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Holy Fury Patch Notes

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  1. ##########################################################
  2. ##########################################################
  3. ###### 3.0 Holy Fury #####################################
  4. ##########################################################
  5.  
  6. ###################
  7. # Expansion Features
  8. ###################
  9. - Added Shattered World system, where the world is initially populated by small realms, with a large variety of configuration options, including randomized cultures, religions, and dejure kingdoms and empires
  10. - Added Random World system, where the world is initially populated by various randomly generated realms, with randomly generated cultures, religions, and dejure structures
  11. - Added Warrior Lodge Societies:
  12. - Join rowdy pagan societies, such as the Wolf Warriors, the Followers of Otso, and others.
  13. - Members of a Warrior Lodge may enjoy the benefit of increased Martial, Personal Combat Skill, and more!
  14. - Quests include the following:
  15. - Raid and loot barony
  16. - Lose weak focus
  17. - Duel someone for honor
  18. - Duel someone to the death
  19. - Wage war against someone
  20. - Recruit your child into the lodge
  21. - Powers include the ability to:
  22. - Duel
  23. - Appoint Shieldmaidens
  24. - Be more resilient in battle
  25. - Summon a great commander
  26. - Call special soldiers to join your war
  27. - And more!
  28. - Added tiered-scar system with randomized portrait visuals.
  29. - Added temporary warpaint and permanent tattoo visuals for Warrior Lodge members.
  30. - Added a Strong Claim Duel decision, which allows tribal characters to duel for titles they have a Strong Claim to.
  31. - Added Kill List for all characters, tracking who they are known to have killed
  32. - Expanded the Pagan Reformation system, letting the reformer choose from a variety of different features in order to create a religion more reflective of their playstyle or role-playing
  33. - Pagans are playable even without The Old Gods. The 867 start is still based on ownership of The Old Gods
  34. - Added reformed versions for the Bon and Hellenic religions
  35. - Added possibility to access special effects and flavor by combining synergic Doctrines when customizing a religion.
  36. - Added a bloodline system, in which your famous ancestors can affect how people see you
  37. - Added a large number of historical bloodlines such as Charlemagne's, Genghis Khan's, and various nation builders
  38. - Added ways to gain bloodlines for heroic deeds
  39. - Added Sainthood, which posthumously grants a character beloved by the Pope with a bloodline
  40. - Added Forge Bloodline Ambition, allowing Prestigious high tier rulers to create their own custom Bloodline.
  41. - Crusade Events
  42. - Fourth Crusade / Crusade for Constantinople
  43. - Children's Crusade
  44. - Northern Crusade
  45. - Reconquista
  46. - Added Coronation decision for Catholic Kings and Emperors, requiring them to seek their religious head or a powerful Bishop in their realm in order to receive legitimacy to rule.
  47. - Added option for powerful Christian rulers to have their heir baptized by a powerful theocrat or religious head, granting them a special trait.
  48. - Added Sway and Antagonize decisions and events, allowing rulers to increase or reduce another character's opinion by focusing for an extended period of time on him.
  49. - Added Mass Conversion decision for powerful unreformed pagan tribal rulers, allowing them to seek a sponsor from an organized religion in order to convert their subjects and provinces, as well as receive special advantages.
  50. - Added Great Tribal Festival decision, giving additional flavor to tribal rulers in general and allowing tribal unreformed pagans with a non-violent way to increase Moral Authority.
  51. - Added Create Great Pillar decision, allowing unreformed tribal pagans to erect great pillars in their capital to increase their Moral Authority.
  52. - Added Destroy Great Pillar decision, allowing non-pagans and reformed pagans to destroy great pillars.
  53. - Added a Saints View that can be opened from the Religion View.
  54. - Added Eldership Succession, available on start for Slavic Tribals, but also accessible to other Pagans through the Ancestor Worship Doctrine.
  55. - Added a weather system and related flavor events, in the Sub-Saharan African regions
  56. - You can now rename your artifacts
  57. - You can now rename members of your dynasty in your realm that are under the age of 10
  58. - Added Hellenic Restoration mechanics
  59. - A Christian Emperor of Greek, Italian or Roman culture that restores the Roman Empire has now the chance to restore Hellenism.
  60. - Christian Greek, Italian or Roman rulers owning an Hellenic holy site and fulfilling some special requirements have now access to the Delve into Classics decision, whose event chain allows them to secretly convert to Hellenism.
  61. - Hellenics can no longer use the Pagan Subjugation cb, but have instead be given access to all Byzantine and Roman-related mechanics of LoR (Imperial Reconquest cb included).
  62. - Reformed Hellenics can create their own Monastic Order (Stoics), Satanist Society (Bacchants), holy order (Myrmidons) and have access to the Hermetic Society.
  63. - Non-tribal, non-nomadic Hellenics have access to the Dedicate Temple decision, allowing them to dedicate their temple holding to a specific god to receive special boons.
  64. - Added a number of new councilor models:
  65. - Female Norse Pagan councilors, and male Norse Pagan Seer
  66. - Female Indian councilors
  67. - Female Muslim councilors
  68. - Female Rabbi councilor
  69.  
  70. ###################
  71. # Free Features
  72. ###################
  73. - Added army movement lock system. When a unit has progressed 50% with its movement into a County, the order cannot be canceled. While movement locked, further moves may be canceled or queued up. Army movement lock can be disabled via the game rules
  74. - Redesigned the character screen to provide more space for traits and modifiers, as well as opening up space for a handful of new interface elements, including personal combat skill and a more distinct artifact modifier entry
  75. - Elector window added to the law view for elective succession laws
  76. - Added artifact history, keeping track of who has owned any given artifact
  77. - Added region-based pilgrimage event pictures on old pilgrimage events.
  78. - Added Religion Head Actions, letting you easily interact with the Religious Head to Request Claims, Request
  79. Money, Request Divorce, Request Invasions, and Request Excommunications. Which of these are available depends on your religion
  80. - Scripted granular AI behavior for religious heads when determining willingness to engage in special actions such as Request Claim, Request Money, Request Divorce, Request Invasion, Request Excommunication, and Lift Excommunication.
  81. - Most organized religions will now attempt to defend their religious head if attacked by someone of a different religion
  82. - Added Groomed/Uncouth traits to work as non-inheritable equivalents of Fair/Ugly.
  83. - Added Harelip portrait effect.
  84. - Added special crown artifacts tied to famous titles (Persia, Roman Empire, Holy Roman Empire) that show on portrait when worn.
  85. - Added genetic lefthanded trait, increasing character's combat_rating.
  86. - Added genetic freckles portrait effect (with variations) for some graphical_cultures (Norse, Celtic, Saxon and Uyghur)
  87. - Added non-genetic sturdy trait (opposite of Robust and Frail), giving special portrait visual.
  88. - Added fat and malnourished traits (with portrait graphics), that can be gained or lost depending on a character's lifestyle.
  89. - Added extensive flavor events tied to pregnancy and pregnancy complications (mothers no longer suddenly die of childbirth out of nowhere), as well as some post-birth flavor.
  90. - Revamped Issue Declaration of Repentance decision, resulting in the Pope asking one of several possible requests in exchange for lifting a ruler's excommunication.
  91. - Desert portrait background frame tied to location rather than religion. Martial headgear visual tied to in_command status.
  92. - All elective successions (Feudal Elective, Elective Gavelkind, Tanistry) have been unhardcoded and the AI behavior for them has been completely revamped, allowing electors to select their candidate in a clearer and more rational fashion.
  93. - Added Imperial elective succession and government for the Byzantines and Romans. The Imperial Court and Commanders receive a variable voter strength, with the Emperor's close relatives and Commanders being all potential candidates.
  94. - Added more mercenary bands for Africa
  95. - Updated Game Rules:
  96. - Split the 'Supernatural' game rule into two: 'Supernatural' which controls events such as the Demon Child, and 'Absurd' which controls events such as Chancellor Glitterhoof
  97. - Added the 'Generate Families' Game Rule, with the purpose of filling in historical blanks when it comes to historical families. When set to 'on' (default) most characters who start without any recorded historical family will have a spouse and a few kids generated. This prevents early game-overs and kickstarts the marriage game to initiate earlier.
  98. - Added an extra setting to the 'Chinese Interactions' game rule: Restricted, which restricts the diplomatic range of China to the eastern portion of the map permanently.
  99. - Removed the "Restricted" setting from the 'Dueling' game rule, so it now only has two modes:
  100. - "Default", requiring your target to be a logical one, and penalties are applied for dueling "unsuitable" targets (such as priests or non-warrior women).
  101. - "Unrestriced", allowing you to duel almost anyone, while the heavier penalties for unsuitable targets are removed.
  102. - Added the ‘Exclave Independence’ Game Rule, with the purpose of eliminating disconnected land on succession. As long as the new ruler during a succession isn’t at war, their exclaves should be set independent according to the setting. If the AI is at war during succession, they will try to remove exclaves once every year until such a time they are no longer at war (does not apply to Players). Settings:
  103. - Off - The default option, no removal.
  104. - Limited - Exclaves of Independent Rulers at peace will be removed on succession unless they are connected to the Capital area with gaps no larger than one County, via a naval path or part of the characters primary De Jure territory.
  105. - Limited (Naval) - Exclaves of Independent Rulers at peace will be removed on succession unless they are connected to the Capital area with gaps no larger than one County, via a limited naval path (1000 distance units) or part of the characters primary De Jure territory.
  106. - Significant - Exclaves of Independent Rulers at peace will be removed on succession unless they are connected via a naval path or part of the characters primary De Jure territory.
  107. - Harsh - Exclaves of Independent Rulers at peace will be removed on succession unless as they are connected via a limited naval path (1000 distance units) or part of the characters primary De Jure.
  108. - Total - Exclaves of Independent Rulers at peace will be removed on succession unless as they are connected via a limited naval path (1000 distance units). Disables Achievements.
  109. - Revamped Crusades for Catholics and Fraticelli
  110. - A new preparation phase added before the Crusades launch, where characters pledge to join the Crusade and the Pope try to gather as many Catholics/Fraticellis as possible to support the Crusade
  111. - Added a new "pot" mechanic to the Crusades, which will spread out prestige, piety, gold and artifacts after a successful campaign, to all the most participating members of the Crusade
  112. - A player can now have a dynasty member as their Beneficiary for the Crusades, which will be their recipient if the Crusade is successful
  113. - The Crusade Titles will be split between the beneficiaries of all the most participating members of the Crusade, and the "Crusader King/Queen"
  114. - The Crusader King/Queen is decided by the most participating member of the Crusade, it can either be the participating Crusader, their beneficiary or the official papal Crusade recipient
  115. - If the player is the most participating Crusader and give away the titles to their Beneficiary, they get an event which will let them start playing as their Beneficiary, the new Crusader King/Queen
  116. - Added new Crusade events
  117. - A chance for Crusader States to appear
  118. - The Shepherds Crusade has been reworked
  119. - Holy Orders
  120. - Holy Orders have their own government form to make them more distinct from normal Feudal characters
  121. - Holy Orders will no longer stick around if they feel their liege is unfit to rule
  122. - The Knights Hospitaller really wants an island
  123. - Rebalanced the money borrowing from Holy Orders
  124. - Revamped Dueling
  125. - Personal Combat Rating now ranges roughly between 1-100 instead of the old 1-5.
  126. - The outcomes of duels are calculated more carefully.
  127. - Duel events have been completely rewritten.
  128. - High enough Intrigue unlocks a special option that can be used to affect the outcome.
  129. - Revamped Battle events
  130. - Personally leading a flank of your army now gives the army a 10% morale boost
  131. - Old battle events have been remade and rewritten.
  132. - New battle events have been added, often to allow dueling on the battlefield.
  133. - Outcomes are better calculated.
  134. - Added blood and mud splatter portrait effects.
  135. - Map Update to Africa
  136. - 63 new provinces spread across the continent
  137. - Reshaped all existing provinces for increased geographical and historical accuracy
  138. - Updated the names of a large number of provinces and titles for increased historical accuracy
  139. - 6 new cultures: Daju, Kanuri, Zaghawa, Hausa, Songhay, and Soninke
  140. - Reworked North Africa
  141. - New empire of Maghreb, consisting of the kingdoms of Maghreb (Mauretania) and Africa
  142. - 5 new duchies
  143. - Reworked West Africa
  144. - 2 new kingdoms, Ghana and Songhay
  145. - 4 new duchies
  146. - Added the region of Central Africa
  147. - New empire of Kanem-Bornu
  148. - 2 new kingdoms, Kanem and Hausaland
  149. - 7 new duchies
  150. - Adjusted rivers to accomodate for the newly added Lake Chad
  151. - Map Update to Poland
  152. - General overhaul to the DeJure territory of the Kingdom of Poland
  153. - Vistula (major) river tweaked to be more geographically accurate
  154. - (Minor) river Oder tweaked for more geographical accuracy. (Minor) rivers Warta and Bug added
  155. - 6 new provinces, mostly improving granularity in Mazovia and Lesser Poland
  156. - All old provinces moved and reshaped for more consistency
  157. - Some updated provincial Coats of Arms
  158. - Map Update to Pomerania & Eastern Germany
  159. - (Major) river Elbe tweaked to be more geographically accurate
  160. - Province of Bytow added to the Duchy of Pomeralia and province of Neumark added to the Duchy of Pomerania (both now at 3 provinces each)
  161. - Bohemian / Czech provinces moved down south a bit to be more geographically accurate
  162. - New province of Lausitz in the Duchy of Meissen
  163. - Reshaping of provinces neighbouring reshaped Elbe (especially Brandenbourg which is a bit less blobby now)
  164. - Map Update to the Baltics
  165. - Major overhaul to the Baltic region (mostly encompassing the Kingdom of Lithuania's DeJure territory)
  166. - (Major) river Daugava moved and reshaped a bit for more accuracy
  167. - Minor river crossings in Lithuania reshaped for more accuracy
  168. - 7 provinces added to enhance pre-Livonian Order flavour
  169. - New duchy of Latgale added
  170. - All old provinces in the DeJure Lithuanian Kingdom's territory have been reshaped for more historical & cultural accuracy
  171. - New kingdom of Estonia, formable by holding the duchies of Estonia and the new duchy of Kalava
  172. - Map Update to Finland
  173. - 8 new provinces in Finland, improving mobility and spread noticeably in the area
  174. - 2 new duchies in Finland (Ostrobothnia and Savonia)
  175. - 1 new province in Lapland, in the duchy of Kola
  176. - Map Update to Upper Burgundy and the Swiss area
  177. - 7 New Provinces added
  178. - 2 New Duchies added
  179. - County of Bourgogne split into 5 parts (Varais, Portois, Amous, Escuens and Montbeliard), all five moved into the new Duchy of Franche Comté
  180. - Schwyz (old Grisons), Zurichgau (old Schwyz) and Thurgau (old St. Gallen) moved into new Duchy of Upper Swabia
  181. - A part of the County of Lombardia has been cut off to make the new province Bellinzona
  182. - A part of Montferrat and Savoy has been cut off to make the new province Aosta
  183. - Map Update to Norway
  184. - 6 New Provinces added
  185. - 2 New Duchies added
  186. - The new province Gudbrandsdal opens up a new pathway across the mountains to make it easier to get between the western and eastern parts of the country
  187. - Map Update to Denmark
  188. - 5 New Provinces added
  189. - 2 New Duchies added
  190. - New pathways across the Duchy of Sjælland
  191. - Map Update to Sweden
  192. - 6 New Provinces added
  193. - 1 New Duchy added
  194. - Map Update to Bavaria/Austria/Carinthia
  195. - 13 New Provinces added
  196. - 5 New Duchies added
  197. - 1 New Kingdom added
  198. - Brenner's Pass opened between Trent and Tyrol
  199. - Map Update to Wallachia
  200. - Overhaul to the Wallachian/Moldovian region
  201. - Dniester major river moved to a more geographically accurate location
  202. - 7 new provinces added to the DeJure kingdom of Wallachia
  203. - 2 new duchies added to the DuJure kingdom of Wallachia (Oltenia & Bessarabia)
  204. - Duchy of Wallachia renamed to "Muntenia"
  205. - Duchy of Moldau renameed to "Moldovia"
  206. - Map Update to the Pontic Steppe
  207. - New empire of "Pontic Steppe" added in the eponymous geographical region
  208. - Kingdoms of Khazaria, Alania and the new kingdom of Crimea make this DeJure empire
  209. - New duchy (Wild Fields) added to k_crimea
  210. - 3 new provinces added to the region
  211. - Map Update to Russia
  212. - Major overhaul of the whole russian sphere
  213. - All major & minor rivers reshaped
  214. - e_russia is now created through 5 kingdoms (Ruthenia, Novgorod, Vladimir, Chernigov & Galicia-Volhynia)
  215. - 3 new kingdoms : Vladimir, Chernigov, Galicia-Volhynia
  216. - k_rus renamed from "Rus" to "Novgorod"
  217. - 4 new duchies (Cherven Cities, Karachev, Novosil, Murom)
  218. - 37 new provinces added to the general area
  219. - A few titular russian-tribes-themed duchies added for earlier startdates
  220. - Map Update to Italy
  221. - 9 New Provinces Added
  222. - 1 New Duchy Added
  223. - 1 New Kingdom Added
  224. - Map Update to Volga Bulgaria
  225. - 6 New Provinces Added
  226. - 1 New Duchy Added
  227. - Map Update to Iceland
  228. - 2 New Provinces Added
  229. - In 769 Iceland now starts populated by Irish theocracies, representing the papars. Norse characters will during the Viking Age get the opportunity to take it over.
  230. - Map Update to the Steppes
  231. - Major Overhaul of the Steppes and Permya
  232. - 112 New Provinces Added
  233. - 38 New Duchies Added
  234. - 2 New Kingdoms Added
  235. - 2 New Empires Added
  236. - Map Update Anatolia & Georgia
  237. - 11 New Provinces Added
  238. - 5 New Duchies Added
  239. - Map Update British Isles
  240. - 18 New Provinces Added
  241. - 3 New Duchies Added
  242. - Map Update France
  243. - 13 New Provinces Added
  244. - 2 New Duchies Added
  245. - Reworked Major Rivers in France
  246. - Map Update to Iceland
  247. - 2 new provinces
  248. - Reworked the sea zones around iceland
  249. - Updates to Icelandic history
  250. - New titles
  251. - Principality of Antioch, available for Catholic rulers in charge of Antioch
  252. - The Hansa is now available for players through a decision
  253. - A kingdom tier Swiss Confederacy is available through a decision
  254. - New cultures
  255. - Crimean Gothic
  256. - Dalmatian
  257. - Carantanian
  258. - Coptic
  259.  
  260. Conclave:
  261. - Added call in favor for succession support character interaction for elective succession laws.
  262.  
  263.  
  264. ###################
  265. # Balance
  266. ###################
  267. - Prestige-based retinues are now unaffected by retinue reinforce rate; they always reinforce at full speed
  268. - Your dynastic muslim vassals will no longer affect your Decadence through lost/won Holy Wars, as this caused your decadence to increase/decrease seemingly at random with no chance of affecting the outcome
  269. - Book-type artifacts can no longer be stacked indefinitely, characters can now have max 4 books active at once (Library equipment slot)
  270. - The titular Kingdom titles in Iberia (Galicia, Aragon, Castille and Portugal) are now only formable through decisions.
  271. - The decisions to form the Kingdom titles in Iberia (Galicia, Aragon, Castille and Portugal) can now be done at any time, rather than only after the year 1000.
  272. - The titular Kingdom title Moravia is no longer createable as a titular title.
  273. - The titular Kingdom title Cyprus is now only formable through a decision (independent Catholic duke of Cyprus).
  274. - The titular Duchy title Powys is now only formable through a decision.
  275. - Vastly reduced the cost of Prestige buildings in Tribal holdings
  276. - Added culture-specific buildings to Tribal holdings, when upgraded to Castles these buildings will become the castle variant of the appropriate culture building (Rank 2 Tribal building becomes Rank 1 Castle building, Rank 4 Tribal building becomes Rank 2 Castle building)
  277. - Added a small tribal building chain for defensive pagans, built with Piety rather than prestige
  278. - Added retinue size modifiers to several tribal buildings, allowing Tribal rulers to field much larger retinue stacks than they were able to previously
  279. - Disabled the Decisions for Tribal realms to hire temporary troops for prestige/piety, they caused too much confusion for players (where did those 5000 troops come from?) and allowed for a much too rapid conquest (declaring multiple wars to avoid having them despawn), this is only in effect if Legacy of Rome is active
  280. - Added several tribal-only retinues that are available to be recruited for Prestige (and Piety, for Defensive Pagans), intended to fill the niche decision-spawned troops had (prestige-based armies) without causing confusion/uncertainty
  281. - Disabled all standard gold-costing retinues for Tribals, except for their cultural one
  282. - The AI will no longer spawn random troops from Build Legend or Build Zeal as long as they're not at war (they often let the troops expire without using them, losing prestige/piety)
  283. - Jizya tax is now based on any liege or the holding owner having a religion that uses Jizya, rather than just the holding owner
  284. - When a new merchant republic house is generated from thin air, the new patrician comes with a family so that they can't as easily go extinct shortly after due to a single unfortunate death
  285. - New patrician houses no longer love to name themselves after the ruler of the republic
  286. - Harbor and Fishing Village buildings in Nomad holdings now provide a nominal amount of Galleys
  287. - Rebalanced sex_appeal_opinion for several illness traits.
  288. - Unified all gender triggers for minor titles, they should now make more sense
  289. - Removed society influence.
  290. - Improved religion tooltips, now also list: the scripture, evil gods, high god and gods
  291. - The religion and culture line on the character select screen now gives the normal religion/culture desc and feature tooltips
  292. - Added the name and icon of a religion to the religion top bar screen, applied the normal religion tooltip to both
  293. - The Caspian Sea is now functionally like an ocean. With boats and merchant republics and stuff
  294. - The Nestorian Patriarch has moved to Baghdad, he feels more at home there
  295. - The Miaphysites and Monophysites don't really care about Pentarchy anymore
  296. - The Tribal Invasion and Pagan Subjugation CB's now require the actor to either have the Tribal government form or Elective Gavelkind succession form
  297. - Upon looting a holding, the loot protected by fort level is now immediately updated, rather than only on the next monthly tick
  298. - Only bishops of Count level or above can be made into anti-Popes
  299. - Most of the religious head actions now have a Piety cost that scales with either your size, or your tier and that of the target
  300. - The real Pope can now grant claims and invasions on/within the realms of people who have an anti-Pope
  301. - Donating money to holy orders is no longer incredibly overpowered: it now only gives 100 piety, and has a cooldown of a year between donations
  302. - Successful Decadence invasions now destroy the primary titles of the one being invaded, which should help with muslim blobs becoming stronger after suffering a decadence revolt, as the new dynasty has 0 decadence
  303. - Nomad troops have now been rebalanced to promote buying something but the first tier horde, also added piety based 'auxiliary' hordes
  304. - Slight cost/effect rebalance of the Corrupt Priest decision.
  305. - Barons can no longer take ambitions such as Become Exalted and Paragon of Virtue.
  306. - The ambitions Paragon of Virtue, Exalted among Men and Paragon of Enlightenment have been rebalanced to reflect the higher values of Piety and Prestige present in the game.
  307. - Corrupting Magic for Satanists is now a stacking modifier, and instead of removing health it actually provides a small health boost in the same way treatments do (it doesn't actually increase your health, it only offsets negative health). To compensate it has been given much heavier stat penalties. Major soul corruption effects will add two stacks of the modifier rather than one.
  308. - Controlled Realm Inheritance now affects your realm instead of the DeJure region for the title. And it is now in effect as long as any title above the title being inherited has set Controlled Realm Inheritance to Illegal.
  309.  
  310. ###################
  311. # AI Improvements
  312. ###################
  313. - Fixed an issue where ai rulers would not go raiding
  314. - We have informed the AI that prestige-based retinues do in fact not cost any money, so it shouldn't refrain from buying them just because it is broke
  315. - The Pope is no longer likely to personally excommunicate you just because he slightly dislikes the look of your face
  316. - Told the AI that when it is the primary participant in one war that they should actually ignore wars where they aren't a primary participant
  317. - Told the AI it might as well not bother to loot if it can't even muster 500 men
  318. - The AI now, having decided it should send its retinues home, won't simultaneously decide leave them just sitting in the county of some random dude in the same realm, leading to the AI keeping its military AI alive indefinitely
  319. - When the AI's council just absolutely refuses to let it grant a title to *anyone*, the AI now goes "well if one of you bastards want it, you can damn well have it" in order to get rid of the title
  320. - When one AI tells another "please go over there so we can gather our forces", the AI won't go "meh, I don't really like that spot" and get stuck just alternating between staying somewhere it likes and walking towards where the other AI tells it to be, just because it previously hasn't considered the existence of that province
  321. - The AI no longer thinks it is a brilliant idea to betroth its underage heir to a woman so old they'll be infertile by the time the betrothal can be turned into a marriage
  322. - Told the AI that maybe it should consider that their liege has a ton of tribal vassals when their liege asks them to end a plot
  323. - The AI now takes into account the cost you had to pay in order to send the interaction when evaluating if they should accept or decline.
  324.  
  325. ###################
  326. # Interface
  327. ###################
  328. - Fixed the law view refreshing a lot more than it needed to, causing buttons to sometimes flicker
  329. - Fixed it not being clear that negative command modifiers end up at 0 due to martial. Now shows "Martial Influence: x 0.00"
  330. - When the Pope decides to excommunicate someone without someone asking them to, the notification now leaves out that it was "at Pope whatever's behest"
  331. - The character finder now shows the effects of the characters' active artifacts
  332. - Added an indicator on the "Play" button in the lobby for ironman saves showing whether achievements are available or not
  333. - You can now edit your user-name in the multiplayer lobby to be different from your Steam name. Note that when restarting the game, it will still default to your Steam name
  334. - The unit morale bar now shows the morale boosts and penalties being applied on a unit level
  335. - Independent tributaries now show their suzerain where a liege would normally be shown
  336. - Fixed the levy tooltip leaving out many sources of levy size
  337. - The garrison tooltip now shows all sources of garrison size
  338. - Fixed units that cannot be disbanded right now (E.G., due to shattered retreat) being included in the Confirm Disband pop-up
  339. - Fixed title items when viewing a title in some cases being unclickable
  340. - When you cannot pick a new plot due to your current plot being in motion, the game now properly informs you rather than just saying you don't have any plots available
  341. - The rel head succession notification now uses the Pope's new name rather than their old name
  342. - Trade post locations now show up in the Economy map mode as well, not just the Trade Zones map mode
  343. - The levies tooltip in the character view now also lists how many troops they could potentially call to arms from tribal vassals
  344. - Fixed missing space in "TribalVassal" and "NomadicVassal" in the "Pacts" list on the character screen
  345. - When you are in regency and the council does not approve of a diplomatic action, you are now allowed to click the button, just not send it. This means you'll now be able to see why the council is voting against the action
  346. - "Request Claim" is now visible on characters with requestable titles, not just in the title view
  347. - Added sound to right-clicking a province on the map.
  348. - Added experimental UI scaling. Changeable in the the video settings.
  349. - The in-game barbershop is no longer enabled for characters that have neither hair nor beard-styles to choose from. And both hair and beard switch buttons will be hidden now if you don't have at least 2 styles to choose from
  350. - Religious head title shield in religious view now shows its tooltip.
  351. - Clicking the crusade banner while the crusade window is open will now close the window.
  352.  
  353. ###################
  354. # User modding
  355. ###################
  356. - Fixed there being a strange scrollbar in the middle of the screen if you used the "-start_date" launch parameter with a title at the end
  357. - Eliminated the "province_setup" folder. Now based purely on province history instead, meaning you no longer have to duplicate script
  358. - Added is_connected_to trigger. Checks if two provinces are connected via some realm's territory. Used in province or county scope. Can be somewhat performance intensive, so use sparingly. Example:
  359. is_connected_to = {
  360. target = realm_capital # What province to find a connection to. Takes "capital" (province owner's capital), "realm_capital" (top liege's capital), or a scope that can be resolved to a province. Must be set
  361. sea_gap = yes # Whether to allow pathing through gaps of a single sea province (E.G., between Genoa and Corsica). Defaults to "no". Can't path through lakes
  362. land_gap = yes # Whether to allow pathing through gaps of a single land province (E.G., a realm split in two by another realm a single province wide). Defaults to "no". Can't path through wastelands
  363. sub_realm = no # Which realm to allow pathing through. "yes" for the sub-realm of the province owner. "no" for the realm of the top-liege. Alternatively takes a scope that can be resolved to a character (E.G., ROOT, e_hre, or owner). Defaults to "yes"
  364. naval_distance = yes # Whether to allow pathing by sea (any number of provinces). Can take a number instead to use a max distance from already found ports
  365. }
  366. - Added any_connected_province, any_disconnected_province, and random versions of both. Takes same parameters as is_connected_to, except for "target". The disconnected version scopes to every province in the sub realm that isn't connected, while the connected version scopes to every province that is. Example:
  367. any_connected_province = {
  368. sub_realm = ROOT
  369. limit = { some_trigger = no }
  370. some_effect = yes
  371. }
  372. - Added can_naval_path_to trigger. Checks if it is possible to travel by sea between two provinces. Both provinces have to be sea or coastal. Example: "can_naval_path_to = c_london". Can take scopes and similar. Can be expanded to also take a distance: "can_naval_path_to = { target = c_london distance < 100 }"
  373. - Added "persistent_event_target". Works like regular event targets, except are not saved in event chains. Instead they're saved in provinces, characters, titles, artifacts, societies, or offmap powers. They thus persist until cleared. Syntax is as follows:
  374. save_persistent_event_target = { name = name_of_target scope = event_target:my_character } # Scope is the scope to save. It'll be saved in whatever the current scope is scoped to, assuming it supports persistent event targets. Relative scoping like ROOT, liege, and similar work as well
  375. clear_persistent_event_target = name_of_target # Removes the given target
  376. persistent_event_target:name_of_target = { } # Scopes to the given target
  377. [name_of_target.SomeLocCommand] # Scopes to the given target in loc. In the case of collision with a regular event target, the persistent target takes precedence
  378. - Variables now work in artifacts, societies, and offmap powers as well, not just characters, titles, and provinces
  379. - Added console command print_holding_numbers. It prints the number of holdings defined for each county, sorted by # of holdings. Useful if you want to ensure all counties can support up to 7 slots
  380. - Creating a holding in script when the province is already at its holding slot limit now adds another holding slot
  381. - Added optional ai_acceptance section for decisions. This can be used to indicate to the player whether the target will accept a given decision. See 00_decisions.info for documentation
  382. - Renamed the "decisions" section in societies to "powers" (though the old name still works). Now supports loc keys too, not just decisions. Will then use the key for the name, and the key + "_power_desc" for the extended description
  383. - Added "society_influence = no" parameter for societies, which turns off the display of society influence
  384. - You can now scope to landed titles in loc using their name. E.G., [k_norway.GetName]
  385. - Fixed any_realm_lord not fetching the character's employer's sub-realm if used on an unlanded character
  386. - For modifiers like those for council position choice, you can now specify a "localisation_key". When specified, that will make the condition show up as "Localisation: +xy" rather than as a regular trigger. This can be used to create much cleaner modifier lists. Especially useful for the "ai_acceptance" section of decisions, as that will make the display mimic normal interactions. Note that this does *not* work with multiplicative modifiers; only additive ones. This is for memory saving reasons, as applying it to mult modifiers would mean every single event MTTH and similar would need to store a loc key
  387. - Stacking character modifiers now only show a single entry in the user interface
  388. - Added "effect" parameter for on-actions, making it possible to fire effects directly off of on-actions. Useful for when you'd normally just use a hidden event. Highly recommended that you use scripted effects so as to not bloat the on actions file
  389. - Wrote documentation for on-actions. Can be found in _on_actions.info in the on-actions folder
  390. - Now possible to have several separate random event lists within an on-action, which are checked separately when the on-action happens (meaning several random events can occur; 0 or 1 per list). See _on_actions.info for documentation
  391. - Made it clear that on_(major_)battle_lost/won do not fire for the actual army leader
  392. - Checking "holding_type" in county (as opposed to province) scope should now work
  393. - Added in_command pre-trigger for events. Takes yes or no. Example: in_command = no will make the event only trigger for people not commanding troops
  394. - For custom loc purposes, notifications now provide FROMFROM as well. We won't pretend there's any real rhyme or reason to what character is FROMFROM
  395. - It is now possible to specify characters' opinions of specific traits, and specify their opinion effect on people with specific traits. "lustful_opinion = 10" for example will now make Lustful characters like you more. "opinion_of_lustful = -10" will make you dislike lustful characters. Works in any modifier (E.G., traits, artifacts, event modifiers). Has to be defined in the modifier definitions folder, just like religion and culture opinion
  396. - You can now define an opinion explanation for custom opinion modifiers like religion, culture, and trait opinion. Simply take the modifier key (E.G., "norse_opinion") and add "_EXPLANATION" to it, and write some loc. It gets post-fixed to the line in the opinion-breakdown. Defining one for Lustful for example might show something like "Attractice (effect on Lustful): +10"
  397. - It is now possible to specify icons for objectives, decisions, and hardcoded interactions to show up in the diplomacy list (like how "plot to kill" has a dagger). For objectives and decisions, simply put "diplomacy_icon = GFX_gfx_name" and define that piece of GFX. For hardcoded interactions, the GFX name is pre-determined, using the format "GFX_<something>_icon", where "<something>" is the same as is used for offer descriptions, defines, and so on (E.G:, "DECLARE_WAR_INTERACTION"). By defining that GFX (in the case of war declaration, GFX_DECLARE_WAR_INTERACTION_icon), the icon will then show up
  398. - Added effects add_special_interest and remove_special_interest. This will modify the special interests list in the outliner. Examples:
  399. add_special_interest = { who = k_france key = some_loc_key }
  400. remove_special_interest = ROOT
  401. - Added triggers num_culture_provinces and num_religion_provinces. They check how many provinces there are of the given culture/religion. Should work in virtually any scope that has an associated culture. Takes comparisons. Example: num_culture_provinces > 10
  402. - When debug_mode (AKA "charinfo") is active, the script tags of traits, modifiers, artifacts, cultures, religions, societies, and governments now get shown in their tooltip for use in console commands, script effects, and similar
  403. - Added trigger society_has_active_progress = <yes/no>
  404. - Added trigger society_progress = <value>
  405. - Added effect start_society_progress
  406. - Added effect stop_society_progress
  407. - Added effect add_society_progress = <value>
  408. - Added effect set_society_progress = <value>
  409. - Added trigger holy_site_distance. Checks the distance to the nearest holy site of the target religion. Example: holy_site_distance = { target = FROM value < 200 }. Works with provinces, characters, and similar as targets as well, not just religions
  410. - Added trigger religion_distance. Checks the distance to the nearest province of the target religion. Example: religion_distance = { target = FROM value < 200 }. Works with provinces, characters, and similar as targets as well, not just religions. Use with care, as it can get a bit expensive as it has to check distance to all provinces of the given religion
  411. - Added console command "save_without_ironman" to save the current game-state without ironman
  412. - The "version" console command now also puts the version info in your clipboard so you can paste it elsewhere
  413. - Added "log_missing_adjectives" console command, which logs any title that has no adjective loc key defined (E.G., if the title "k_title" is defined, but no loc "k_title_adj" is defined)
  414. - It is now possible for a religion to have autocephaly without having a pentarchy (though not the other way around). "autocephaly = yes" now only provides autocephaly, while "pentarchy = yes" provides both
  415. - Added trigger "has_pentarchy". Works in anything that has a religion (religion, character, province, etc.)
  416. - Added religion parameter male_temple_holders (default "yes") and trigger religion_allows_male_temple_holders
  417. - Added the following effects, which change religion features. Works in religion scope, or a scope from which a religion can be gotten (character, province, county/barony title, title with religion defined, society with associated religion):
  418. set_peace_piety_gain
  419. set_pacifist
  420. set_convert_other_groups
  421. set_convert_same_group
  422. set_peace_prestige_loss
  423. set_ai_aggression
  424. set_unit_modifier
  425. set_unit_home_modifier
  426. set_hard_to_convert
  427. set_raised_vassal_opinion_loss
  428. set_piety_loss_for_attacking_same_religion
  429. set_max_wives
  430. set_max_consorts
  431. set_feminist
  432. set_heir_designation
  433. set_short_reign_opinion_year_mult
  434. set_jizya_tax
  435. set_can_retire_to_monastery
  436. set_can_excommunicate
  437. set_can_grant_divorce
  438. set_can_grant_invasion_cb
  439. set_can_grant_claim
  440. set_can_call_crusade
  441. set_pc_marriage
  442. set_bs_marriage
  443. set_psc_marriage
  444. set_cousin_marriage
  445. set_seafaring
  446. set_allow_looting
  447. set_allow_rivermovement
  448. set_autocephaly
  449. set_pentarchy
  450. set_religion_head # When used in religion scope, sets the title that controls the religion. Use "none" to set the religion as not having any controller. If a title already controls the religion when this is called, it will cease to control the religion. Example: set_religion_head = k_norway/ROOT/none
  451. set_uses_decadence
  452. set_can_have_antipopes
  453. set_priests_can_marry
  454. set_priests_can_inherit
  455. set_ignores_defensive_attrition
  456. set_character_modifier
  457. add_intermarry
  458. remove_intermarry
  459. clear_intermarry
  460. set_defensive_attrition
  461. set_female_temple_holders
  462. set_male_temple_holders
  463. set_branch_tag
  464. set_allows_matrilineal_marriage
  465. - set_divine_blood effect now works on religions, not just characters
  466. - Cultures and religions can now store flags, event targets, and variables
  467. - Added effects set_flag and clr_flag, and triggers has_flag and had_flag, which work on anything that can store flags. Note as a result there are no culture/religion specific versions
  468. - Event options can now take the parameter "tooltip_info_custom". Example: "tooltip_info_custom = REASON_IS_A_HORSE" will highlight the option and state that it is due to them being a horse
  469. - Be aware that "reformer_head_of_religion" now has to be defined in the reformed version of the religion, *not* the original version
  470. - Added a file with documentation in common/modifier_definitions
  471. - Added triggers "trigger_if", "trigger_else_if", and "trigger_else". trigger_if is just an alias for conditional_tooltip. The latter two can be combined with trigger_if to handle complex display logic. If a trigger_if is immediately followed by a trigger_else_if or trigger_else, that trigger will be used instead if the limit/trigger of the trigger_if fails. They can be chained to virtually any extent. You can now also use "limit" instead of "trigger", to match how the effect functions. Example:
  472. trigger_if = {
  473. limit = { wealth = 3000 }
  474. piety = 1000
  475. }
  476. trigger_else_if = {
  477. limit = { wealth = 2000 }
  478. piety = 2000
  479. }
  480. trigger_else = {
  481. piety = 3000
  482. }
  483. - Now possible to reference religions and their groups statically in loc. E.G., [catholic.GetName] or [christian.GetGroupName]. Note that referencing the group is really just a different way to reference the first member of the group, so "GetName" will return the first religion's name, not "Christian"
  484. - Now possible to reference cultures statically and their groups in loc. E.G., [norwegian.GetName] or [north_germanic.GetGroupName]. Note that referencing the group is really just a different way to reference the first member of the group, so "GetName" will return the first religion's name, not "Christian"
  485. - Buildings can now use "piety_cost" in order to cost piety. Mutually exclusive with gold and prestige costs
  486. - Retinue subunits now support the parameter "costs_piety = yes". Mutually exclusive with gold and prestige costs
  487. - Added parameter "sort_priority" for CBs, which can be used to decide the order in which CBs show up in the UI. Example: sort_priority = 1000
  488. - Added parameter "diplo_view_region" for CBs, which can be used override which provinces are highlighted when the CB is selected in the diplomacy view. Example: diplo_view_region = custom_leon
  489. - Fixed the presence of decadent dynasty members being based on the religion being Muslim rather than the religion using decadence
  490. - Added command modifiers "light_cavalry", "knights", "archers", "pikemen", "actual_light_infantry", and "actual_heavy_infantry", which boost those specific units
  491. - Event pictures can now have triggers, allowing you to define multiple pictures without having to go via event descriptions. Note that event description pictures will still take precedence
  492. - Event pictures now always match the description if the description specifies a picture, rather than taking the picture from the first valid description. Example:
  493. picture = {
  494. trigger = { wealth = 1000 }
  495. picture = "GFX_evt_feast"
  496. }
  497. - conditional_tooltip/trigger_if now returns "false" when it does not get displayed immediately inside an OR or NOR, as this gives a more sensible tooltip
  498. - Added support for all of the effect any_<scopes> for a selection_score = { } - triggered score field that only executes the effect on the top scorers of selection. Example:
  499. any_society_member = {
  500. score_value = {
  501. value = 1
  502. additive_modifier = {
  503. society_rank == 4
  504. value = 1000
  505. }
  506. additive_modifier = {
  507. society_rank == 3
  508. value = 100
  509. }
  510. }
  511. count = 3
  512. add_trait = maimed
  513. }
  514. - Added effects clear_prison_reasons, clear_banish_reasons, clear_revoke_reasons, clear_execute_reasons. These remove all opinion modifiers allowing the given action. Example: clear_prison_reasons = FROM will cause the currently scoped character to no longer be able to imprison FROM (unless allowed due to excommunication or being an enemy)
  515. - "additive_modifier" in MTTHs and similar now works with decimal numbers rather than just integers
  516. - Nicknames can now be set to prefix the ruler name with the is_prefix = yes attribute in the nickname database.
  517. - Fixed the "succession" effect not immediately causing succession to recalculate
  518. - Modifier definitions now support "show_value = no", which will cause no number to be shown. Can be useful for showing a modifier unlocks some sort of feature
  519. - Dynasties are now generated for the senior party in a marriage to someone who has a dynasty, rather than always being generated for men if the woman has a dynasty
  520. - Event options can now take "tooltip_info = combat_rating", much like they can take "tooltip_info = diplomacy" and similar
  521. - Religions can now have a "full" name defined by adding the loc key with "_full" appended. Will be shown on the map, and in most UIs. Useful if you want a longer name on the map that does not work in all contexts. [Religion.GetName] will still get the old name, while [Religion.GetFullName] will get the longer version
  522. - Virtually all triggers and effects that before only supported simple relative scopes (ROOT/PREV/FROM/etc) now support fancier ones (liege/top_liege/employer/capital/etc)
  523. - Added Scripted score values similar to scripted triggers and effects. Can be utilized in ai_chance, ai_will_do, random list weighting and anything that utilizes the triggered modifiers to calculate a value.
  524. - The "adjective" effect now supports custom loc. Like set_name, it uses the current scopes available
  525. - Added effect "set_short_name = yes/no". Can be used in title scope. Equivalent to putting "short_name = yes/no" in the title's definition. Useful when renaming titles in script
  526. - Added "preferred_limit" parameter for "random_" effects like "random_character". Should work for all "random_" effects except "random_quest_target", which is a bit of a mess. Multiple preferred limits can be defined, in addition to the regular "limit". When preferred limits are used, the first one that at least one target fulfills will be used in addition to the limit. If no preferred limit is fulfilled, only the base limit gets used. Very useful for when you want to pick a better target when one is available. Example:
  527. random_independent_ruler = {
  528. limit = { wealth < 1000 }
  529. preferred_limit = { culture = norwegian }
  530. preferred_limit = { culture_group = north_germanic }
  531. wealth = 1000 # This would give 1000 gold to a random independent Norwegian with less than 1k gold, if one exists. If none exists, it'll give it to a random independent North Germanic with less than 1k gold. If none exists, it'll give it to a random independent ruler of any culture with less than 1k gold
  532. }
  533. - Societies "monthly_currency_gain" can now take "triggered_gain", making it possible to define any arbitrary reason to get currency. See societies.info for more info
  534. - If you run grant_title on a barony that has not been built, now a castle will be built there
  535. - Added character loc property GetLastWordInDynastyName. It will split the character's dynasty names on spaces and apostrophes, and return the last word. E.G., d'Anjou -> Anjou and "de Hauteville" -> Hauteville
  536. - Added interface_skins = { } list in religion and religion groups. Determines the order a religion will use interface elements, taking them from the first listed to the last. The default interface is an implicit backup for all elements of all religions. If a republic then they will only use the republic interface if they have no interface_skin defined in their religion of religion group or have been set to merge the republic interface. The definition in the religion overrides that of the religion group
  537. - Added merge_republic_interface = yes/no to religion and religion groups. Determines if a religion will try to merge their interface with the republic interface. If yes then when a republic and searching for a texture for their religion's interface they will look for <texture_name>_republic and use that version of the texture instead of the religion's normal one. The bool defaults to no and as with interface_skins the definition in a religion overrides that of the religion group
  538. - Added triggers society_has_members, society_is_active, and is_society. Checks if the scoped to society has members, if the society's "active" trigger is true, and whether the society is the same as the right-hand-side. Examples:
  539. the_satanists = { society_has_members = yes society_is_active = yes is_society = ROOT/the_satanists/event_target:some_society }
  540. - Women can now take consorts. Be aware that this may in some cases break your existing script
  541. - "add_consort" will now cause the person scoped to to be the senior party, rather than the woman. Same goes when adding one in history. "remove_consort" will still work on either party. The scopes remain the same, and will work regardless of who is the senior party
  542. - The trigger "is_senior_consort_party" has been added, which simply checks that the character has consorts rather than being someone's consort. Example: "is_senior_consort_party = yes"
  543. - is_consort now checks that you're the junior party, rather than female and having a consort
  544. - num_of_consorts now returns 0 for the junior party
  545. - title_male_consort also needs to exist in minor titles
  546. - A religion can be defined to allow women to take consorts using "women_can_take_consorts = yes" in the religion definition, or be enabled for the religion by event/similar using the new effect "set_women_can_take_consorts = yes". It can also be set in government definitions (but not dynamically) in the same manner.
  547. - Also added is "men_can_take_consorts" in religion and government definitions (defaults to yes), and a "set_men_can_take_consorts" effect for religions. If a religion/government's max consorts is 0, men/women_can_take_consorts has no effect
  548. - Society ranks can now also define max_consorts, men_can_take_consorts, and women_can_take_consorts. Works as with religion and governments. You'll need to put a description of the effect in the rank manually, using the "powers" section or the "custom_tooltip" key
  549. - LOOTER_SHIP_MAINT_MULT is now based on "seafaring" rather than being allowed to loot
  550. - Added scopes "previous_artifact_owner" and "any/random_artifact_owner". These only work on artifacts that track history (don't have the "history = no" parameter). The first simply scopes to the previous holder. The any/random one scopes to anyone who has ever owned the given artifact (including the current owner)
  551. - Added effect copy_artifact_history
  552. - Multiple wives now take precedence over the ability to have concubines
  553. - Added effect "show_trait". All this does is make the given trait show up on an event option, much like "show_portrait". It does not affect the gamestate, nor cause a tooltip. Example: "show_trait = genius"
  554. - Variables, flags, and event targets can now be saved to societies. Example: the_satanists = { set_flag = test_flag }
  555. - Fixed custom loc in some cases almost always returning the same "random" value when used repeatedly in a block of script
  556. - Fixed the "new_artifact" scope not persisting past save-reload
  557. - Added set_picture effect for artifacts
  558. - When debug mode is enabled (AKA "charinfo"), you can now CTRL+right-click an event option to open it in a text editor. To specify what text editor to use, you will need to edit your settings file. "text_editor" needs to point to your text editor's executable, while "text_editor_postfix" needs to use whatever syntax that editor uses to specify what line to open on. The $ sign will be replaced with the line number
  559. text_editor="C:\Program Files (x86)\Notepad++\notepad++.exe"
  560. text_editor_postfix="-n$"
  561. - Added loc promotion ParentReligion, which changes the scope to the scoped religion's parent religion. Example: [Root.Religion.ParentReligion.GetName]
  562. - Added scope parent_religion
  563. - Added parameter full_hostility = yes for CBs. If set in addition to hostile_against_others, will cause anyone targeting a realm with a CB with the flag to be hostile towards one another. They will also be hostile to anyone targeting the defender's primary title
  564. - Equipping an artifact now triggers a portrait refresh in case the artifact affects how the character looks/dresses
  565. - Added on-actions on_command_unit, on_command_sub_unit, and on_unit_entering_province
  566. - Added pre-trigger has_job_title. Takes yes or no
  567. - Scripted value calculations such as ai_chance, ai_will_do, selection_score etc. now supports adding a trigger field effectively nullifying the field.
  568. - You can now use command_modifier in event modifiers
  569. - random_list now supports defining a fallback, which will be run if nothing else has a chance above 0
  570. - random_list now leaves out "one out of x options will happen" if only one option is valid
  571. - WARNING: The religion/religion_group/culture/culture_group event pre-triggers now only take actual keys (E.G., "norse"). Scopes and the like will no longer work, for performance reasons
  572. - Fixed counties with no holder whatsoever in history getting all their barons set as independent
  573. - Hovering over the tooltip for effects involving a lot of characters should now cause less game slowdown
  574. - e_rebels and e_pirates no longer check decisions, plot invitations, etc.
  575. - Fixed FROMFROM not being present most of the time in on_combat_pulse
  576. - Added new Crusade system:
  577. - See crusade.info in common/religion for documentation
  578. - Now possible to have more than once Crusade CB. Use "is_crusade = yes" in the CB to mark it as a Crusade CB. Individual religions can also specify their Crusade CB, overriding what's defined on the group level
  579. - Added effects set_crusade_target, pledge_crusade_participation, lock_crusade_target, set_crusade_beneficiary, set_official_crusade_recipient, set_crusade_pot_multiplier, cancel_crusade
  580. - Added triggers is_preparing_crusade, crusade_preparation_strength, crusade_preparation_time_elapsed, crusade_preparation_time_remaining, has_pledged_crusade_participation, crusade_war_has_started
  581. - Added scopes crusade_beneficiary, crusade_target_title, crusade_target_char, any/random_crusade_participant, official_crusade_recipient
  582. - Added on-actions on_crusade_preparation_starts, on_crusade_launches, on_crusade_canceled, on_crusade_monthly, on_crusade_target_changes
  583. - Added scope any/random_unit_leader. It scopes to any leader (flank or subunit) in a unit. It can be used in unit or character scope; in character scope it uses the unit that character is in. If the unit is in combat, every unit on the same side in the battle is included
  584. - Added triggers is_sub_unit_leader = yes/no and is_in_same_unit_as = scope. The latter checks if two characters are in the same unit. Does NOT check every unit on a side of a combat, unlike any/random_unit_leader
  585. - Warning: Identical names in cultures are now assumed to always be tied to the same base name. This means that having something like Name_BaseOne in one culture, and Name_BaseTwo in a different culture is no longer possible. This would already cause issues with regnal naming anyway
  586. - Now impossible to fire delayed events (E.G., via laws automatically being passed) until the campaign has actually started, as this could lead to CTDs
  587. - Added dynasty modifiers, which apply to all (living) members of a dynasty. Add with "add_dynasty_modifier = key" in character scope. Remove with "remove_dynasty_modifier = key". Check for their presence with "has_dynasty_modifier = key". Does not support timed modifiers
  588. - Added triggers holding_garrison_percent, holding_raisable_levy_percent, and holding_total_levy_percent. They check how full the garrison, the raisable levy, and the total levy (garrison + raisable) is. Example: holding_total_levy_percent < 1 would check that the overall levy is not capped. 1 represents 100%, 0 is 0%
  589. - Added variable exports holding_garrison_percent, holding_raisable_levy_percent, holding_total_levy_percent, holding_garrison, holding_raisable_levy, holding_total_levy
  590. - Added effect set_player_character, which makes the player controlling the current character control the target character instead. Example: "set_player_character = player_heir" would result in the player taking over as their heir. Be careful, as it is entirely possible to cause an instant game over using this effect. The effect does *not* enforce remaining within the same dynasty. This effect works even in multiplayer, hence the need to be scoped to the player's character
  591. - on_siege_over_winner, on_siege_over_loc_chars, on_siege_won_leader, and on_siege_lost_leader no longer fire for forts (they never fired at all for trade posts); these now fire the same on-action with "_fort" or "_trade_post" appended, with FROM as the province. This is because FROM was undefined for these two types of holdings as they have no associated title, leading to strange issues
  592. - The names of interactions now go through custom localisation, just like their descriptions, providing the standard set of promotions and properties for interactions
  593. - Intermarrying AI logic no longer assumes religions in the same group are fine to marry unless they've actually been specified to allow intermarrying. Before, only Pagans could refuse on religious grounds within the group
  594. - The "add_building" effect now also adds the building it upgrades from. E.G., add_building = some_building_3 would add some_building_1 and some_building_2 first if they're not already present (based on upgrades_from, not names)
  595. - Fixed religious titles not being considered minor titles for some purposes, such as "has_minor_title"
  596. - Major rivers now use the position of the councilor for moving ships, to make it easier to place them in such a way that they're not on land
  597. - Fixed the "adjective" effect not always working
  598. - When a province is selected in debug mode, hovering over another province will show the naval distance if a naval path exists
  599. - It is now possible to specify the religion head's response AI for all the religion head interactions. See 01_rel_head_actions.txt for more info
  600. - You can now specify religion-specific character names on the religion level, not just the religion group level. If defined, it will be used instead of the religion-level names. It is now also possible to have one named defined in more than one group/religion (E.G., in both the Christian group and the Jewish group), while before this would lead to no one being able to use the name at all
  601. - Added "prompt_name" effect, which can be used to let the player rename characters, provinces, landed titles, artifacts, and bloodlines. Example:
  602. prompt_name = {
  603. player = ROOT # What player should get the prompt
  604. type = NEWBORN # What message type to use, as defined in messagetypes.txt. This is what defines the text and picture. The text uses the current scopes
  605. portrait = e_hre # Optional. What portrait to show on the right. If not defined, the scoped character (if scope is a character) will be used
  606. name_list = LOC_KEY # Optional. What name list to use. Can also use "religion" for religious names of the scoped character's religion, or "culture" for cultural names. If not specified, there will be no "randomize name" button (except for characters, that'll use the standard buttons for newborns). The loc key should contain a list of names separated by pipes. E.G., "LOC_KEY;Name|Name2|Name3;;;;;;x". When the name list is specified, a name from the list will be chosen at random, and hitting "randomize name" will cause the name to change to another random name in the list. When using a loc key rather than culture/religion, custom loc is supported, using the current scopes
  607. }
  608. - Added on-actions on_character_renamed, on_title_renamed, on_province_renamed, on_artifact_renamed, and on_bloodline_renamed. These fire when a player renames such an object
  609. - Added on-action on_excommunicate_interaction
  610. - Added religion parameter rel_head_defense. If set to "yes", people of that religion are likely to join in defense of their rel head when attacked by a different religion. It can also be set in script using "set_rel_head_defense = yes/no"
  611. - Added defines MAX_DISTANCE_HOLY_WAR_JOIN and MAX_DISTANCE_REL_HEAD_DEFENSE_JOIN
  612. - Added CB effects on_invalidation_title and on_invalidation_posttitle
  613. - Fixed holding build triggers not working for regular holdings
  614. - Added can_land_path_to trigger
  615. - Fixed the exportable value monthly_income actually returning the yearly income
  616. - Added localisation modifier 'U' to uppercase first letter
  617. - Province history renaming now supports taking a localisation tag
  618. - Added any/random_eldership_title scopes
  619. - Added any/random_elector_character scopes
  620. - Added any/random_pretender scopes
  621. - succession and succession_w_cooldown effects can now be complex and use base_type and voting_rules as parameter, example:
  622. succession = {
  623. base_type = feudal_elective # One of the hard-coded types feudal_elective, elective_gavelkind, tanistry
  624. voting_rules = my_elective_voting_rules # Elective rules defined in common/succession_voting
  625. }
  626. - Added extra script validation that tries to detect if a curly bracket or equal sign is missing or in the wrong location.
  627. - christian_church_opinion can now be used outside of traits and there is now a version for each religion group.
  628. - Added two on_actions; "on_employer_change" and "on_host_change" which are triggered whenever a character changes their employer (home court) or host (current location).
  629. - Added a scripted trigger "valid_exile_court_trigger" which makes it possible to limit which courts the game considers when deciding where to move a character.
  630. - Fixed "spawn_disease" not working in events due to load order shenanigans. Now also logs during game load if a referenced disease does not exist
  631. - Added DAYS_BEFORE_FIRST_COMBAT_EVENT in defines
  632. - Added 'add_god_names' effect which makes it possible to add new god names to the scoped religion
  633. - Added 'remove_god_names' effect which makes it possible to remove all god names from the scoped religion
  634. - Added 'set_high_god_name' effect which makes it possible to set the name of the high god for the scoped religion
  635. - Added 'add_evil_god_names' effectwhich makes it possible to add new evil god names to the scoped religion
  636.  
  637.  
  638. ###################
  639. # Database
  640. ###################
  641. - Fixed the province of Ratanpur having more holdings than holding slots; increased the holding slots by one
  642. - Iceland is now inhabited by Irish Papars in 769. A decision has been added for the Norse to settle Iceland after the Viking age starts.
  643.  
  644. ###################
  645. # Bugfixes
  646. ###################
  647. - Ducal County Claim CB can no longer be used on your liege
  648. - Fixed siege leaders in flanks other than the center not working after loading a save, but instead only for new battles or if reassigned
  649. - It's no longer possible to ready up in the multiplayer lobby when two players have selected the same character.
  650. - Apsara/Ghandarva now rarely visits Indian feasts.
  651. - AI Rulers should no longer switch their kids to Faith/Heritage focus just because their educator is another religion/culture from the kid, the educator now also needs to be of the RULERS religion/culture for the AI to consider the decision.
  652. - Fixed some issues with the potential conditions for the Elective Faction
  653. - Fixed an issue where you could end up playing a relative with temporary titles if you became unlanded
  654. - Fixed an issue where the game would in some instances reset your custom rulers beard at game start
  655. - Fixed imprisonment reasons in some cases persisting until unpausing
  656. - No longer possible for a Pagan religion to get reformed more than once
  657. - Imperial Reconquest now includes Sardinia
  658. - Fixed Peasant and Heretic revolt triggers not taking into account one of the fail-conditions that prevent a National revolt from happening, thus resulting into no revolt starting at all in some instances
  659. - Fixed Ramadan event targeting your own Decadent relatives and setting them free
  660. - Fixed Mother/Father-in-Laws being called "Acquaintances" on Notification events upon death
  661. - Prosperity event and Settle Tribe Job action now do not result in a successful culture conversion when Culture Conversion is set to Restricted and the province that they target is not a port and has no neighboring provinces of the owner's culture
  662. - Fixed Raiding China modifier persisting after having successfully conquered China.
  663. - Fixed slightly misleading tooltip on Tributary breaking condition.
  664. - Fixed Gain Land for Landless Son ambition being fulfilled by assembling a mercenary band.
  665. - Fixed Council outliner being referred to as "Court".
  666. - Fixed translation event firing for rulers of the same culture as the ruling Chinese dynasty
  667. - Jeanne of Arc is now historical=yes so she doesn't get pruned.
  668. - Fixed old claim event not having gendered loc keys.
  669. - Added death_date_desc to death_missing and death_vanished.
  670. - Improved secret religion scripted trigger to use religion scopes rather than random_character scopes.
  671. - Fixed some old tooltips on event 61212.
  672. - Fixed education event prompting to secretly convert ward to a religion that he is already openly a part of.
  673. - Fixed database religion of Chinese Suy dynasty.
  674. - Fixed other_claim not transferring a claimant's family to his new court after victory.
  675. - Fixed liege's court physician treating vassals within the liege's court as if he were their personal Court Physician.
  676. - Fixed death reason for a few old Chinese courtiers.
  677. - Fixed jailor_torture_effect scripted effect resulting in multiple No effect entries in some instances.
  678. - Fixes to Tafkir modifier being given to the wrong person
  679. - Safety triggers on ZE.2020 to prevent it from firing when the ruler has no Chancellor.
  680. - Fixed scoping issue with Ask for Pardon decision.
  681. - Religion view title will now properly get the updated description from the religion for it's tooltip.
  682. - Fixed alignment issue with norse beard_behind layers.
  683. - No longer double "the" when you win an invasion against China
  684. - Fixed scoping issues in the Satanists recruitment events.
  685. - Made the Demon Child from Demonic Impregnation use the SoA flags and effects rather than the Old Gods ones, as those are not compatible with the child not having a father.
  686. - Fixed an issue where a pregnancy conceived before marriage didn't always adhere to the marriage rules when the child was born.
  687. - Fixed a Linux crash in the law screen if opened before patrician families are created.
  688. - If the one who invites you to carousing dies before the party starts, the do_not_disturb flag will now be cleared from all their potential guests
  689. - Removed an old invalidation of delayed events if FROM/FROMFROM-scope was a character that had been dead for a year
  690. - Fixed the Prepared Invasion troop spawning being improperly randomized, making being ridiculously lucky or unlucky far more likely than intended
  691. - Fixed saving and reloading within a month of an AI launching a Prepared Invasion sometimes leading to them not launching it at all, instead letting the CB expire
  692. - Fixed Nomad provinces with a lot of holdings not being considered part of their realm for some purposes, leading to a variety of issues
  693. - Fixed a councilor becoming independent leading to them considering themselves to have been fired from the council
  694. - Ensured that in multiplayer, only one player gets to name a newborn. Precedence goes to the actual parent if only one is a parent. If both are parents, it goes to the person with the child's dynasty. If both are of the child's dynasty, precedence goes to the mother
  695. - Fixed Crusades in rare cases switching defender or invalidating when the defender loses an unrelated war, despite them still being a completely valid target
  696. - Previous owners levies should no longer block the current owner from raising levies from a holding.
  697. - The Pope will no longer be incredibly rude when granting you claims.
  698. - Made Smiths stop trying to make body builders out of babies or toddlers
  699. - Fixed rare case of RIP event causing mourning character to become friend with himself after death of his father.
  700. - Fixed help liege manage title decision being available only once per character.
  701. - Fixed trunkated text in monastic letter event.
  702. - Fixed broken Seversky dynasty.
  703. - Fixed issue with legitimate children gaining the bastard trait when their father died before they were born.
  704. - Fixed Embargo and Seize Trade Post cbs not using proper icons.
  705. - Added specific decision icon for Kali Puja feast.
  706. - Balanced option on event ZE.12082 childhood rivalry event.
  707. - Fixed confusing portraits in tooltips of ZE.12110.
  708. - Tweaked and expanded nickname assignment for RIP.12053 tunnel sneaker.
  709. - Fixed independent Aztec rulers being appalled when one of their courtiers is sacrified to the gods by another Aztec ruler.
  710. - Fixed Smith thiefs accidentally giving the artifact to your rival heir or another easily imprisoned courtier, effectively fulfilling their task.
  711. - Fixed Pechenegs still owning some titles in central Asia by 1066.
  712. - Estonian dynasty prefix changed to "of".
  713. - Fixed MNM.10045 friendship event firing for characters who are lovers already (or in prison).
  714. - Imprisoning a Satanist recruiter will now result in the event chain properly stopping.
  715. - Legitimized bastards can now properly inherit under nomad succession laws.
  716. - Fixed double price in Attempt to Abduct decision when dealing with landless rulers.
  717. - Tweaked some historical german names.
  718. - A pilgrimage will now stop if the character is imprisoned for whatever reason.
  719. - Several childhood events stopped from firing for the educator if he is traveling somewhere (pilgrimage, kowtow, etc.).
  720. - The Conduct Secret Ceremony mission will no longer fire for characters who have no one else in their society to actually conduct said ceremony *with*.
  721. - Fixed it so that players without the Reaper's Due DLC also can get rid of vomiting symptoms acquired from drinking poison while trying to write a book.
  722. - CBs with on_demand_reverse_title now *actually* removes claim(s) from the losing attacker.
  723. - No longer kills off patrician families after the 5th family on daily update and rather checks for the DEFINES max limit of patrician families before going on a killing spree
  724. - If a prepared invasion target becomes invalidated the character now gets another try at launching a prepared invasion instead of being blocked by the once per lifetime rule.
  725. - Fixed instances of being able to Shut the Gates to your capital, when your character is in fact out traveling
  726. - Made the childhood event where your ward becomes Fussy actually inform you of that happening
  727. - Fixed multiple issues with the Assassin mission to train a protege.
  728. - Fixed an issue with historical province renaming
  729. - Fixed an issue where event HL.5005 would provide no Grace reward
  730. - Fixed how moving your Chancellor to a different county, while they are presenting you with a fabricated claim, would swap the target claim.
  731. - Fixed issue with the Hashshashins holy order not spawning correctly in start dates before 1090
  732. - Clarified outcome of yet another childhood event
  733. - Fixed so that you get a message alert when an artifact is removed/destroyed via scripted events
  734. - The effects from the following console commands are now reset when resigning: "noai", "show_all_societies", "real_fathers", and "discover_plots".
  735. - Ruler Designer will no longer crash when being opened if a character for some reason has no hair- or no eye-colors to choose from.
  736. - A non-player dying and giving their artifacts to a player through inheritance will no longer unequip some or all of the player's equipped artifacts.
  737. - Marriages will now break consort relation between the two characters marrying instead of clearing out all consorts from one of the marrying characters.
  738. - Fixed issue where removing a consort would only break the link from ruler to consort and not the one from the consort to the ruler.
  739. - Creating a close kin consort now only requires the religion of one of the characters to have a religion that allows close kin marriage (so that it matches how it works for marriages)
  740. - Fixed issue were females were disinherited for having consorts instead of being disinherited for being one.
  741. - Fixed a rare crash when resigning.
  742. - Fixed the Demon Child event chain firing when the child does not have a mother, leading to empty references in text
  743. - Removed most restrictions on employing a smith
  744. - Fixed issue where the AI would list the wrong reason for not wanting to take their parent as a consort, complaining about their parent being their child.
  745. - Fixed an issue causing the event where you could run into your rival during a hunt to never fire.
  746. - Fixed China never resorting to simply demanding money when you urge them to reopen the Silk Road for trade.
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