十字军之王 III
Patch 1.13.X are all patches beginning with 1.13.
1.13.0.3
Patch 1.13.0.3 was released on 2024-09-26[1].
Balance
- Fixed an issue that would frequently cause adventurers using the Refill Men-at-Arms interaction to be told they were going to be charged significantly more gold or provisions than they were; this has meant removing scaling provision costs based on maximum army size, so the overall cost of refilling with provisions has been boosted by about 25% to compensate
- Rebalanced buffs to Adventurer MaA from officers and Buildings; they should now be much more consistent between unit types (moved additive bonuses to be multiplicative by-and-large) and on average lower. Adventurers will still be very powerful (esp. early on) but should not crush enemy armies into a fine powder with just a handful of upgrades.
- General contract gold rewards decreased by about ~30%
- Travel contract gold rewards decreased by about ~25%
- Crime contract gold rewards decreased by about ~16%
- The “Settle Boundary Dispute” contract had its gold rewards significantly decreased (~50%), due to it being so much easier than most other contracts
- Provision contract rewards decreased by approximately 1 tier:
- 500 -> 250
- 750 -> 500
- 1250 -> 1000
- 2000 -> 1500
- "Free Provisions" in the Visit Settlement decision has been nerfed
- Halved the amount you would gain from trying to charm the salesmen
- Halved the amount you would gain from trying to steal provisions
- The refund for aborting your Rite of Passage now matches the initial cost. Changing your mind should not conjure up gold and prestige from thin air.
- Nerfed the "Reinstated the Theodosian Borders" modifier gained from the decision to re-establish said borders. The Renown gain has been removed. It was, frankly, quite insane to give everyone in your dynasty a 10% boost. You'll gain a flat amount of Renown by taking the decision instead.
- Significantly reduced the amount of AI's willing to leave their realms behind to become adventurers, as it became almost impossible to manage a realm under some scenarios because your vassals kept packing their stuff up and leaving
Bugfixes
- Fixed an issue where loading an old save into 1.13 would cause armies to number in the billions
- Fixed an instance where the player’s Adventurer camp could get ‘cleaned up’ because their heir wasn’t cool enough, this should no longer happen and the player should be able to continue on their merry way!
- Fixed an issue where Bookmark adventurers wouldn’t inherit from landed rulers properly (they would break free from realms rather than stay subjects as intended)
- Fixed an issue where your vassals would gain Strong Blackmail Hooks on you without you having a say in it
- Fixed some Administrative-specific events firing for non-Administrative rulers
- Fixed the issue with the lingering Eunuch story cycle, even after the Eunuch left court.
- Made sure you couldn't inherit any titles with the Gallivanter trait.
- Adventurers who win Crusades should now adopt a more logical government (more often Feudal instead of Clan)
- Fixed the 'Not Content to Serve' achievement not triggering when playing as Alexios (if you’ve already started a game as him before the update you need to restart unfortunately)
- Fixed a crash that occurs when loading old saves with mismatching provinces.
- Fixed guests showing up as blank agent spaces in the Agent selection window for Hostile Schemes.
- The estate/domicile window will now close rather than crash when the estate ceases to exist due to the character dying.
- Fixed the issue where you would occasionally try to settle down peacefully as the Champion of a Culture, and fail to receive any land.
- Ensured that you aren't petitioning your liege repeatedly in an infinite loop.
- You can no longer recruit a hooded figure infinitely from the tavern.
- You can no longer create Custom Rulers as Landless Administrative Vassals, as that would cause the game to crash.
- Fixed the issue where you could be asked if you wanted land in an Administrative realm, but not receive anything besides a Duchy title (and not transferring Counties), leaving you as a non-ruler
- Ensured that there is only one estate per Noble Family. This should also fix the issue where Estates could reset on inheritance.
- Fixed a crash when trying to calculate the number of free building slots in holdings.
- Fixed a crash in vassal contracts that could occur when loading an older save
- Fixed an OOS that could occur when Hotjoining
- Fixed the LotD soundtrack not showing in the Music Player
Interface
- The decision menu will now close itself when taking certain decisions; Visit Settlement, Gather Provisions, etc. This should make the flow smoother.
- The Relationship Reason icons will now be visible for other characters again in the relationships tab, so you can see the reason why two characters are friends, rivals, etc.
1.13.0.4
Patch 1.13.0.4 was released on 2024-10-03[2].
Bugfixes
- The game will now run expensive portrait script every few frames instead of every frame, to improve FPS.
- Fixed several triggers erroneously including Adventurers in the ending decisions for the Iberian Struggle, making them near impossible to succeed.
- Fixed recreating Byzantium via the Decision not setting the correct State Faith
- Fixed not being able to use interactions on Wanderers as an Adventurer.
- Removed unnecessary blockers for owning expansions on achievements that didn't warrant them.
- Fixed 'A Legacy to Last the Ages' Achievement not unlocking with newer legacy tracks.
Balance
- Adventurers can no longer use a hook to force faith conversion of landed rulers (that option was supposed to be restricted to lieges)
Interface
- Added a task contract icon to the bottom-right of the HUD, next to Schemes. It should be easier now to find and access your currently active contracts, to check their status or to abandon them.
1.13.1
Patch 1.13.1 was released on 2024-10-08[3].
Balance
- Significantly reduced the maintenance cost of Akritai. Due to a math error, the cost was way higher than intended. Math is hard.
- Increased the AI weights for estate buildings slightly. The AI should hopefully construct new buildings more evenly between holdings and estate compared to before.
- Landless administrative characters can no longer use the “Request governorship” interaction on titles held by non-admin rulers.
- Changed the AI slightly for how likely it is to use the “Adopt state faith” decision.
- Reduced the base chance and made zealous characters never wanting to do it, but added a few additional modifiers which increases the overall chance.
- Updated the “Adopt state faith” decision to be available to all vassals, regardless of government type, when the top liege has a state faith.
- Adjusted the AI acceptance for requesting a council position in exchange for influence to make it a bit more difficult to become a councilor.
- The ai is now more reluctant to accept if your skill is significantly lower than the target councilor's, but is in return more likely to accept if you belong to a powerful family while the councilor does not.
- Instead of making it more likely for the AI to adopt administrative government if they have the hereditary hierarchy cultural tradition, the tradition will instead slightly reduce the AI's willingness to become administrative.
- Updated several cases of when administrative rulers are forced to change government in order to better transition into a government type you would expect. The government a character gets should be more consistent across the board as a result.
- Updated the cost logic in the Depose Governor interaction and how it uses Governor Efficiency to influence the cost.
Bugfixes
- Fixed the AI not upgrading more than one internal slot in their Domiciles.
- Fixed game lobby so you can create landless adventurers in theocratic or republic realms.
- Made sure that not every single member of a faction could have been forced to be there. You figure at some point someone would ask the awkward question if everybody actually wants to start a rebellion.
- Fix locked domicile building slot tooltip.
- Clarified “The X path — ascension” tooltip to inform the player that the holy site used must also worship your faith.
- We now display how many marriageable characters a ruler has when using “Make a request,” including filtering out anyone they'd be unlikely to offer in marriage.
- “Become an adventurer” decision will now list all cultural traditions and faith tenets that unlock the decision, and not just the really cool ones.
- Fixed an issue where a diarch could become independent and be called co-co-co-co-co... and so on. This should hopefully no longer happen.
- Fixed the selected amount of influence in the request imperial expedition interaction not matching the threshold at which you can force your liege to accept. Now, if the liege doesn't have enough influence compared to how much you are spending, the liege will always say yes.
- The imperial expedition cb is now only visible in the list of cbs when you are the co-emperor.
- Corrected a niche issue where the increase county control contract could get into an infinite rewards loop if only one county was valid.
- Made sure the right ship models were used while traveling, instead of always falling back to the default ship model.
- The governance issue "Public Land" should no longer target dead characters. They've earned their final rest.
- Added a tooltip for the mandatory admittance fee to the chariot races.
- The “Confirm governor” decision now tells you what you'll get if your audience is accepted.
- Added a missing loc key label to the tooltip for offering a eunuch to someone you have a hook on.
- Corrected an issue where historically defined adventurers would sometimes be treated slightly differently in inheritance logic than dynamically created adventurers.
- “For a bit of gold” event will no longer offer you discounted upgrades only to fail to deliver them if your domicile could not build them.
- Corrected a minor temporal anomaly in the event loc for “A bit of gold” event.
- Corrected some minor issues in the populist faction copy for administrative realms.
- Added missing event option reasons for the head groom, kenneler, and chief engineer camp officers.
- Corrected an issue where the faith ascension events could refer to your own faith as flawed (which, naturally, it definitely, definitely couldn't be).
- Fixed a minor typo in the “Abundant initiative” eunuch event.
- Ransom cages now correctly unlock the abduct scheme for adventurers regardless of whether they have the appropriate perk or not.
- In administrative realms the most powerful noble family heads are now considered as ‘powerful vassals’
- Landed guardians will no longer travel to wards that are landless administrative rulers.
- Added reduce stress as a valid intent for attending chariot races, so that everyone can attend medieval nascar for something other than politics.
- Adjusted clan succession. Friendly and harmonious gave the player heir a smaller portion of your titles than intended (33% and 66% respectively). Values have been increased to 50% and 75%.
- Made the grant title blocker loc for giving governors a second title of their highest held tier a little more precise.
- The marriage window now informs you if you have vassals that would be upset by you marrying that attractive genius lowborn.
- Adventurers can no longer attempt to earn influence whilst attending chariot races.
- Added legitimacy-specific loc to whispers in the wind.
- Using adopt faith on your spouse/liege will now, if appropriate, open the cheaper & more beneficial adopt state faith decision window instead.
- Moved Hasan story cycle decision triggers to be visible at all times and grouped them into a new category.
- Enabled event on caliph death in the hasan story cycle to be able to progress the story on the assassins path even if the caliphate had no heir.
- Put in some extra exception logic to help stop co-emperors from occasionally silently invalidating out of their positions.
- Appointing someone your co-ruler now moves them to your court/retracts their sub-vassal status, if appropriate.
- Fixed an edge case where great conquerors who had either not killed anyone or killed someone not on the battlefield would have an inaccurate recollection of their first kill.
- Court positions that cost no upkeep for adventurers now correctly tooltip the reason they're free in their salary breakdown.
- Made it possible for bookmakers to be terrible by lowering their base aptitude slightly.
- Forced the bookmaker to stop tricking their employer. The chariot race cost reduction provided by said court position now correctly scales with their level of aptitude, as stated by the description.
- Now prevents war leaders from disbanding their armies, instantly losing the war. Secondary war participants are always allowed to disband their armies in their domicile location.
- The “Adopt State Faith” decision will now correctly tell you that the decision is unavailable when you are involved in an activity.
- Fixed a case of AI reasoning related to being a powerful vassal not showing the value of how much it affected the acceptance.
- Fixed the administrative "request council position" interaction to not refund any of the spent influence. It will now refund half the cost if the liege declines. Updated the description in the interaction to reflect it.
- Succeeding at impersonating as a tax collector as part of a landless adventurer contract will now properly grant the critical success reward.
- Fixed the explanatory loc string in the rustle animals contract to correctly refer to the actual event chain challenge it creates, rather than saying it'd offer a prowess scheme.
- Fixed a case of dead people being selected as heirs, which could cause various glitches on ruler death.
- Added the icon for governor efficiency to a number of places that were missing it, such as a number of character modifiers.
- Added a missing description for the "restored theme" character modifier.
- Fixed a grammar issue when attempting to change the administration of a theme when you don't have one.
- Added new text for the influence gained of being a co-emperor.
- When a scheme target is ambitious, the text will now specify that it is, in fact, the target that has the trait.
- Target's learning impact in the challenge status scheme now clearly indicates that it's the target's learning skill we are looking at.
- Fixed the cost of archery and duel tournaments if you have the militia camps or blacksmiths building, so it properly provides a 50% cost reduction rather than 10%.
- The encyclopedia entry about accolade attributes is now clearer and has no duplicate entries.
- Changed the amount of buildings at startup for estates, so they no longer grab locked slots in certain bookmarks.
- The barony window will no longer open for water tiles.
- Knight regiments will no longer be counted incorrectly in some tooltips.
- The expose secret window will now show the correct view.
- Displayed decision description in the first step of the recruit for a court position decision.
- Ensured that you can choose your own chaplain, instead of it being auto-filled, if you have ruler clerical appointment.
- Ensured you can use the "retire from governorship" decision in admin kingdoms.
- Fixed primogeniture succession for byzantium, if played by someone who does not have the roads to power dlc.
- Fixed a loc issue with a house feud event, when the last remaining member of the feuding house dies in your prison.
- Implicit claims from admin rulers have been disabled.
- Long reign opinion bonus now correctly scales on the ruler's dynasty's splendor instead of the vassal's.
- Made it more likely to show other loading screens besides the latest one.
- Tweaked medi study event scene illustration.
- Blocked characters from requesting a character to support themselves for an appointment.
- Baronies now have zero loot after a siege and will get the appropriate modifier applied.
- Included liege's noble family title in noble_family script lists if they have one.
- Fixed travel option tooltip data when they're shown outside of the travel planning UI.
- Fixed tooltip names for MaA belonging to mercenaries and holy orders.
- Clarified effect localization for adding and removing house modifiers.
- Barred the AI from marriage for the defined time period only if their liege or top liege is the player.
- On_end effects for court position tasks are now run if the court position is revoked or the holder dies.
- Added clarifying text to travel speed and safety game concepts explaining that a character's contribution can never be below 0.
- Fixed empty state text for imperial armies tab.
- Added error logging when trying to check prowess with highest_skill trigger which isn't supported.
- Fixed guardian being referred to as parent in smuggling sweets event.
- Fixed wrong legacy requirement in legendary watchtower build condition.
- Fixed broken text if your dog saves you in a murder scheme.
- Fixed potential for ludicrously large county list tooltip in a romantic revenant event.
- Trampled baker in maunds of wheat now added to kill list.
- Improved current situation log entry for debt when landless.
- Jizya status feudal vassal contract can now be used by lieges with the jizya or tax non-believer tenets once again.
- Fixed missing text in mentor in governance events if target was not a governor.
- Fixed capitalization in rites of passage: hair-shaving event.
- Added missing tooltip for cooldown for chief eunuch recruitment.
- Fixed empty random outcomes in “I could do better!” event.
- Fixed broken text in “Admires Legitimacy” message.
- Fixed broken text in the event “Prisoner Escaped!”.
- Fixed overflowing description in event to belong somewhere.
- Fixed a devoted follower camp temperament event option not adding agent to scheme.
- Fixed close-zoom map icon offsets.
- Fixed Message Settings correctly saving or discarding changes.
- Fixed message settings shortcut obscuring 2nd character.
- Expanded trigger to make sure the AI only stops supporting a character's candidacy for the top title when they don't want it, instead of doing it for all titles.
- The Governor trait is now called Governess for women.
- Raiding armies will no longer count as defenders when being attacked in settlements without forts by the owner of the settlement.
- Fixed issue where some agent slots would show up as empty in schemes for rulers.
- Fixed issue where landless adventurers wouldn’t be able to raise armies in provinces they had occupied.
- You can no longer ask a candidate to support themself when using the Request Appointment Support interaction.
- Loyalty or Fear Event no longer assumes landless rulers have vassals.
- Fixed the issue of the AI literally ALWAYS auto accepting wars. They have been convinced that they have something worth fighting for after all.
- Fixed the tournament cooldown loc for Make a Request.
- Fixed the issue of eyelashes brightening by decreasing specular light.
- Added audio stinger when creating a legend.
- Added cultural context to the message when losing Culture Head title.
- Fixed knight regiments count in the top-right counter.
- Prowess is no longer included in the "Sum of skills" used for sorting.
- Fixed court position appointment tooltip for camp officers.
- Clarified that only personal artifact claims are lost on losing a duel.
- Fixed text issues in murder event "En Route" referring to terrain, which wouldn't refer to the terrain of the target's capital as expected, and instead use the target's location.
- Updated the description of a couple of triggers for Grant Appointment to improve clarity.
- Fixed an OOS where domicile buildings could get mixed up.
- Fixed some edge cases where Commanders could be raised as Knights and still keep commanding their armies, potentially making them appear in two different locations at once.
- Improved several game concepts and messages related to the Harrying.
- Fixed crash to desktop from travels when stars aligned with the moon while the moon is in a waxing phase. That is to say: fixed CTD when a travel plan is created from the on_action of an ending travel plan during the daily update while the list of active travel plans is at its exact capacity.
- Fixed a crash when holding trying to calculate the number of free building slots.
- Fixed rare crash from vassal contracts when attempting to load older save games.
- Fixed various issues related to the usurpation of admin titles.
- Petition liege no longer always results in gold and renown for feudal characters.
- Non-Temujin Genghis Khans no longer get a secondary education trait upon becoming Great Khan, which could happen if they had a non-martial education trait.
- You will now actually return the reclaimed artifact to the contract giver in the Reclaim Artifact contract.
- Reduced frequency of spectacles for Scholar camp characters by 75%.
- Byzantium should now give in to same-culture populist demands to change the state faith much less often, and never at all if the populists demand a change to another religion (such as from Orthodox -> Ashari).
- Fixed an issue where you could get stuck if you tried to travel whilst doing a contract.
- Fixed an issue where you could get stuck if you were imprisoned while petitioning your liege.
- Fixed an issue where same-sex characters could end up married in specific circumstances, despite the game rules saying otherwise.
- Fixed an issue where you could not get prisoners from sieges in wars.
- Fixed some issues with the history files around Byzantine lands for those who don't own Roads to Power.
- Added rain VFX to the event 'Shelter from the Storm'
- The 'A Worthy Chief Eunuch' event is now more likely to have one alternative of your culture and faith.
- Fixed Byzantine Throne Room being lost when forming Rome
- Fixed Roman capital being in Rome even if you formed Rome as Byzantium
- Nobles holding only their Family Title will no longer join factions due to the Byzantine Emperor not being their De Jure Liege.
- Filters in the Courtiers window now correctly affect both hired positions and empty positions.
- Fixed a ‘Modifiers’ OOS on hotjoin
- We will now return your gold and prestige if you choose to postpone the "Travels of " decision when you get the follow-up event.
- Fixed an issue where the contract "Eager Explorers" could get stuck if the contract employer died while you were doing it.
- Removed duplicate script for scaling modifiers using influence levels. These modifiers should be using nothing but influence levels now.
- Fixed numerous issues with the Duchy Expansion CB. Rather than always attempting to take the title, it will primarily vassalize the target if possible, and only usurp the title when applicable. This fixes issues where you would not always get all of the targeted land. The duchy title will also be created if it isn't already, and you take enough land to have more than 50% of its de jure.
- The Naval Duchy Expansion CB didn't match one-to-one in functionality with its land based equivalent. This has been fixed and the Naval variant now behaves as intended.
- Solved a "Secrets" hotjoin OOS.
- Leaving or switching sides in a war that you'd contracted yourself to assist in no longer blocks you from contracting again
- Fixed a bug that would sometimes add a helmet crest without a helmet to court physicians who are also knights.
- Fixed OOS where domicile buildings would be mixed up.
- Fixed inappropriate artifacts sometimes being made for aniconic faiths.
Interface
- When traveling with a Domicile (such as a Camp) a 3D model of cart and horses are shown on the map
- We now show if a character has been forced to take part in a faction in the faction commitment screen, so it is clearer who wants to be there versus those who have been forced to be there.
- Added tooltips to a couple of buttons that didn't have any in the imperial armies ui.
- Fix collapsible groups for the domicile buildings overview.
- Added an option to write a custom message to yourself.
- Added a shortcut from messages to their settings.
- Add foldable groups to message setting filters
- Added an accepted task contract HUD icon.
- Revamped Duel Event window.
- Fixed bug with background in Activity Event Window shifting in size and not scaling properly.
- Added improvements to window header art textures and various general improvements.
- Added a dead icon next to jousting portraits if the character died.
- Added Domicile information to the outliner, allowing you to see ongoing constructions, income, etc. at a glance.
- Updated the name of the overview tab in the domicile window to include the name of the domicile type.
- Added a max width to the Diarchy label in the Relationships tab, in order to keep it from colliding with the Lovers label.
- Added a sorting option for Candidate Score, available as a sorting for characters in applicable interactions and list when playing as administrative.
- Fixed text issues in event health.3103 referring to chambers and not tents for adventurers.
- History, Claimants, and other windows anchored to the Title Window will now open further to the right as to not overlap their parent window
- Fixed the Grant Title to Vassal list entries being misaligned and having information outside the screen
- The landless mapmode now only shows the CoA instead of the full portrait when zoomed out.
History
- Added some extra landless adventurers in 1066 & 867.
- The universities of Bologna and Oxford are now constructed if you start a game in 1178.
Game Content
- Added a new map cart model for when you are moving your camp.
- Added a new game concept for provincial/thematic armies, to better explain some of their mechanics. for example when they are returned. Added links to it where appropriate.
- Added new events when you as an administrative ruler change government, to better explain why and when your government changes.
- Added a new effect to the mortal adoration perk in the intrigue lifestyle for admin, allowing rulers to request provincial troops from lovers.
- Added a new effect to the friendly counsel perk in the diplomacy lifestyle for admin, allowing rulers to request provincial troops from friends.
- Added a new decision for administrative government, allowing characters to renounce any and all efforts to gain the throne, preventing the ai from supporting you and significantly reducing your candidate score. this should make it vastly easier to avoid becoming the emperor when you don't want to, yet be valid to compete for governorships.
- Setting a new culture for a character now looks for a culturally appropriate name equivalent from the name equivalency scripted lists.
- Made it possible to override the background on interactions via script.
- Added rival relation to realm conquered adventurers.
- Updated the county trigger in the Adopt Centralized Administrative decision to show how many counties you currently have, to make it easier to know how close, or far away, you are from completing the requirement.
User Modding
- Added two new flavourization rules.
- Adds ability to define custom character sorting options per interaction in script.
- Add has_domicile_construction trigger to domiciles.
- Updated the info file for character interactions to include additional information.
- Removed old save game optimization in regiment chunks where if a regiment's current soldier count and max soldier count were the same, it would instead write it as size. Normally this would not be in change logs, but we know some mods rely on this information, so here you go.
- Added add_supply effect to army scope.
- Added subtract_supply effect to army scope.
- Added clear_supply effect to army scope.
- Added refill_supply effect to army scope.
- Added army_supply trigger to army scopes.
- Changed gui structure in the court positions window by combining the empty and filled court positions into the same list.
- Added defines for default fallback sounds for messages with one for each type
1.13.1.2
Patch 1.13.1.2 was released on 2024-10-10[4].
Bugfixes
- Fixed an issue where certain religions couldn't properly appoint a Court Chaplain.
- Repairing artifacts as an adventurer should now work properly.
1.13.2
Patch 1.13.2 was released on 2024-10-23[5].
Expansion Features
- Administrative government now has access to a new tab in the “Realm” interface, listing additional laws that can be changed independently of imperial bureaucracy to allow an administrative top liege to have greater agency and control over their realm.
- Added a new law for administrative to prevent governors from using the boundary dispute and subsume governorship schemes, ensuring that your internal borders stay somewhat more constant over time.
- Added a new law for administrative, which allows the top liege to prevent governors from declaring external wars.
Free Features
- Added a new game rule to limit the amount of adventurers in a game.
- Added a new game rule to adjust the amount of damage gained by point of advantage in battles.
- Options include 1, 2, 5, 7, and 10.
Game Balance
- Default damage adjustment is now 5% per advantage in battles, down from 10%.
- The martial lifestyle perk “Strict Organization” now provides increased governor efficiency for administrative rulers.
- Increased the cost of refilling MAA with provisions by 68.75% for adventurers.
- Rebalanced cost and bonuses of the great tower of silence.
- The stewardship lifestyle perk “Detailed ledgers” now provides some additional administrative vassal tax obligation for administrative rulers.
- Increased the base levy obligation for administrative to 30%, up from 10%. While admin has less levies in general, there is no need for the governors to keep that many levies for themselves.
- Civilian themes no longer provide less levies to the liege. They are meant to generate income and provide development, which means that they have less reason to keep their levies than other administration types.
- When a populist faction sends their demands to a ruler with a state faith, the ruler can only choose to change the state faith if the faction’s faith is of the same religion as they are, or if the faith covers a majority of their realm (60% or more of the realm’s counties).
- Enabled raiding for governors of frontier themes, allowing them to raid neighboring realms.
- Governors will now spend a higher portion of their income on men-at-arms. This should prevent governors from disbanding their troops too easily when their governor efficiency changes, or when they are replaced by a new governor with a lower efficiency.
- The emperor now has 0 candidate score for appointment, making sure to avoid inheriting titles needlessly if there are others in the line of succession with low scores.
- Significantly reduced the likelihood and frequency of the AI asking for a council position (not accounting for when they force themselves onto the council).
- The “Men-at-Arms” innovation in the high medieval era now increases the size of title MAAs by 1.
- Reduced the amount of gold you receive from dividends when you found a holding as a landless adventurer.
- Added a grace period after you take the “Stand with Us” contract. No longer will you be called out as an “Oathbreaker” if the war immediately ends and you have no time to join it.
- Increased the chance of a vassal governor to accept, and to accept without making any demands, when you ask them to end their war.
- Asking a vassal to end their war now takes the Loyal and Disloyal traits into account, increasing and decreasing acceptance respectively.
- Higher levels of imperial bureaucracy now increases republican tax obligation in addition to administrative tax obligation.
- Level 3 provides a base +5%, while level 4 provides a base +10%, bringing the total obligation to +30% at maximum bureaucracy.
- In an effort to make sure that titles are created at a rate we want them to within an administrative realm, administrative government now has an innate -50% title creation cost bonus.
- AI vassals will no longer adopt a state faith if their top liege follows the same faith as they do. If the emperor can have it, then so can we!
- Non-admin vassals will only consider to adopt a state faith if their faith hostility is low enough, and will not adopt it by themselves if they consider the state faith hostile or evil.
- Enabled the “Demand Administrative Governance” interaction towards republics, allowing you to convert mayors into admin.
- Lowered the defensive advantage the vassal gains from frontier administration to 6, down from 8.
- Lowered the coastal advantage the vassal gains from naval administration to 10, down from 15.
- Updated acclamation succession to take the palace politics cultural tradition into account for reducing candidate score based on disfigurement. Not having this tradition will no longer reduce a candidate’s score if they are blind, disfigured, infertile, etc.
- Increased the penalty to a candidate's score for appointment succession when of the non-preferred gender to -80%, up from -66%.
- Made it a bit easier for vassals to convert with you when creating a new faith when you also have a state faith.
- If you hold a lot of sway within the realm (i.e. you have high diplomacy, learning, legitimacy, influence level, is part of a powerful family, etc.) vassal acceptance will increase.
- Additionally, having the Prophet lifestyle perk will increase acceptance based on your diplomacy and learning.
- The “Influence candidacy” interaction no longer requires the target character to belong to a noble family. This allows you to promote lowborn and nobles who have yet to become a noble family to governorships, without having to resort to revoking a governorship and using “Grant Appointment.”
- The AI will no longer force others to join their faction if they themselves were forced to join.
- The influence option in the “Force to join faction” interaction can no longer be used on characters who actually like their liege.
- Administrative can now adopt the cultural tradition “City Keepers”.
- Administrative vassals who are not a part of your de-jure can now be granted independence.
- Administrative rulers can now grant independence to tribal vassals who are a part of their de jure.
- Made it more expensive for administrative to convert tribal holdings, increasing the base cost by 25%. Admin should not want to conquer tribal land, but rather wait until someone else does it first and make it more civilized.
- Moved 1 MAA limit from the Roaring campfire building to the Swords-for-Hire and Legitimist camp purposes directly in order to promote specialization.
- Moved one MAA max size from the Proving Grounds to the Lockwagon building (unlocked by Freebooters, Swords-for-Hire, and Legitimists) in order to promote specialization.
- Reduced knight limit from Roaring Campfire significantly.
- Reduced adventurer government knight limit by 8 (10 -> 2), added 8 knight limit to Swords-for-Hire and Legitimists, added 3 knight limit to Freebooters.
- Moved knight efficiency from Proving grounds to Roaring Campfire.
- The base acceptance for the “Make a Request” interaction has been reduced to 0 (down from +30).
- AIs are now less willing to give adventurers gold using the “Make a Request” interaction just because the adventurer is poor.
- AIs now give less gold when adventurers use the “Make a Request” interaction.
- AIs will no longer give adventurers using the “Make a Request” interaction more gold if they have 25+ opinion of them. It now only counts being friends/lovers.
- Best friends/soulmates will give adventurers more gold when using the “Make a Request” interaction.
- Requesting a new contract now only reduces opinion by -5, and the AI gets +30 acceptance for the request.
- AIs are now less willing to give adventurers gold using the “Make a Request” interaction if they themselves are poor (from -10 to -30).
- AIs are now less willing to give maa using the “Make a Request” interaction if the adventurer is powerful (-25 at 400 max strength, -50 at 800 max strength).
- AIs are now less willing to give maa using the “Make a Request” interaction if the adventurer is stronger than themselves (using max troops count).
- Reduced the acceptance bonus for the “Make a Request” interaction based on your prestige level (from 10, 20, 30, 40 to -> 5, 10, 20, 30).
- Lowered opinion malus from demanding artifacts.
- Rebalanced options in stewardship_wealth.1051.
- Significantly lowered gold costs in travel_events.2013.
- Removed stress from opting out of buying a trinket in travel_events.4036.
- “Gather Provisions” now has a chance of critical success and critical failure: critical success awards more provisions, and failure can result in wounds, illness, or frostbite (depending on terrain).
- Removed the MAA max size modifiers from excellent aptitude camp officers.
- Reduced the piety gained from “Proselytize to Locals” by 50%.
- Reduced the “Max MAA regiment limit” that you could get from your adventurer camp by 4 (across multiple buildings).
- Reduced the “Max MAA regiment size” that you could get from your adventurer camp by 5 (across multiple buildings).
- Reduced the individual MAA max size modifiers from the Baggage Train camp building by 2 (3 -> 1).
- Updated the AI acceptance in “Contest Appointment”. Spending influence now takes your influence level into account, and instead of comparing direct influence with the target governor, we now compare influence level instead.
- The AI will now avoid calling players to war if the player is in debt.
- Increased difficulty for adventurers attempting to chain church-robberies.
- Added an upper limit to gold reward from the “Stand with Us” contract of 1 yearly income of the employer and their current gold.
Bugfixes
- Eliminate performance degradation when zooming in and out close to terrain - map icons should now be much more efficient.
- Added missing localization and formatting to the administrative_government_vassal_opinion modifier.
- Fixed issue causing religion and culture to not show up for characters in the Arrange Marriage list of potential spouses.
- Fixed elope.1003 being broken.
- When restoring Rome and converting to Hellenic it will now destroy all head of faith titles you hold.
- Fixed a softlock in the “Conduct census” contract when the first destination was the same as your camp location.
- Allowed Turfida to start the game inside her husband Hereward's camp.
- Enabled Adventurers to complete betrothals without having to use another request for marriage.
- Fixed an exploit where you could keep reducing your stress when using the petition liege decision. By canceling the travel planner before you start to travel, you would lose stress, despite not having gained any stress yet.
- Fixed the effects of granting prestige and influence without gaining experience in their corresponding levels having no text.
- Fixed the petition liege decision not refunding your influence if you decided to cancel it before reaching your liege's capital.
- Fixed the Caravan Master and Wet Nurse court positions not being affected by the family business cultural tradition.
- Updated the script for when an estate is damaged, as it would deal much more damage than intended by removing entire buildings. An estate building should instead typically lose a level (or several) instead.
- Locked DLC only dynasty legacies for AI too.
- All cultural traditions lifting terrain restrictions on buildings will now properly check for the county culture instead of the holder's culture.
- Fixed an issue where you could use the “Force to Join Faction” interaction without having enough influence.
- Fixed the faction join-chance modifier “Liege was preferred heir” being applied twice.
- Fixed a previous change to the holding triggers which prevented you from constructing holdings in most baronies with desert or desert mountain terrain in the areas in and surrounding the Sahara. Only the corridors across the Sahara will remain empty.
- Updated the logic for the transferring of titles in the “Force to Step Down” interaction. Titles and vassals should behave more consistently as a result.
- Added missing petition type names in the “Petition Liege” invalidation event.
- Fixed a crash that occurred when hovering on a rally point icon that is moving with your adventurer camp, or on a province you've just lost in a war.
- The Varangian Guards men-at-arms and the Akolouthos court position are no longer strictly locked to the Byzantine Empire. All emperors who have the cultural tradition unlocking these have the option to use the decision to found the Varangian Guard for their primary title.
- When restoring the Roman Empire with the Varangian Guard founded, you get to keep access to the Varangian Guard MaA and the Akolouthos court position.
- Restoring the Roman Empire will now transfer your title Men-at-Arms to your new title, making sure they won't get lost as the old title gets destroyed.
- In order to befriend an ally you are helping at war you now have to actually contribute something to the war score.
- Blocked the decision to form Portugal if Portugal already exists.
- Changed the lone clan Portuguese vassal into feudal.
- Made it easier for landed rulers to become a legitimist landless adventurer by ensuring you get claims to all of your former titles on transition.
- Fixed an issue preventing the top liege of an administrative realm from granting the duchy containing your de jure capital to a vassal. It now checks de facto capital instead.
- You can no longer renounce personal ambition using the decision “Renounce Imperial Aspirations” if you are a diarch.
- The "Formation Fighting" cultural tradition now provides bonuses to the Strategist trait, providing a higher combat roll and reduces enemy defensive advantage.
- Removed the warning telling you that you have less than expected court grandeur, if you do not own the 'Royal Court' expansion.
- Fixed the domicile outline element being broken if you switched from admin to feudal.
- Fixed charnel grounds being missing from the duchy building list.
- Fixed the displaying of gold from mercenary contracts in the war overview.
- Fixed occurrences where adventurers may get stuck in contracts that became invalid while traveling.
- It's no longer possible as a landless adventurer to kidnap people and wait for their liege to offer you a contract to prison break them.
- Fixed tutor child contract to invalidate properly if the child or the employer is dead.
- Fixed hold_court.6080 to no longer target provinces with holdings and changing their holding types, instead target only empty provinces.
- You can no longer use the "contest appointment" interaction if you are invalid to be a governor for the requested title.
- Fixed the "Commission Artifact" decision cost reduction from estates not being applied correctly.
- As a head of faith, you can no longer use the “Adopt State Faith” decision. It wouldn't change your faith anyway.
- Artifacts you are wearing will now be correctly shown in your portraits and in the barbershop.
- Fixed characters that lost all titles, due to their liege losing a war, not having a chance to become landless adventurers.
- The “Discovered Secret Schemes” tab will now correctly display all known schemes.
- Administrative heads of faith will no longer lose their family head titles when their administrative titles are revoked.
- Moved the "Summon to War" interaction to the expanded section of the interaction list, and it is no longer shown on governors who don't have frontier or naval administration.
- Fixed becoming a wanderer instead of landed when getting promised land from support a faction contract.
- Fixed becoming a wanderer instead of either losing the game or becoming an adventurer when your last title is revoked.
- Discovering agents in hostile schemes against you will no longer expose agents that you were forced to remove from the scheme. Added a weak hook on the agent if you decide to not remove them.
- Fixed convert to witchcraft odds prediction to be more precise.
- Added missing localisation for the court gardener trigger.
- Fixed the court gardener court position requiring the employee to have, or have finished, an inspiration. It no longer does so.
- State faith will no longer change when the title gets inherited by landless rulers.
- Fixed an issue where granting an appointment as a vassal would give the new sub-vassal a noble family, even though they shouldn't get one.
- Added missing text for the heavy infantry pursuit and screen multiplicative modifiers.
- Added some text explaining that a governance issue is unavailable while you have an active issue already.
- Fixed the reception hall upgrade for the estate providing additional legitimacy for every title the emperor would get, including when revoking titles. The bonus is now only applied for the primary title.
- Fixed the reception hall not resetting the stored legitimacy upon being gained.
- Fixed global_culture.0015 being empty with an inappropriate background.
- The “Scholars of Baghdad” event can now only happen if you own and are located in baghdad.
- Fixed background of fp1_jomsvikings.1001.
- You can no longer start the depose scheme if you are disfigured, blind, etc. and the top liege has a culture that frowns upon these traits in regards to succession (e.g. the palace politics tradition). The scheme implies that you will take the title yourself, but due to your low score for having either of these traits, this will rarely happen.
- Fixed the description not always showing for the depose scheme interaction.
- Custom appearances in the ruler creator will no longer be automatically overwritten when changing culture.
- Removed options from the “Have child study language” interaction - you're already paying a tutor for that.
- Fixed the liege regency tutorial not progressing when it should.
- Bp1_yearly.5720 can now only happen if the rival is in the same location as you.
- Shortened the text and fixed animations of bp1_yearly.5720.
- Fixed an issue where you could accidentally enable Roman Empire hard-mode even if you never chose that option.
- Changed odds predictions in romance schemes to be more accurate.
- Fixed an issue when attempting to release a prisoner in exchange of becoming your executioner, where they would not end up becoming your executioner as expected.
- Fixed the secrecy grace period for the “Challenge status” scheme.
- The “Save preset” window in “Game rules” view will now be fully visible on 1080p resolution.
- Make sure the “Refill MAA with gold” option for adventurers states the correct numbers in the tooltip.
- Fixed the “Offer eunuch” interaction not allowing you to replace the selected character, should you have multiple eunuchs available.
- Clarified in the localization that you only have access to runestones before the High Medieval era.
- The “Offer eunuch” interaction now requires the target to be a ruler and have a court.
- The “Roaming, raving” event now correctly states it has a 25% chance of spreading the modifier, rather than the incorrect 15%.
- Fixed a small history issue with the County of Coburg being a prince-bishopric in 867.
- Your bishop will check a bit closer before claiming your marriage is consanguineous in nature.
- The “Warrior culture” cultural tradition will not properly explain that you need a tribal government to choose it.
- Fixed an issue where in some rare cases, when replacing a bodyguard in events, you would fire the best one instead of the worst one.
- Fixed a minor issue with the event “Ruin rumbling” where one of the characters wouldn't be assigned a proper nickname.
- Blind and maimed people will no longer take part in archery contests.
- Fixed an issue with the “Guest of honor” APA in camp parties, where they would occasionally not be able to find the host properly.
- Fixed an issue in the “Another lover” event where a character would check if they were attracted to themselves. Narcissus is before our time.
- Fixed an error in the event “Another lover” where you kept a best friend lover even if you broke up with them.
- The friendly language learning letter should be less likely to call you a mud-eater, even if you might deserve it.
- Added an event reason for some camp officers which were missing.
- Fixed an issue with cooldowns in the wedding event “Oath in moment.”
- Updated the text when attempting to change a tribal vassal into administrative. It will now say that only settled governments can change directly to admin.
- Fixed the “Do you know who I am” perk to actually give +20% acceptance instead of 50%.
- Fixed the reason not being shown when attempting to pick the cultural tradition city keepers without having an eligible government type.
- Set_designated_heir effect can now only be applied to direct children. Prevent some crashes when this becomes circular.
- Made a fix for Designate Heir to line up with recent code changes. The recipient now has to be your child to be eligible for being designated. (This should only affect administrative, who could designate close family members.)
- The “Request co-emperor” interaction will only designate the co-emperor as heir if they are a child of the current emperor.
- Added missing text for when you have a hook available in the 'Summon to War' interaction.
- Fixed a bunch of animations not working in a large number of events.
- Removed duplicate war score values in the adventurer raid contract CB.
Art
- Added the correct grudge icon to the game concept.
- Added struggle trait background for modders.
History
- Saxon culture now starts in the high medieval era when starting a game in 1178.
- Corrected dynasty house for Robert de Dreux.
Game Content
- Added an event for adventurers where a follower wants to get married to a local.
- Added a new interaction named “Aid Tribal Development”, allowing lieges to support their non-tribal vassals in converting their tribal holdings into castles.
- Enabled the decision to restore the Roman Empire for administrative. You can now adopt the administrative government first and still restore Rome, instead of having to do it in a particular order.
- The Byzantine cultural traditions “Roman ceremonies” and “Palace politics” can now be adopted if you restore the Roman Empire and don't have the traditions already.
Interface
- Removed mentions of antiquarians being needed to repair artifacts from tooltips and court position description.
- Fixed “Music player” not being localized.
- Hid the commission legend artifact decisions unless you’ve completed a legend, and made the decision major.
- The breakdown tooltip for candidate score in appointment now explains the gender penalty in a better way by showing the % penalty, and not just the value.
- Fixed cut off text on “Fight Corruption” contracts.
- Added advanced features to the Ruler Designer: you will now be able to generate random appearances based on the selected Culture, only load Traits or Appearance from a saved Ruler, and decide whether to regenerate the Appearance when changing Culture.
- Added potential gold gained from mercenary contracts/interactions in the war overview for all participating landless adventurers.
References
- ↑ Forum, Update 1.13.0.3 Changelog, 2024-09-26.
- ↑ Forum, Update 1.13.0.4 Changelog, 2024-10-03.
- ↑ Forum, Update 1.13.1 Changelog, 2024-10-08.
- ↑ Forum, Update 1.13.1.2 Changelog, 2024-10-10.
- ↑ Forum, Update 1.13.2 Changelog, 2024-10-23.