• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

Tuscany

Captain
3 Badges
Feb 20, 2017
361
5
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
Hello!

The Great Works patch will arrive to a Steam client near you on the 2nd of April and therefore, we thought this would be a good time to share some details on what changes you can expect from it.

patchnotes_800.png


When the patch arrives, it will be perfectly fine to load saves from Holy Fury but in order to get the historical Great Works in your game, you will need to start a new one.

Patch notes version 3.1
###################
# Free Features
###################
- Added Great Works Feature allowing independent rulers to take on massive construction projects.

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

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

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

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

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

We would also like to inform you that your prayers have not gone unheard, we will be adding the Hagia Sophia in a future update!

If you want to check out more of the Great Works patch but can’t wait until tuesday, tune in to our live stream today ((Friday the 29th)) at 14:00CET on twitch.tv/paradoxinteractive and don’t worry if you can’t catch the stream live, we’ll upload it to our YouTube channel and it will also be available in the Twitch VOD archive.
 
Last edited by a moderator:
###################
# Balance
###################
- Added some secret stuff.

Very descriptive, really helps me figure things out
You guys are smart, you will figure it out ;)
It's nothing you need to be concerned about in your average game though so no need to worry!
 
will there be new achievement for 3.1?
No, we wanted to add new ones but the Great Works required all the art resources we had so no artist had time to make the achievement art.
 
I don't know if it has been asked already, but can great works be destroyed? (Looking at you, Historical wonders in inconvenient provinces)
Unfortunately not. We should look into allowing them to be removed somehow. For now you would have to rely on mods for it. If you want to do it yourself, you can go into the history file for the province and remove all references to any wonder in there and it won't be created when the game starts.
 
Hmm? Wonder why they'd do that (and why just this particular event, and not any of the other wounded or illness traits)...:confused:

It's a fairly rare event that just suddenly give you wounded without much build-up nor explanation. It never made much sense, and people were asking me to do something about it.
 
Did a Game Rule for Great Works yeah-nay make it in as suggested by me ?
There is a game rule for turning the Great Works feature off and on as well as deciding how historical Great Works should be handled =)
 
How often will the AI engage in these mighty constructions?
Not super often as that would overpopulate the world with Great Works. It depends on how well that AI is doing in the end but I think it usually creates around 10 per game (give or take some) but that's without player intervention.
 
So....can you demolish wonders?
If not will that still be added?
You can loot Great Works (with some restrictions), that makes them lose stages and become damaged and useless until they are restored.
It is currently not possible to remove a Great Work fully. This is something we might change in a future update.
 
Will this patch fix the bug where female characters swap out hats instead of haircuts at the barbershop? There's nothing wrong with a bit of haberdashery, but still.
No, unfortunately this is a code issue and we coders had to prioritize fixing bugs that were messing with people's games (like the posthumous children dynasty bug) this time around.
 
What about converting them? I mean it makes little sense for any would be Mehmed to keep the biggest church in Christendom as a church. Surely he can add a few minarets and call it a mosque? Same goes for any great mosque? Surely if you stick a cross on the dome, add a few pews and a baptismal font its a church?
Conversion was something we were going to add if we had time for it. The same goes for looting and we opted to go for that when we didn't get time to do both. We would still like to do conversion though but we will see what the future holds for us :)
 
It seems the CK2 team is very bare bones these days :( Not enough coders to do all the necessary bug fixing and new work. Not enough artists to do some achievements pictures. The latter is somewhat understandable I guess given all new pictures. But not having more bug and especially balancing fixes (like the new battlefield events and excommunications) sucks.

I'm glad we're still getting new content and for free, but the game would really benefit from an extensive balancing pass before development stops entirely
We were showed off the team composition in our first dev diary this year (although it has changed a little bit since then), and for this patch it was more a case of the Great Works feature taking more time than anticipated. Estimations are tricky and sometimes they fail, it's nobody's fault really but it is indeed unfortunate.
 
Will we be able to personally name and rename great wonders? Also will we able to make a wonder or wonder upgrade that allows us to make a custom minor title (For example: Lord of the Manor)? It would be really cool to finally give out landless minor titles like High Inquisitor and Prince of Wales.
Yeah, you can rename them =)

We have some features(upgrades) that enable new minor titles related to the Great Work and it should be possible to mod in new ones as well.
 
What can we as fans do to help you guys get the time and resources to do finish these amazing ideas you still have floating around?
Just the usual of giving feedback and reporting bugs =)
Rather than lacking resources, the "problem" is mostly that we have SOOOO many things we want to do, and for some reason there is a hardcoded cap on the number of hours per day!
 
So can I continue to play my ironman achievement run without fear?
Yes, and to confirm it I just did a quick test where I created an ironman save in 3.01 and loaded it in 3.1 and it kept the ironman status.
 
Playing on Ironman save from 3.0.1.1. I have the option to build Great Works. Should I risk building one is the question...

Edit: Building it = Instacrash :oops:, not that I have not been warned...
If the game was started in 3.0.1 or 3.0.1.1 it should theoretically be safe to continue (but it is as usual not recommended)
You could submit a bug report and provide your save game.