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Dev Diary #139 - The Art of Legacy of Persia

Hello and welcome to the Developer Diary focusing on 3D Art for Crusader Kings III: Legacy of Persia. I’m Lucas Ribeiro, the Art Lead for the project. Before we move on to looking at some of the amazing 3D artwork the team has created for the Flavor Pack, I would like to give an overview of our decision-making process.

When creating art for Legacy of Persia, we were looking for ways to represent the resurgence of the Iranian identity in the Iranian Intermezzo after two centuries of intermingling and struggling with the Arab and Turkic peoples. This meant we needed to give Persian characters their own new look and at the same time reinforce the visual identities of the Turks and Arabs.

We focused on 8th - 11th century references, basing our work on the art produced by Iranians that were inspired by Sassanian and-or Zoroastrian sources while at the same time not looking anachronistic. The clothes we see in Legacy of Persia should be as close as possible to what we might see a 10th century Samanid Amir wear.

To this end we created loads of new artifacts, buildings, military units, beards, hairstyles, clothes and of course HATS aimed mostly at the Iranian culture, while creating a few new key recognizable extra assets for the Turkic and Arab cultures.

Now, onto the art!




Environment Art


Stina Arvidsson Rådestig was our main 3D Environment Artist for the project, and she’ll give us some nice insights into the process of creating Monuments, Holdings and Artifacts for Legacy of Persia

We had the honor of researching the artifacts, ruined structures, natural wonders, and special monuments of ancient Persia and providing a list of candidates to serve as the basis for court artifacts and special buildings for this flavor pack. Given the rich history of this region, and the large body of interesting and beautiful monuments; geographical variety; and the surviving works of art from this time period, it was a very difficult task to narrow the list down to the ones we would want to make it into the game.

Our aim was to achieve variety - both from an aesthetic and game mechanical perspective - in order to create a balanced gameplay experience.


Court Artifacts

Court artifacts are amazing to work on, because they are based on real world historical artifacts - special items, works of art, or trinkets that have survived through the ages, impressing historians and laymen alike either with backstory, craftsmanship, or beauty. (Or, as in the case with the complaint letter to Ea-Nasir - just for being plain silly!). As 3D artists, apart from the technical constraints set by our game engine and triangle count, there are few things limiting our freedom to portray these beautiful and interesting artifacts as accurately as possible. We strive to do these items justice - while still keeping the assets practical and optimized - , so we make sure to gather a large body of verified references, including photographs, illustrations, and descriptive texts. We want the players to feel as if they are looking at the real thing - not just a bleak, filtered interpretation - that’s why our approach is to capture the form, the details, the ornamental patterns as accurately as possible, only omitting tiny details or making changes if necessary for practical reasons.

Typically, we sculpt ornamental detail in Zbrush using either curve brushes, traditional sculpting brushes, or modeling tools. Sometimes taking a node-based approach in Substance Designer, or using image-based techniques. Each method has its own pros and cons - sometimes we even combine multiple methods for one asset.



image-01.png

[The image on the left shows a photograph of the Oxus Treasure Bracelet artifact. The middle and right images show the finalized 3D asset.]


image-02.jpg

[Photograph of the Il-Khanid brass casket artifact]



image-03.png

[Wireframe and final 3D asset]



image-04.jpg

[A few other court artifacts that can be found throughout Persia: A Sassanian Sword, an Incense Burner Cat Sculpture, and an ancient drinking vessel.]



Special Buildings

Making the special buildings present an entirely different challenge compared to court artifacts. Monuments are very small, and they use a premade texture atlas. Each time a new flavor pack is made, the texture atlas is changed to better fit with the building materials, and color scheme of the region. Details are minimalistic - but it works really well in game! This atlas is made using a texture-making software called Substance Designer. The challenge is to create a symbolic representation of the real world counterpart - yet to stay true to historical references! Much like with court artifacts, we look closely at references to find the answer to questions like: What did the entrance gate of this castle really look like? Did this fortress have a moat? What is the plan layout of this temple? And from there, we work to exaggerate the most visually distinct parts, whereas more redundant, less noteable details may be toned down.
Another thing that we like to do is look for signs of old ruins and structures, and try to restore them in our models.

Take a look at the comparisons below, to see the differences between some real-world locations and our monuments:

image-05.png

[Real-world Soltaniyeh Monument, and our interpretation of it in-game]


image-06.png

[Current days Ark of Bukhara and our interpretation]

image-07.jpg

[Ctesiphon ruins and our interpretation of what it might’ve looked like if restored.]

image-08.jpg

[The texture atlas used when texturing all holding models and Special Buildings in Legacy of Persia.]


We like to take a modular approach whenever possible - this saves a lot of time! It means that we will make simple structures like a piece of a wall, a tower, a door, for example and model and texture them to completion, only to duplicate them later. Sometimes, we make use of symmetry and mirroring functions within my 3D software (usually Autodesk Maya), to model only a quarter of a model, and then instantly turn it into a whole model.



Holdings

Holdings are the fortresses, walls, temples, and cities of Crusader Kings III. Their visual design follows a specific formula and is usually based not on any one single existing building, but rather the general architectural style of the era.

Zoroastrian temples are especially unique as they have smoke billowing out of them to represent the holy fires they might’ve had going inside.

image-09.jpg




Natural Wonders

We also had the chance to include a few unique natural wonders of the region. Such as the seasonally magenta Maharloo Lake, the breathtaking Rainbow Mountains and the sacred Mount Damavand, steeped in myth and legend.

image-10.jpg





Character Art


Let’s look through some of the many new assets that the team has created to make this region even more flavorful, with Elena Zenko as the main character artist on the project

The first step of making character assets is to collect references and gather information of how these assets should look like. And it was an extremely tricky though fun part of the FP3.
Not that many historical depictions of how people dressed have survived until this day. That influenced us to be even more thorough in our attempt to be as accurate as possible. (Sharbush) Hats off to our Principal Character Artist Nils for helping out with research and concept work on these. It was definitely not easy to collect, contextualize and ascertain the validity and quality of our references.

As inspiration we were using different sources like The Book of Fixed Stars, and plenty of surviving murals from different parts of ancient Persia, that nowadays are Iran, Tajikistan, Syria, Uzbekistan, Kazakhstan, Turkmenistan, Afghanistan, and even China. Sometimes we had just written descriptions from Encyclopaedia Iranica. We used these many sources as evidence to some of the new assets that would otherwise look like they were straight out of high fantasy!

Let’s take a look at the new clothes:

image-11.png


The images show the process of creating the asset from reference to concept to finished asset in the game. As a main reference we used wall paintings from one of the Ghaznavid palaces at Laškarī Bāzār in central Afghanistan. The men are wearing qabā, a mid calf-length coat that opens up in front with one side of the coat hanging on the chest. On the sleeves you can see ṭirāz in the form of armbands - those are Persian embroidery that are inscribed in the coat. One cool feature of the asset is many belts, and a humble artist cannot resist making them for the game. It brought some pain later on with testing animations, but we sacrifice ourselves for beautiful clothes.

image-12.png


Another cool asset that is primarily based on kitāb suwar al-kawākib or The Book of Fixed Stars. The illustrations there are quite unique, and we had some moments of concern if these clothes existed in real life and how we recreate something like this in the game. Eventually, the temptation to make unique and sophisticated cloth was higher than common sense and time restriction, so we ended up making this. The asset contains the outer rich styled robe khaftān, that is made from silver or gold brocade or silk. The most interesting part of the asset is elaborately cut sleeves and the skirt decorated with ṭirāz that you may see present on the illustrations from The Book of Fixed Stars.

image-13.png


This picture represents male and female cloth assets that are based on the real Seljuk robe of the 11-12th century. Another reference was a 10th century bowl with a Figure and Bird. Both of these assets have belts with ornamental discs that we’ve found present on the pictures of painted terracotta sarcophagus cover in the Monastery in Fondukistan.

image-14.png


These pictures represent a female cloth asset based on stucco relief from the book Negar-e Zan that shows a, presumably, female attendant at the court of Kalhana. We also used a reference of the Seljuq Standing Figure that might depict a sultan or one of his vassals. Interestingly, female attendants at the court were supposed to wear men’s dress, which sometimes makes it hard to tell who is in the picture. As for the belt we returned back to The Book of Fixed Stars and found some interesting rectangular belt fittings that we sure added in our collection of Absolutely Historically Accurate belts.



Headgears

image-15.png


It’s a small, flattened cap with a diadem and a bow that is based on our favorite Book of Fixed Stars. This time we spent a significant amount of time making concepts and contemplating if the headgear had a cap or if it was some sort of the strap holding the diadem and pushing the hair.

image-16.png


Another asset that we made was a Seljuk stiff cap edged with fur, with a metal plate over the forehead. Turkic characters of duke rank will be seen wearing this very recognizable asset!

image-17.png


And here are new Persian crowns that sometimes seem out of fantasy, though they are indeed based on late Sasanian coins and 7-8th century murals. The most common type of royal headgear we found from the period was the winged crown. Additionally, the shape of the wings on the male crown resembles hands that we found fascinating. The depiction of these wings was found on the wall paintings of the Afrasiab murals, a rare example of Sogdian art.

image-18.png


Here is another set of the new Imperial crowns that were based on our beloved Book of Fixed Stars. You can see another version of the winged crown, though this time the wings are bigger as fits an imperial figure. A well-known fact - with the big power comes big wings (and strong neck).


image-19.jpg

image-20.jpg

We thankfully still have many surviving patterns on fabrics from the time period. Common motifs were mythological Iranian creatures such as the Simurgh or the Huma. Pheasants and ducks were also very popular imagery.

Diving deep into the aesthetics of this twilight period in Iran was incredibly rewarding. We discovered beautiful imagery and pieces of craftsmanship that we were honored to interpret and combine into these 3D assets that gave Persia and its inhabitants their own unique look and feel.
 
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Nice dev diary, tho idk about including achaemenid inspired assets for an era of iran that was post-sassanids, that also includes the symbol commonly associated with fravahar.

That being said, i also hoped for more of this kind of hat‌ that is still being used to this day, also the chest and arm jewelry that were big parts of iranian culture.
 

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You can find old sassanian swords while traveling in Persia and equip them as regalia. Inspired weapon artisans of iranian-heritage have a chance of creating sassanian sword "replicas" that you can equip on the weapon slot.
Both of these can be reforged into the court and will look like the image you see on the DD.
In all honesty tho the "sassanid" broad sword should be the norm in the early game until the arrival of turks who introduced the curved swords to begin with
 
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Will texture bug be fixed on linux and steam deck in the next patch? The bug that applies wrong patterns and textures to clothes. For example, northern clothes and cloaks get lamellar patterns for some reason
 
Looking good. I am still hoping for some updates for Oghuz Turks and Seljuks. So far I'm underwhelmed. Considering that the Seljuks ruled Persia for almost a millennium after the second start date.
 
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We'll see how the Iranian Intermezzo changes the game, but for now, I feel like this is more of a clan government re-work than a Persian flavour pack. The Iberian and Norse flavour packs added new dynasty legacies, and different events which, whilst centred around their respective regions, impacted the entire map. To me, this flavour pack doesn't make me want to play more in Persia, but just to play more as a Muslim/with clan government.

If playing from 867, we get more Shia nations from this, I'll count it as a win. The Sunni dominance in the 867 start date is ahistorical and seeing that change will be nice, but not too impressive.
 
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the ruins of tesiphon gave me an idea. will a restored zoroastrian persia have any custom mechanics? maybe this is better kept for the government rework / expansion, but unique government mechanics like the sassanid recruitment of specialist troops like indian war elephants, armenian skirmishers and daylamite infantrymen? a unique government for them would also be cool, even if it was barebones until the government expansion.
 
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Hello and welcome to the Developer Diary focusing on 3D Art for Crusader Kings III: Legacy of Persia. I’m Lucas Ribeiro, the Art Lead for the project. Before we move on to looking at some of the amazing 3D artwork the team has created for the Flavor Pack, I would like to give an overview of our decision-making process.

When creating art for Legacy of Persia, we were looking for ways to represent the resurgence of the Iranian identity in the Iranian Intermezzo after two centuries of intermingling and struggling with the Arab and Turkic peoples. This meant we needed to give Persian characters their own new look and at the same time reinforce the visual identities of the Turks and Arabs.

We focused on 8th - 11th century references, basing our work on the art produced by Iranians that were inspired by Sassanian and-or Zoroastrian sources while at the same time not looking anachronistic. The clothes we see in Legacy of Persia should be as close as possible to what we might see a 10th century Samanid Amir wear.

To this end we created loads of new artifacts, buildings, military units, beards, hairstyles, clothes and of course HATS aimed mostly at the Iranian culture, while creating a few new key recognizable extra assets for the Turkic and Arab cultures.

Now, onto the art!




Environment Art


Stina Arvidsson Rådestig was our main 3D Environment Artist for the project, and she’ll give us some nice insights into the process of creating Monuments, Holdings and Artifacts for Legacy of Persia

We had the honor of researching the artifacts, ruined structures, natural wonders, and special monuments of ancient Persia and providing a list of candidates to serve as the basis for court artifacts and special buildings for this flavor pack. Given the rich history of this region, and the large body of interesting and beautiful monuments; geographical variety; and the surviving works of art from this time period, it was a very difficult task to narrow the list down to the ones we would want to make it into the game.

Our aim was to achieve variety - both from an aesthetic and game mechanical perspective - in order to create a balanced gameplay experience.


Court Artifacts

Court artifacts are amazing to work on, because they are based on real world historical artifacts - special items, works of art, or trinkets that have survived through the ages, impressing historians and laymen alike either with backstory, craftsmanship, or beauty. (Or, as in the case with the complaint letter to Ea-Nasir - just for being plain silly!). As 3D artists, apart from the technical constraints set by our game engine and triangle count, there are few things limiting our freedom to portray these beautiful and interesting artifacts as accurately as possible. We strive to do these items justice - while still keeping the assets practical and optimized - , so we make sure to gather a large body of verified references, including photographs, illustrations, and descriptive texts. We want the players to feel as if they are looking at the real thing - not just a bleak, filtered interpretation - that’s why our approach is to capture the form, the details, the ornamental patterns as accurately as possible, only omitting tiny details or making changes if necessary for practical reasons.

Typically, we sculpt ornamental detail in Zbrush using either curve brushes, traditional sculpting brushes, or modeling tools. Sometimes taking a node-based approach in Substance Designer, or using image-based techniques. Each method has its own pros and cons - sometimes we even combine multiple methods for one asset.



View attachment 1038950
[The image on the left shows a photograph of the Oxus Treasure Bracelet artifact. The middle and right images show the finalized 3D asset.]


View attachment 1038951
[Photograph of the Il-Khanid brass casket artifact]



View attachment 1038952
[Wireframe and final 3D asset]



View attachment 1038953
[A few other court artifacts that can be found throughout Persia: A Sassanian Sword, an Incense Burner Cat Sculpture, and an ancient drinking vessel.]



Special Buildings

Making the special buildings present an entirely different challenge compared to court artifacts. Monuments are very small, and they use a premade texture atlas. Each time a new flavor pack is made, the texture atlas is changed to better fit with the building materials, and color scheme of the region. Details are minimalistic - but it works really well in game! This atlas is made using a texture-making software called Substance Designer. The challenge is to create a symbolic representation of the real world counterpart - yet to stay true to historical references! Much like with court artifacts, we look closely at references to find the answer to questions like: What did the entrance gate of this castle really look like? Did this fortress have a moat? What is the plan layout of this temple? And from there, we work to exaggerate the most visually distinct parts, whereas more redundant, less noteable details may be toned down.
Another thing that we like to do is look for signs of old ruins and structures, and try to restore them in our models.

Take a look at the comparisons below, to see the differences between some real-world locations and our monuments:

View attachment 1038954
[Real-world Soltaniyeh Monument, and our interpretation of it in-game]


View attachment 1038955
[Current days Ark of Bukhara and our interpretation]

View attachment 1038976
[Ctesiphon ruins and our interpretation of what it might’ve looked like if restored.]

View attachment 1038958
[The texture atlas used when texturing all holding models and Special Buildings in Legacy of Persia.]


We like to take a modular approach whenever possible - this saves a lot of time! It means that we will make simple structures like a piece of a wall, a tower, a door, for example and model and texture them to completion, only to duplicate them later. Sometimes, we make use of symmetry and mirroring functions within my 3D software (usually Autodesk Maya), to model only a quarter of a model, and then instantly turn it into a whole model.



Holdings

Holdings are the fortresses, walls, temples, and cities of Crusader Kings III. Their visual design follows a specific formula and is usually based not on any one single existing building, but rather the general architectural style of the era.

Zoroastrian temples are especially unique as they have smoke billowing out of them to represent the holy fires they might’ve had going inside.

View attachment 1038957



Natural Wonders

We also had the chance to include a few unique natural wonders of the region. Such as the seasonally magenta Maharloo Lake, the breathtaking Rainbow Mountains and the sacred Mount Damavand, steeped in myth and legend.

View attachment 1038959




Character Art


Let’s look through some of the many new assets that the team has created to make this region even more flavorful, with Elena Zenko as the main character artist on the project

The first step of making character assets is to collect references and gather information of how these assets should look like. And it was an extremely tricky though fun part of the FP3.
Not that many historical depictions of how people dressed have survived until this day. That influenced us to be even more thorough in our attempt to be as accurate as possible. (Sharbush) Hats off to our Principal Character Artist Nils for helping out with research and concept work on these. It was definitely not easy to collect, contextualize and ascertain the validity and quality of our references.

As inspiration we were using different sources like The Book of Fixed Stars, and plenty of surviving murals from different parts of ancient Persia, that nowadays are Iran, Tajikistan, Syria, Uzbekistan, Kazakhstan, Turkmenistan, Afghanistan, and even China. Sometimes we had just written descriptions from Encyclopaedia Iranica. We used these many sources as evidence to some of the new assets that would otherwise look like they were straight out of high fantasy!

Let’s take a look at the new clothes:

View attachment 1038960

The images show the process of creating the asset from reference to concept to finished asset in the game. As a main reference we used wall paintings from one of the Ghaznavid palaces at Laškarī Bāzār in central Afghanistan. The men are wearing qabā, a mid calf-length coat that opens up in front with one side of the coat hanging on the chest. On the sleeves you can see ṭirāz in the form of armbands - those are Persian embroidery that are inscribed in the coat. One cool feature of the asset is many belts, and a humble artist cannot resist making them for the game. It brought some pain later on with testing animations, but we sacrifice ourselves for beautiful clothes.

View attachment 1038961

Another cool asset that is primarily based on kitāb suwar al-kawākib or The Book of Fixed Stars. The illustrations there are quite unique, and we had some moments of concern if these clothes existed in real life and how we recreate something like this in the game. Eventually, the temptation to make unique and sophisticated cloth was higher than common sense and time restriction, so we ended up making this. The asset contains the outer rich styled robe khaftān, that is made from silver or gold brocade or silk. The most interesting part of the asset is elaborately cut sleeves and the skirt decorated with ṭirāz that you may see present on the illustrations from The Book of Fixed Stars.

View attachment 1038962

This picture represents male and female cloth assets that are based on the real Seljuk robe of the 11-12th century. Another reference was a 10th century bowl with a Figure and Bird. Both of these assets have belts with ornamental discs that we’ve found present on the pictures of painted terracotta sarcophagus cover in the Monastery in Fondukistan.

View attachment 1038964

These pictures represent a female cloth asset based on stucco relief from the book Negar-e Zan that shows a, presumably, female attendant at the court of Kalhana. We also used a reference of the Seljuq Standing Figure that might depict a sultan or one of his vassals. Interestingly, female attendants at the court were supposed to wear men’s dress, which sometimes makes it hard to tell who is in the picture. As for the belt we returned back to The Book of Fixed Stars and found some interesting rectangular belt fittings that we sure added in our collection of Absolutely Historically Accurate belts.



Headgears

View attachment 1038967

It’s a small, flattened cap with a diadem and a bow that is based on our favorite Book of Fixed Stars. This time we spent a significant amount of time making concepts and contemplating if the headgear had a cap or if it was some sort of the strap holding the diadem and pushing the hair.

View attachment 1038968

Another asset that we made was a Seljuk stiff cap edged with fur, with a metal plate over the forehead. Turkic characters of duke rank will be seen wearing this very recognizable asset!

View attachment 1038969

And here are new Persian crowns that sometimes seem out of fantasy, though they are indeed based on late Sasanian coins and 7-8th century murals. The most common type of royal headgear we found from the period was the winged crown. Additionally, the shape of the wings on the male crown resembles hands that we found fascinating. The depiction of these wings was found on the wall paintings of the Afrasiab murals, a rare example of Sogdian art.

View attachment 1038970

Here is another set of the new Imperial crowns that were based on our beloved Book of Fixed Stars. You can see another version of the winged crown, though this time the wings are bigger as fits an imperial figure. A well-known fact - with the big power comes big wings (and strong neck).


View attachment 1038971
View attachment 1038972
We thankfully still have many surviving patterns on fabrics from the time period. Common motifs were mythological Iranian creatures such as the Simurgh or the Huma. Pheasants and ducks were also very popular imagery.

Diving deep into the aesthetics of this twilight period in Iran was incredibly rewarding. We discovered beautiful imagery and pieces of craftsmanship that we were honored to interpret and combine into these 3D assets that gave Persia and its inhabitants their own unique look and feel.

Great dev diary. I work at the museum of oriental art in Torino, Italia, and I can tell that you've done a great job. By the way, do visit the museum if you're ever in Torino!
Pic attached for reference regarding the decorative burners
 

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Great work on the oxus bracelet and the sassanid sword.
Appreciate the research you put into the art people can see the distinction between Iranian and Arabic aesthetics and culture now.

I think, with the new vizier mechanic and court scholars and such, one of the things you can really expand on are unlanded scholars who lived between 7th and 13th century in the Iran region. I will list some of the infamous ones :

Farabi, Razi, al-Masudi, Avicenna (ibn Sina}, Ferdowsi, al-Biruni, al-Ghazali, Attar Nishaburi, Omar Khayyam, Nasir din Tusi, Suhrawardi


The list can go on.
It would be nice to get some of them in the upcoming dlc since character design is simple. People got excited when they saw nizam al mulk being included
 
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Great work on the oxus bracelet and the sassanid sword.
Appreciate the research you put into the art people can see the distinction between Iranian and Arabic aesthetics and culture now.

I think, with the new vizier mechanic and court scholars and such, one of the things you can really expand on are unlanded scholars who lived between 7th and 13th century in the Iran region. I will list some of the infamous ones :

Farabi, Razi, al-Masudi, Avicenna (ibn Sina}, Ferdowsi, al-Biruni, al-Ghazali, Attar Nishaburi, Omar Khayyam, Nasir din Tusi, Suhrawardi


The list can go on.
It would be nice to get some of them in the upcoming dlc since character design is simple. People got excited when they saw nizam al mulk being included
I hope Nizam al Mulk's book "The book of goverment"will be an artifact.
 
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Turkic character get the Seljuk braids exclusively and share 2 new hairstyles with iranians.
They get a new count level headgear, a fur trimmed cap with a v split in the middle. And a new duke level headgear, the Sharbush that can be seen in the DD.
Not all of the new assets are in the DD, it's not really meant to be a full catalogue of the new art, more of a general overview.
Is it all Turks that will get those new hats or just the Seljuks and Ghaznavids?
 
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I can't believe this DLC comes out in one week and this is all we got.
...This is the standard pattern though? The penultimate DD before a DLC is art, the last is changelog? If you had complaints about that, they were to have come earlier. If you're speaking about actual content not DDs, see the next comment.
We'll see how the Iranian Intermezzo changes the game, but for now, I feel like this is more of a clan government re-work than a Persian flavour pack.
I think this is false perception based on the fact that we got three diaries (not counting the art and the future changelog one), one of which fully concentrated on Clan rework. Not the best presentation perhaps, but I maintain that until Nov 9 (or until changelog at least), we won't see the full extent of either the DLC or its accompanying free features.
 
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