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CK2 - Dev Diary #118 - Great Works Patchnotes

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.

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

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# Balance
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- 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.

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# Interface
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- 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.

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# User modding
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- 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.

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# Database
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- 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.

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# Bug Fixes
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- 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.
 
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Did Erdogan make you post this ?

Can we please keep politics out of this, thanks.

No but among Muslims at the time Constantinople was the focus of one of the Prophets last prophesies.

"Verily you shall conquer Constantinople. What a wonderful leader will that leader be, and what a wonderful army will that army be!"

It makes sense in game for a Muslim to try and fulfill it a few centuries early.

I explicitly mentioned Mehmed's conversion of the Hagia Sophia and alluded to the Crusaders conversion of the dome of the rock because they historically happened.
 
No but among Muslims at the time Constantinople was the focus of one of the Prophets last prophesies.

"Verily you shall conquer Constantinople. What a wonderful leader will that leader be, and what a wonderful army will that army be!"

I know.
I also know about Erdogans very recent ideas sof turning the Hagia Sophia into a mosque again.
https://www.euronews.com/2019/03/28...eum-and-former-cathedral-will-become-a-mosque

About as much modern day politics like all the talk about the third temple in Jerusalem.
I'm annoyed by both suggestions and the devs would be well advised to leave all of that out of the game.
 
I know.
I also know about Erdogans very recent ideas sof turning the Hagia Sophia into a mosque again.
https://www.euronews.com/2019/03/28...eum-and-former-cathedral-will-become-a-mosque

About as much modern day politics like all the talk about the third temple in Jerusalem.
I'm annoyed by both suggestions and the devs would be well advised to leave all of that out of the game.

All I can say is good luck getting UNESCO to agree to plaster over all the priceless mosaics....
 
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.
THANK YOU.
I mean, it's bad that it's still going to take time because it's a more complex issue than a simple bug.
But I very much appreciate that you addressed it and specifically told us why it won't be fixed this patch. That's good to know, for numerous reasons.
 
I know this isnt the place but people are still posting bugs. The reincarnation event tied to one of the failures for immortal chain fails to give the new child the old ruler's bloodlines.

Also yes please fix animism. It seems to work with my kids sometimes with the west african unique but on other religions it doesnt work at all. Shame cause the face paint has grown on me.
 
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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 :)

Do the wonders actually have religion requirements to be active?
I mean technically the great cathedral/mosque/temple could just grant tax income whatsoever if existent.

Did you put it on the 2nd as opposed to the 1st just so we wouldn't think it's a joke?
I for my part have big hopes for no bears or such things this year, given they're not forced to include a jest thus
 
I know.
I also know about Erdogans very recent ideas sof turning the Hagia Sophia into a mosque again.
https://www.euronews.com/2019/03/28...eum-and-former-cathedral-will-become-a-mosque

About as much modern day politics like all the talk about the third temple in Jerusalem.
I'm annoyed by both suggestions and the devs would be well advised to leave all of that out of the game.
As vexing as the above modern politics are, I think we should assume @treb to be asking in good faith, in relevance to 1453 rather than the 2019 rumours. Furthermore, as he mentioned above, it was a question as much about the Hagia Sophia as much as it was about the Dome of the Rock or any other number of works. I think it's a valid question, especially since I feel it'd be awkward to, say, maintain a Great Temple in a conquered pagan county, for example. Doubly so if the great works were tied to religion. Demolition could work as an alternate solution, I suppose!
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 :)
Really hope demolition makes it in as well! :)
 
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