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Development Diary #105: 1.7 "Bastion" Update

Hello and welcome to another Development Diary for Crusader Kings 3. Today I will talk a bit about the free 1.7 “Bastion” update and what new things it will bring to the game. Today we will not be talking about [REDACTED] which will be released together with the update.

The changes to Factions and AI have previously been covered in posts by @Servancour and @rageair and I will therefore not mention them again, but I recommend checking out their diaries if you missed them before: AI, AI, AI and Let's Talk Populist Factions

Character Memories:


While the characters often get up to quite memorable things in our games there has up to now not been a way to keep track of exactly what, when and with whom each character has had a particular experience. What we have done in the new update in order to show more clearly how alive the game world is, is to introduce memories to characters. Characters will remember things that happened to them, from important things like the births of their children, important battles, deaths of close ones, and succession, to more mundane things like the event interactions with other characters during their childhood.

Image - Log of the most recent memories of the player Maharaja

[Image - Log of the most recent memories of the player Maharaja]

At any time you can view the memories of your character as well as non-private memories of other characters. This lets you quickly get an idea of not only what a character is like, but also how they got there. One can think of it as a feature somewhat similar to the character history that we had in EU:Rome many years ago.

One important difference to a character history though is that over time some memories will fade away, while others will remain. For player characters and characters likely to become player characters we err on the side of keeping memories longer, mostly because you are more likely to have a need of them as the game progresses.

Memories can be viewed at any time by opening the Memory Viewer from the character window, via a button in the same place as the Kill List, Inventory, and Lifestyle.

Image - Log of the Public Memories of a non-player Character

[Image - Log of the Public Memories of a non-player Character]

Memories are not only there as a log for the player to enjoy, however. The new system allows us to make use of memories that a character has both to trigger content and to make use of in events. This means that you may now find memories used in content that previously had to be vague, an assassin might now actually cite a specific slight you committed against their employer, for instance.

What this also means is that we are now able to create new content that is based entirely on your character having a certain type of memory or sharing a memory with another character.
Last of all I should mention that it is possible to export the memories of a character to clipboard in order to share it outside of the game for those that want others to know of their character’s exploits.

Example of an exported memory list:
6 February, 1246 My mother Têcappukal died in childbirth. 15 April, 1262 I married Maharani Atittapatâriyâr. 13 October, 1263 My grandfather Sadashiva died of old age. 20 February, 1264 My first child Sangappai, a beautiful girl, was born. 16 November, 1264 My father Neetimarga died of heart failure. 16 November, 1264 I became the ruler of the Kingdom of Karnata. 14 January, 1265 I married Maharani Pertal. 20 February, 1265 I married Samrajni Lasthiyavva. 23 April, 1265 I became friends with Maharaja Maurayadhwaj of the Vigrahapalid Kingdom. 2 February, 1267 My grandmother Sattiyavvai died in captivity. 15 January, 1268 I imprisoned Mâtevapattan Chola. 15 January, 1268 I imprisoned Satyasraya Karhade. 15 January, 1268 I won a war against Mâtevapattan Chola. 24 March, 1268 I became the ruler of the Kingdom of Tamilakam. 29 August, 1268 My daughter Chandaladevi was born. 10 October, 1269 I journeyed to Kanchipuram on a pilgrimage. 30 January, 1270 I became friends with Akkadevi Akkadevi. 22 January, 1271 My carefully-written words guided Mahasamanta Mangalesi as he learned to read. 15 November, 1272 My friends Akkadevi and Maurayadhwaj threw me a surprise birthday party. 1 January, 1273 I married Samrajni Gandharavati. 12 November, 1273 My son Rachamalla was born. 5 June, 1275 My daughter Gayatri was born. 29 August, 1276 My son Butuga was born. 21 January, 1279 I became the ruler of the Kingdom of Andhra. 3 September, 1279 My son Jayasimha was born. 7 June, 1280 I became friends with Mahasamanta Narasanayaka of the Akkadevi Raj. 22 July, 1280 My friend Maharaja Maurayadhwaj of Vigrahapalid drank himself to death. 24 September, 1283 I started a war against Rajkumar Achugi of Telingana. 13 November, 1283 I became friends with Rajkumar Rachamalla of the Hoysala Empire. 5 December, 1284 My sister Gangambika died Gout Ridden. 30 January, 1285 I won a war against Rajkumar Achugi of Telingana. 20 August, 1285 I became the ruler of the Kingdom of Telingana. 19 December, 1285 My brother Govinda died from Smallpox. 30 January, 1286 I started a war against Rajkumar Arthapathi of Maharastra. 19 April, 1287 My wife Pertal died of old age. 1 May, 1287 I married Damapatni Prabhavatigupta. 27 August, 1288 My wife Atittapatâriyâr died in her sleep. 24 February, 1289 I became the ruler of the Kingdom of Maharastra. 24 February, 1289 I won a war against Rajkumar Arthapathi of Maharastra. 26 June, 1289 I became the ruler of the Deccan Empire. 27 November, 1289 Rajkumar Rachamalla of the Hoysala Empire and I became rivals. 17 June, 1290 I started a war against Mahasamantadhipati Kassapa II of the Vijayabahu Kingdom. 4 April, 1292 I became friends with Mahasamanta Nayanadevi of Vidharba. 22 September, 1292 I won a war against Mahasamantadhipati Kassapa II of the Vijayabahu Kingdom. 22 October, 1293 Me and Rajkumar Rachamalla of Asika let go of our grudges and stopped being rivals. 30 August, 1295 My daughter Vijamba was born. 11 August, 1297 I married Samrajni Nattadevi. 7 November, 1297 Mahanaga Vijayabahu and I became rivals. 13 August, 1298 My daughter Mahadevi was born. 6 September, 1298 My wife Lasthiyavva died of old age. 11 February, 1299 I married Samrajni Orbei. 30 November, 1299 I became friends with Samanta Narasanayaka of Tagadur.

Relationship Reasons:

friendreason.png
Friendreason2.png
friendreason3.png

[Image - 3 Examples of friendship reasons from an ongoing game]

Another addition coming with this update to further open up how things are connected in the game’s world is that we have wanted to make it clearer which characters are your friends, enemies, nemeses, etc, as well as clearer why a character has a special relationship with that particular character. This is accomplished by a new set of icons in the interface to highlight relationships.

Additionally whenever a relationship is formed the game notification will now not only say that it happened but also why it happened. The reasons for relationships will then always be visible in its tooltip: clearly telling you how they became friends, lovers, best friends, nemeses, etc. In cases where a more advanced relation (such as best friend or nemesis) exists we will show the reason for both the basic relationship and the more advanced one, so a best friend will keep track of both how you originally became friends and when you actually became best friends.

Together with character memories this should now make it more clear what has led you to the current point in your game, a small change that brings a surprising amount of context, highlighting parts of the interpersonal simulation that can right now be a bit hidden away.
rivalreason.png
rivalreason2.png

[Image - 2 Examples of Rivalry reasons from an ongoing game]

Revamped Childhood Events:


Image - Childhood event where you can get Diligent, Gregarious, or Temperate. Child's perspective

[Image - Childhood event where you can get Diligent, Gregarious, or Temperate. Child's perspective]

Image - Childhood event where your ward can get Diligent, Gregarious, or Temperate. Guardian's perspective.

[Image - Childhood event where your ward can get Diligent, Gregarious, or Temperate. Guardian's perspective.]

Another thing that we wanted to revisit in order to improve on how we deal with characters in the game world is the revamping of all existing childhood personality events as well as the addition of 12 new ones. This will significantly alter what personality trait combinations are likely to appear and will open up some combinations that were previously impossible simply due to how the old events for growing up worked.

The ambition apart from adding more content to the childhood period is to have the choices you make as a guardian be more interesting, avoiding any easy best choices in any single childhood event.

The new trait combinations that will be pitted against each other are:
  • diligent, gregarious, temperate
  • zealous, ambitious, sadistic
  • shy, paranoid, craven
  • lazy, gluttonous, compassionate
  • lustful, chaste
  • just, greedy, callous
  • humble, cynical, content
  • vengeful, deceitful, calm
  • generous, fickle, arrogant
  • forgiving, trusting, patient
  • honest, arbitrary, impatient
  • brave, stubborn, wrathful

Image - Childhood event where you can get Generous, Fickle, or Arrogant. Child's perspective

[Image - Childhood event where you can get Generous, Fickle, or Arrogant. Child's perspective]

Image - Childhood event where your ward can get Generous, Fickle, or Arrogant. Guardian's perspective.

[Image - Childhood event where your ward can get Generous, Fickle, or Arrogant. Guardian's perspective.]

The Loyal and Disloyal Traits:


Image - Character with the Disloyal Trait

[Image - Character with the Disloyal Trait]

Image - Character with the Loyal Trait

[Image - Character with the Loyal Trait]

Last but not least for today is the addition of two new traits with the upcoming update. Through their actions (or indeed as they are subjected to the actions of others) characters can now gain traits for having loyal or disloyal personalities, which among other things will impact how likely they are to cheat on their spouse, join factions or plot against their liege. The traits are also integrated as sins/virtues and can be more valued or common depending on cultural traditions.

That was all for today. The new update will also bring new bug fixes, event pictures, and things that I have not brought up today but this was a sneak peak of what is to come.
Next week @PDS_Noodle will be talking some more about what the future will bring.
 
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Of course the #1 thing you can do for modders is make the "Variable is set but not used" error message more accurate :)
 
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Great update! Only thing I’m not sure of is the crossed fingers representing disloyal. Maybe a serpent would be better? Would match with the animal theme of the dog / loyal.

Edit: I looked up the traits and deceitful already has a snake. I don’t know - sounds pretty hard to distinguish disloyal from deceitful. Mechanically I like the distinction though.
Agree, it's quite mysterious for me. It makes IMO sense if character gets this trait after constant plotting against liege, but Is it really necessary ? Maybe as a part of whole new mechanic...
 
And you can still play it for hundreds of hours while you wait 10 years for the next finished game to come out...your not really making a compelling case.
It's idiotic to expect a good game of this scale when there is 0 fan input. It's a similar model to early access games, except it can be marketed much easier.


Also considering that most people don't have 200 bucks to drop on a game they might not even like, so the DLC model actually allows the audience to grow rather that cater solely old fans who'll probably despise the direction the game takes anyway.
 
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Pretty obviously not. Otherwise they wouldn't be so lonely with their opinions. You can do that for yourself, but don't expect that you will be a majority.

Their not lonely in their opinions, just because you and your friends don't do that, does not mean your magically a majority opinion. But keep telling yourself that if it makes you feel better.
 
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Because it would be better. That's pretty obvious.
Things you regard as obvious are not necessarily obvious to others.

The problems with the "spend ten years in development, then release as one big lump for $200" model include:
  • The price tag causes "sticker shock", because your $200 game is surrounded by games priced between $5 and $50.
  • The project takes ten years to yield any revenue, which is a pretty poor showing in market sectors where capital and labour barriers to entry are low.
  • Someone who embraces the "worse is better" approach to software development – the view that where "less than perfect" is acceptable in the first place, acceptable software that exists and is available is axiomatically superior to perfect software that will be available in five years time – can steal a march on you by releasing a $40 game that does 20% of what your game does; that 20% could easily still be over 100% of what it takes to satisfy the average customer in your target market.
  • Sunlight and oxygen are the great disinfectants. If you spend ten years developing your game in secret, it may be a glorious masterpiece... or it may not. And if it isn't, you've incurred ten years of development costs for something that may not even be worth one year of development costs.
People like to wave around the "games were released when they were finished" thing... but let me remind you that history has been littered, all the way back to the dawn of home computer gaming, with games sold to the general public in a condition that was riddled with bugs, glitches, undercooked content, stubbed-out content, poorly tuned mechanics, and so forth.

In the 1980s, getting fixes (if they exist) for a broken game required my mum to send the original media back to the publisher with a cheque for $5.95 shipping and handling and wait 4-6 weeks for delivery. (That is a real example, by the way: the Apple II version of New World Computing's Might & Magic II.)

Today, getting fixes (if they exist) for a broken game requires me to start up Steam / open itch.io in my web browser and download the update.
 
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Their not lonely in their opinions, just because you and your friends don't do that, does not mean your magically a majority opinion. But keep telling yourself that if it makes you feel better.

Maybe I'm misreading this, but - by saying that @Stein14's opinion isn't the majority - are you suggesting that the majority of CK fans are currently waiting 10 years before buying the game?
 
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Things you regard as obvious are not necessarily obvious to others.

The problems with the "spend ten years in development, then release as one big lump for $200" model include:
  • The price tag causes "sticker shock", because your $200 game is surrounded by games priced between $5 and $50.
  • The project takes ten years to yield any revenue, which is a pretty poor showing in market sectors where capital and labour barriers to entry are low.
  • Someone who embraces the "worse is better" approach to software development – the view that where "less than perfect" is acceptable in the first place, acceptable software that exists and is available is axiomatically superior to perfect software that will be available in five years time – can steal a march on you by releasing a $40 game that does 20% of what your game does; that 20% could easily still be over 100% of what it takes to satisfy the average customer in your target market.
  • Sunlight and oxygen are the great disinfectants. If you spend ten years developing your game in secret, it may be a glorious masterpiece... or it may not. And if it isn't, you've incurred ten years of development costs for something that may not even be worth one year of development costs.
People like to wave around the "games were released when they were finished" thing... but let me remind you that history has been littered, all the way back to the dawn of home computer gaming, with games sold to the general public in a condition that was riddled with bugs, glitches, undercooked content, stubbed-out content, poorly tuned mechanics, and so forth.

In the 1980s, getting fixes (if they exist) for a broken game required my mum to send the original media back to the publisher with a cheque for $5.95 shipping and handling and wait 4-6 weeks for delivery. (That is a real example, by the way: the Apple II version of New World Computing's Might & Magic II.)

Today, getting fixes (if they exist) for a broken game requires me to start up Steam / open itch.io in my web browser and download the update.
YOu are correct, and that ease of fixes, has objectively incentivized companies to put in less effort up front, because you all just shrug and forgive it and move on, while charging the same prices as they did before.
 
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I cringed when I saw the character memories image. You can't start a sentence in English with the word "me" :rolleyes:
Eh. I mostly associate your complaint with doctrinaire schoolteachers trying to humiliate their pupils over a formally-incorrect construct that does not impede comprehension.
 
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A suggestion… do something similar with religions - and possibly even cultures or titles. Great events or dates are captured and can be referenced in, or to trigger events in the future.

For example, if you are a Catholic there might be a short basic list of feast days: Christmas, Good Friday, Easter, All Saints, etc. There should be a base chance that an even will trigger on that date each year, so Christmas might be 15%, Easter 20%, Good Friday 5%, etc.

From there a character’s traits should further modify the change… if you’re zealous the frequency increases. If you’re arbitrary it decreases.

The religion would “remember” major events that occur in game - and before the game start.

You could use this to trigger Jubilee years, anniversaries of major religious-related events like councils or revolts, anniversaries of papal accession, in-game created saints days, etc
 
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A suggestion… do something similar with religions - and possibly even cultures or titles. Great events or dates are captured and can be referenced in, or to trigger events in the future.

For example, if you are a Catholic there might be a short basic list of feast days: Christmas, Good Friday, Easter, All Saints, etc. There should be a base chance that an even will trigger on that date each year, so Christmas might be 15%, Easter 20%, Good Friday 5%, etc.

From there a character’s traits should further modify the change… if you’re zealous the frequency increases. If you’re arbitrary it decreases.

The religion would “remember” major events that occur in game - and before the game start.

You could use this to trigger Jubilee years, anniversaries of major religious-related events like councils or revolts, anniversaries of papal accession, in-game created saints days, etc
This is a great idea, but it would work even better if they had adopted my suggestion of customisable calendars. Because the Lunar New Year, Rosh Hashanah, and Eid-ul-Fitr do not occur on the same Gregorian dates each year (and nor does Easter).

nd
 
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