modifiers for supply_limit, supply_limit_mult, tax_mult, and levy_size *Added the following console command aliases: faith, renown, add_renown, legacies, dynasty_perks, give_all_legacies, perks, culture, faith, usurp, diplomacy, martial, stewardship, intrigue, learning, prowess *Added title data function GetDefinitiveName; will insert a "the" at the start if the title isn't already of a definitive form *Added trigger <lifestyle>_unlockable_perks *Added trigger can_fire_position for council tasks *Added trigger culture_overlaps_geographical_region *Added trigger has_innovation_flag *Added trigger has_prisoners *Added trigger knows_language *Added trigger num_of_known_languages *Added trigger perks_in_<lifestyle>, to query how many perks exist in a given lifestyle (rather than how many a specific character has) *Added triggers total_army_siege_value, damage, toughness, pursuit, and screen *CBs now support the "icon" parameter to have them use a different icon key *Character interactions now support the "icon" parameter to have them use a different icon key *Characters and counties can now have region-specific modifiers for development growth *Characters no longer have to be rulers to be invited to an activity *Characters no longer have to be rulers to spawn an activity; any alive character can now own activities *CloseGameView global data function added. *Concubines and Consorts are now both referred to as Concubines to make same-sex concubinage work better *Council tasks now have a monthly_on_action field. This is a more performant way to have them trigger on-actions once a month *Custom loc keys can now have variants. These simply use the logic of a parent custom loc key, and add a suffix to the resulting localization key *Custom loc will now log an error if a loc key is missing. log_loc_errors = no can be used on individual bits of custom loc to suppress this *Eliminated a bunch of culture parameters that had no effect, E.G., "tribal_name" or "dukes_called_kings" *Eliminated some unused hardcoded modifiers *Eliminated title_to_title_neighboring_barony and title_to_title_neighboring_and_across_water_barony, but made the other variants significantly faster by optimizing based on only counties and above being allowed *Ensured an error gets logged when trying to add a scripted relation that already exists *Ensured that activities are removed from dead people within a day. This causes on_invalidate to run *Ensured that on_game_start events actually happen on game start rather than the next day *Events can now take a "cooldown" field to make event cooldowns simpler to script. The debug functionality that shows the event trigger fulfillment in the event window will completely ignore the cooldown *Fixed <holding_type>_holding_build_piety_cost and prestige cost not working for building a new holding *Fixed a number of console commands not working in observe mode (even when observing a character), such as "gold" *Fixed potential load order issues with number_maa_of_base_type and number_maa_soldiers_of_base_type *Fixed the "name" field in character creation templates doing nothing; it'd only work to use it in the create_character effect itself *Fixed the save_on and save_every console commands not working in observe mode *Fixed using "current_date" and other date triggers in weird ways causing overflow. Now gives the # of days since year 0 *Geographical regions are now a proper database in map_data/geographical_regions. This means you can split it across multiple files, and means we can more easily add more region-based functionality *GetDynastyByID global data function added. *GetDynastyHouseById global data function added. *GetFaithByKey global data function added. *GetImprisonmentReasons, GetBanishReasons, etc. now take a character parameter as context, rather than basing itself on the player's character *GetReligionByKey global data function added. *GetScriptedCharacterByHistoryID global data function added. *GetTitleByKey global data function added. *GetTraitsWithFlag global data function added. *GetTraitsWithoutFlag global data function added. *GetScheme('scheme_type') global data function added. *Having an interaction with send_options_exclusive and an option with can_be_changed now logs an error, since there's no sensible way for this to work for mutually exclusive options *Hid dynasty and inherited trait info for same-sex marriage. Done in GUI script, so can be modded *In debug mode there's now a button in the event window to reload it; this will cause all the text to be regenerated, the background reselected, etc. *In debug mode there's now a button in the event window to run Localization.ToggleSkipDataSystemInLocOutput and reload the window. There's also a button for copying the event text *In debug mode, the event window now displays a widget showing if the trigger is fulfilled or not. Hovering over it will give you a trigger breakdown *MaA now have a can_recruit trigger. They will be available if the trigger is met, or if unlocked by innovation. You can't both unlock by innovation *and* have a trigger. Removed unlocking by dynasty legacy since you can now do that by trigger *Make on_title_destroyed run when a title is destroyed for any reason. *Make shortcuts moddable *OpenGameViewData global data function added. *OpenGameViewglobal data function added. *Rally points are now consistently called that everywhere in code and script, rather than occasionally being called "banners" *Remove the on_weight_changed on action, weight modifiers are now known to code and applied directly based on the new OBESE_WEIGHT_VALUE and MALNOURISHED_WEIGHT_VALUE defines. Usage of the change_current_weight effect will now correctly update and apply the modifiers automatically as well now. Increases yearly tick performance by removing weight calculation overhead. *Rewrote the "complex blocker trigger should have custom localization" warning to be easier to understand *Same-sex marriage is now supported; gender-based restrictions are now entirely handled in script *A title/titles history can be verified for gaps using the verify_title_history and verify_title_history_all console commands *Schemes now support custom icons, using the standard "icon" syntax. Note that the icons for the scheme interactions are still handled separately *Setting a trait group on a trait, but no level, will no longer crash the game on startup; it'll now just log an error *Significantly improved upon the event_log.txt file. Now written as a spreadsheet itself to event_log.csv, and it now includes the # of times each event has been checked, and the # of times each option has gotten picked. It'll also automatically write on shutdown if enabled *Skill/trait items are now generated on every event display rather than the first one. That means if you make use of trigger_if or similar, you can ensure only the relevant one actually shows up *The "take title" debug interactions now let you pick what title to take *The AI is now able to use interactions with mutually exclusive options when none of the options show, just like the player. No mutually exclusive options showing up no longer executes the effects as if the first option was selected (all the send option scopes return false now, instead of the first being true) *The AI profiling now also profiles AI decisions, putting those in ai_interactions.csv *The custom_tooltip trigger now localizes properly. The custom_tooltip effect now allows other effects to be inside it (and thus hidden). Both now allow you to override the subject *The game will now log an error on startup when a modifier is used in a place where it won't work. E.G., using "diplomacy = 2" in a county modifier *The game will now log on startup if there's any event themes or background referenced that do not actually exist *The object explorer now includes activities, schemes, wars, stories, factions, and council tasks *The object explorer now includes global variables *The random effect now gives an actually useful error message when you forget the 'chance' field *The set_sexuality console command now has tab-completion for its parameter *The trigger number_of_election_votes now uses "target" rather than "title" for consistency *The triggers join_faction_chance and title_join_faction_chance now use "target" rather than "faction" for consistency *The various allowed_for triggers for CBs no longer provide the defender. This allows for some significant optimizations. Use allowed_against if you need the defender *Title keys for the title and its dejure lieges are now shown in the province tooltip, title tooltip, and realm tooltip in debug mode *We now log errors if there's any province that can have a holding that isn't in a visual geographical area *You can now put "ai = no" on CBs to make the AI ignore them *consume_imprisonment_reasons and similar will now error if the target is dead *custom_description will now log an error on startup if the referenced effect/trigger loc doesn't actually exist *debug_log_scopes = yes now also logs temporary scopes *mercenary_count_mult no longer needs to be an integer number. We now calculate the total # of companies (rounded) then distribute them between the sizes available (smaller preferred if equal distribution is impossible), rather than requiring the same # of companies at each size. So a culture getting (1, 1, 1) companies will with a +50% modifier get (2, 2, 1) companies *modifiers.log (generated by the console-command script_docs) now tells you what objects every single modifier can be used for. E.G, "character", or "character, province, and county" *open_interaction_window can now take a target_title field so as to pre-fill the target title. Note that this does not validate the title at all; if it isn't selectable it'll just not be selected *player_heir_position now uses "value" instead of "position" to reduce code duplication *send_interface_message now also supports temporary scopes in its descriptions *set_title_name, set_title_prefix, set_house_name, and set_dynasty name now all log an error if their loc key does not exist *spawn_army will now only spawn levies if scripted to do so *independent_primary_defender_advantage_add. Gives advantage in combat when the commander is the primary defender in the war. *same_heritage_county_advantage_add. Gives advantage in combat when the commander has the same cultural heritage as the province of the battle. *Added support for “unique” and “pick” within random_list. This allows for the list to pick multiple options X times, and can force them to be unique. “Pick” defaults to 1 and “unique” defaults to false. *Added support for non-uniform bone scaling ==数据库== *在游戏中添加了郡荼文化,它存在于中部/东部印度。 *为以下宗族添加了新的盾徽:罗湿陀罗拘陀、波罗摩罗、拔罗婆、西恒迦、果阿-迦昙婆、剌吒、迦迦底耶、波罗和旃陀罗。 *更新了印度在两个起始日期的历史,添加了更合适的封臣统治者和他们的配偶。 *更新了一些印度宗族的宗族树。 *添加了卡兰塔尼亚文化。 *在契吒和娑底也补罗之间添加了海峡。 *修复了一些关于吐蕃宗喀巴家庭的错误,并将其变成了悉补野宗族的一个家族。 *在867年和1066年将古尔公爵领授予古尔宗族。 *Improved historical setup of the HRE *Improved setup of the county of Grisons *克拉伊纳现在是波美拉尼亚文化,而不是波兰文化。 *苏莱曼·塞尔柱拥有萨莫萨塔。 *现在奥多成为了1066年巴约伯爵领正确的伯爵,而不是罗伯特·德·康特维尔。 *Ramnulf II is now correctly Count of Poitou in 867, rather than Bernard II of Barcelona *Renamed Taghlib dynasty to Tawfid, to avoid overlap with Banu Taghlib *将过时的Petropavolsk重命名为克孜勒扎尔。 *保加利亚的西梅翁现在说话很快,而不是口齿不清。 *一些中部/东部印度的地产现在是部落制。 *Split Twelver Shiite Caliphs out of Shia Caliphate history and into their own Imamist title *The County of Zollern is now held by Friedrich I of the Hohenzollern dynasty in 1066. *Tweaked starting setup of some dynasties to reflect their relation to other pre-existing dynasties (as cadet branches) *Updated some dynasties to use the new Gond culture *Yapaniya Jainism now has the vows of poverty tenet *Yapaniya Jainism now no longer has the Natural Primitivism tenet, their monks will however still be naked *Increased Germanization of Austria in 1066 *A number of baronies have been moved to different counties in India. Some counties and baronies have also been renamed to better fit the historical period the game is set in. *Norway's de jure capital will no longer jump around to match its historic de facto capital, preferring Nidaros throughout instead *Capital of Idrisids in 867 is now Fes instead of Marrakesh *Grand Clan empire tier name and Padishah empress title for Muslim Indians changed to Empire and Shahbanu respectively *Qarmatians are now Monogomous and have Equal Gender (actual gender roles were more complex, but Equal is a suitable abstraction) *Removed duplicate trigger within Headgear ==Bug修复== *Significantly improved Multiplayer stability *Added a setting for users with slower internet speeds to throttle savegame transfer speeds (improves multiplayer stability) *Improve startup load times across the board by heavily threading database loading, reducing allocations, and reducing lock contention *Remove redundant file IO operations to improve loading times *Rework script variable storage to improve daily tick performance and lower cache misses *Added clarity tooltips on what will happen to duchy titles after Duchy Conquest wars *Added notification when a Spiritual Head of Faith titles can be created *All CBs now cause conquered land to lose control, rather than only some *Capturing a revolting vassal will no longer remove them from the faction (and war) " *Characters now don armor to fight duels * unless they are both tribal * and remove their billowing cloaks *Claim Liege Title interaction from notification now properly opens on an available title *Clan Invasion will no longer take all kingdom titles from the defender if the attacker and defender are kings *Counties in Populist factions must now always have the same faith as the faction *De Jure Duchy casus belli prestige costs will now only count titles held by the enemy *Ensured destroying a regiment always destroys associated raised armies *Ensured that electors that are powerful vassals of someone other than the title holder don't get extra voting power *Fixed "Allow Marriage" not always taking effect *Fixed A Dangerous Business achievement unlocking within Europe *Fixed Bhakti gods changing after creating a new Hindu faith *Fixed Create Title notification affordability checks *Fixed Cultural Barony names only showing after a Holding is built *Fixed Demand Conversion interaction bypassing the Negotiate Release conversion option by disabling it for characters you have imprisoned *Fixed Establish Bactrian Supremacy being unavailable for clan governments *Fixed Guardians sometimes being impossible to replace, even with a hook *Fixed Halq event at the end of a Hajj not firing as often as it should *Fixed Khitan not sharing color scheme of other Mongolic cultures *Fixed North Sea Empire decision resulting in a Danish inspired flag when formed by the holder of the Daneland *Fixed Seduce schemes against close family critically failing despite having the Graceful Recovery perk or Unrestricted Marriage doctrine *Fixed Sobiesalv typo of Sobieslav Slavic name *Fixed a bug in which the real father of a bastard child resulted in a localization error *Fixed a case where a new head of faith could end up Feudal *Fixed a rare crash that could happen when hovering over a Current Situation item that ceases to be relevant *Fixed an OOS where the War Coordinator's update_targets_tick could differ for hotjoining players *Fixed becoming head of faith in some cases leading to your government changing despite your current government still being valid *Fixed being able to grant religious titles to wrong gender based on faith clerical gender *Fixed cases where factions were disbanding and reforming constantly *Fixed changing culture not instantly removing you as the culture head of your own culture *Fixed cities not being valid holy order HQs *Fixed claimant wars where the claimant dies getting invalidated the day after becoming a Depose war. Now the Depose war should continue properly *Fixed coat of arms of the duchies of Upper and Lower Silesia *Fixed events timing out in some cases causing an invalid option to be picked *Fixed fertility and health sometimes being wrong for a while after gaining a modifier to them *Fixed feudal contracts in the HRE being unmodifiable at start *Fixed holders of the Duchy of Verona having access to Seniority succession from start *Fixed interface bug where players could get stuck within a war with reversed war leaders, unable to end it " *Fixed it being possible for an agent to join the same scheme more than once *Fixed loc error in player council appointment message as liege *Fixed mountain split between Taurus and Tianshan *Fixed not being able to grant theocratic titles to clerical gender of your faith if dominant gender was different *Fixed pilgrimage location selection event options repeating in mysterious ways *Fixed priests of some faiths wearing clothes of other religions *Fixed ruler designed children under the age of 3 being able to accumulate more personality traits than is fair *Fixed sneaky person's odd fashion style in Intriguing Prospect event *Fixed some African and Eastern religions not using the correct priest clothes *Fixed suggestion to create head of faith title not appearing when possible *Fixed the game crashing if you randomize the dynasty name of a Frankish character twice in the Ruler Designer *Fixed the imprisonment chance from difference in miliary strength not actually being capped at 20, despite it claiming it is *Fixed the witch secrets of children in houses with covens not being properly given out to parents or house heads *Fixed two Request Divorce interactions appearing for same dynasty spouses who share a religion head *Fixed warning about Runestone destruction when granting titles appearing even when there was no stone present *Fixing a bug when dead ruler continues to hold the original land after adventuring Casus Belli *Forming the Archduchy of Austria now makes it dejure part of the same empire as the Duchy of Austria (the HRE unless dejure drift has occurred) *Giving a landless army commander a title will no longer automatically remove them from command " *Giving a landless councillor a title will no longer automatically remove their council position *Granting a vassal now only gives a truce when it's granted to your liege (and thus becomes someone you can declare war on) *Great Holy Wars should now invalidate if both sides follow the same faith *Hiding Early Great Pox from showing in the encyclopedia *Integrate Title doesn't require a diplomatic genius for Chancellor anymore *Liege's realm no longer shows as potential ally in offensive war, even if they are allied to you *Lubsko CoA no longer features a camel *Made performance improvements to the frame rate when you have a large empire *Meet peer events will be generated for guests as well *Migrate to Pannonia casus belli is now inherited by heir if not undertaken *Norse characters will no longer be forced to adopt Swedish culture merely by virtue of owning land in Scandinavia *Northmen Armies won't come knocking every year on exactly the same date anymore *Now linebreaks properly when multiple reasons block declaring war *Piety cost for kinslaying from accepted to dynastic criminal has been corrected *Players can now arrange marriages with single mayors in their area *Reducing speed using the [-] key now produces a consistent sound *Removed Disabled Building notifications in cases where buildings cannot be enabled due to religion *Sayyid is now removed if a real father reveal shows it should not have been inherited *Sayyid trait is now removed if a child is revealed to have a disputed heritage *Strait and ford tooltips now correctly refer to the connecting baronies in all circumstances " *Temple holdings constructed by Theocratic faiths are now immediately leased to the clergy upon completion " *The AI will now disband Holy Orders of other faiths in their realm *The Alans won't start anymore in 1066 with Early Medieval innovations despite being still Tribal *Titles which can be created info in Current Situation should now match actual title costs *Tribal Muslims with a tribal liege will now become Clan if they feudalise *Trimming the Dynasty option won't overflow anymore in case of several skills valid as trigger *Unreformed Doctrine now tells the player that it allows them to raid. Also converted raiding into a doctrine parameter for more flexibility. *Vassals revolting that get imprisoned before the end of war can now be punished without incurring tyranny when demand is enforced *Vassals who refuse your title revocation while imprisoned by another character and lose the following war are now forced to concede a title *Very Strong Warhorses are now even better than Strong Warhorses *When using the Gender Equality game rule, your vassals no longer complain you're not a man for a couple of days before getting over it *You can no longer feudalize a county with an ongoing construction *created a scripted effect to homogenize the consequences when revoking the lease of a Holy Order *no more pretending to legitimize the children of another lover when you marry one of your lovers *now you will know clearly why you can't restore the Roman Empire *when an excommunication war invalidates due to excommunication being lifted, the formerly excommunicated is no longer deposed *"Guardian of your Relative" opinion modifier is no longer removed when only one of two ward relatives is removed *A courtier will no longer curse themselves with a nithing pole *AI Child Rulers can now assign Guardians to themselves *Added an adult check to prevent kids from insulting or seducing foreign rulers *Added stricter checks for an event. Now disallowing prisoners, deadly sick, incapable, etc *Added text to cooldown for establishing new cultural traditions *Attacker's allies should now join a directed GHW *Being an adjacent realm that is the de jure liege of an island nation will no longer trigger the "distant realm" opinion malus *Candidates for Elective succession who only have a weak claim no longer get bonuses for having both a weak and a strong claim *Celebration in XXX scheme event now use the target's correct location *Characters will now dislike you for demanding a favor even if you "ransom" them and not only if you "negotiate their release" *Children as a result of incest now appear as valid candidates in the election window *Dynasty legacies introduced in Northern Lords can now unlock the A Legacy To Last the Ages achievement *Enabled a lover yearly event that was orphaned *Fixed AI being able to declare war directly on someone else's vassal *Fixed CoA emblem not showing correctly on continue game button after changing graphics settings *Fixed Court Chaplains who are appointed for life by doctrine from using their Hooks to ensure they are not fired from the Council *Fixed Galician and Basque cultures being missing as retainable options based on geography in the Visigothic split event *Fixed a bug with the Krstjani holy site of Visoki which prevented it from ever being active. Also updated the localization to be more clear. *Fixed a number of cases where modifiers were being used on the wrong scope. *Fixed excessive chance for children to drown during playdates *Fixed faulty event id for the slav uniter decision *Fixed non-familial clan vassal opinion tooltip in Balance of Power event *Fixed spouse event that would incorrectly target the spouse when trying to put in a good word for their spouse *Fixed the AI being unable to offer vassalization to certain types of rulers *Fixed the Decision to restore the Holy Roman Empire being blocked by the existence of France *Fixed the max number of Embassies bonuses that can stack (5) *Fixed the tenet Natural Primitivism to properly increase the law cost by 50% as intended. *Fixed tooltips for the adventurer inspiration's finish event *Fixing alpha issue on the screenshots from Royal Court *Fixing issue with Russian being upper lower case dependent in character search *Friendly Counsel now counts the friendships from before the perk is gained *Hale, Robust, and Herculian/Amazonian are now hidden at birth, and revealed at age 5 *If your spymaster discovers a scheme targeting them they will no longer discuss the situation in third-person *It is no longer possible to Blackmail multiple characters at the same time *Jews and Muslims will no longer hunt boars *Like a Viper & Tire Opponent moves now actually make your opponent more likely to injure themselves & you less likely to injure yourself (respectively), plus both moves apply only once rather than for the rest of the bout *Made sure the invalidation message for you befriend scheme properly tells you that you're already friends with the target *Made sure you can always extort a murderer if you walk in on them killing someone during a feast *Made sure your dead vassal can't return from the dead to praise your cool new temple *Make sure council task progress speed in counties is the same when you start it or load from save game *No longer possible to fabricate hooks on characters you already got a hook on. *Populist Revolt wars no longer invalidate as soon as any county member is annexed by a foreign power *Priest now wear armor when actively serving in an army as a knight or commander *Removed broken tooltips from a couple of murder outcome events *Ruler Designed characters who are married at game start don't get the wedding event *Sacrifices for Grand Blots no longer spawns the event of them skipping out on festivities *The Dog/Cat story cycle events no longer trigger when you're imprisoned *The Heresiarch trait is now removed upon conversion to another faith *The Pilgrim trait is now removed upon conversion to a faith of another religion *The Rise of the Scots culture event will no longer fire immediately in the 867 start, but become more likely as the 11th century approaches *The Unite the Slavs decision will now correctly add the kingdom of Vladimir dejure to the empire of Slavia instead of Permia *The rise of the Mongol Temujin will no longer occur if a player is Mongol cultural head with a realm size over 100 *The traits given to descendants of the character consecrating family is now properly given despite having a different religion *Tightened restrictions on what allies can be called into a holy war *Updated commander trait tooltip in potential battle tooltip *Updated tooltip text to better communicate that the accept criteria for marriage proposals are affected by gained prestige. *Vassals no longer become independent if they inherit new primary *Vassals no longer become independent if they inherit new primary title from an independent ruler *Vassals who will rebel due to the tyrannical actions opinion are now also displayed in the list of who will join the revolt *Warnings about giving away titles and thereby destroying runestones now work properly *Women/Men present in line of succession for male/female only title *You are no longer blocked from fabricating dirty secrets about your fellow witches *You can no longer offer to educate the children of someone you're at war with *You can no longer try to murder characters that doesn't exists during hunts *You will no longer be encouraged to search for a peasant that you're already scheming against *You will no longer be raided by your vassals for slaves *You will no longer be told that you can't befriend your new friend just because they're now your friend *You will no longer magically know that a prisoner killed a family member, but they might accidentally confess if they're stupid *You're no longer blocked from offering guardians if recipient has two wards *You're now clearly told why you cannot abduct your own child since decency evidently isn't enough *Your Catholic wife will no longer try to set you up with a barmaid *Your child will no longer avoid your religious conversions just because they're out learning stuff *Your child will no longer beat themselves up to spite you because they're your rival *Your intrigue mentor will no longer torture themselves *Your spymaster can now find secret bastards even if your religion is cool with adultery *Your vassal will no longer give up all their counties to renegotiate their contract *corrected a grammatical issue when challenging other characters to single combat *disinheriting someone if you are not the dynasty head (e.g., via event) now has a default opinion penalty with your dynasty head *fixed GHW targeting script, upped chance for retribution crusade targeting you after HumSac'ing a HoF *fixed Seek Aid of the Spirits decision cooldown *fixed missing possible effects tooltip for baron-tier marshals in the organize levies task *Added available adult checks to some triggers that were missing them *now revoking the lease of a Holy Order always have the same cost and consequences *restructured Promote Culture and Convert Faith tasks modifier to avoid having negative progresses. *Harsh winter now correctly increases provincial casualties and tooltip correctly reflect this. *Piety cost for faith conversion is now applied properly. *Post-battle window now shows correct resource gain properly when fighting as an ally, would show Fame or Devotion when it actually gave Prestige or Piety. *Missing tooltip inside Claim Liege Title window has been found. *Fixed edge case where upon loading a save and attempting to select an army which on that same day started a siege would make the army unselectable. *Moving unit graphics are now prioritized over other unit graphics when they occupy the same position. *Fixed a bug when big disjoint groups of provinces were missing parts of their borders ==参考资料== <references /> [[en:Patch_1.5]]
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