Hello everybody! Today we're releasing our Major Expansion for the year and the centerpiece of Chapter 3: Roads to Power. We're also releasing Update 1.13.0 "Basileus" alongside this expansion. Roads to Power is available now on Steam and Microsoft.
Check out the release trailer below, and then the changelog under that.
Roads to Power is the culmination of more than a year of development, and we sincerely hope you enjoy playing it. If you encounter any issues after today’s update, please disable all mods and ensure you’re playing on a fresh save file. If the issue persists, then please submit a bug report via our Bug Report board here on the official forums.
Check out the release trailer below, and then the changelog under that.
Update 1.13.0 "Basileus" Changelog
Expansion Features (Paid)
- Added Administrative Government: A new government heavily inspired by the Byzantine Empire which introduces a completely new playstyle focused around the bureaucracy of a large realm.
- Noble Families: Families are ranked and put into three categories depending on their overarching rating; Noble Families, Powerful Families, and Dominant Families, unlocking actions and various benefits as your family increases in importance.
- Family Attribute: Set an attribute for your Noble Family, giving you a small bonus to all members of your house.
- Influence: A new resource representing your political capital.
- Earn it by scheming, landing your family members, being a successful governor, and, most importantly, constructing buildings in your estate.
- Spend it on making your family members governors, or asking the emperor for various favors.
- New Succession Law: Appointment - Spend your influence to put yourself and the members of your family first in the line of succession of the many provinces throughout the realm.
- New Succession Law: Acclamation - Vie for control of the throne and become emperor. While skills, suitability, and family status is important, influence is the deciding factor in whether you will succeed in putting yourself, or someone else, on the throne.
- Has access to Estates: A domicile type owned and controlled by the head of a noble family.
- Upgrades and buildings provide valuable gold and influence income, and can be tailored to suit your own needs and playstyle.
- Governors: Administrative vassals act as governors, making use of several new features:
- Governor Efficiency: Based on a governor’s skill, they may increase or decrease the amount of taxes holdings provide, and the effectiveness of their Imperial Armies.
- Governance Issues: On-map interactive pieces on content, issues appear for governors to solve or somehow address, gaining valuable resources and Governor Trait experience.
- Governor Trait: A trait that represents a governor’s overall skill at governing. Experience is primarily gained by successfully solving Governance Issues, but older content has also been updated to provide experience whenever it makes sense, such as successfully reducing the impact of Plague outbreaks.
- 14 Political Schemes: A new category of schemes custom tailored to Administrative gameplay - Such as teaching others to become better governors, or raiding the Estate of another family.
- Imperial Armies: Recruit and maintain Men-at-Arms for titles.
- All governors can maintain a provincial army by recruiting any available Men-at-Arms for their provincial title.
- The liege has a unique access to armies, and can freely seize control of any available provincial army by spending influence.
- Other governors may request provincial armies from their fellow vassals, assuming they have a valid reason and enough influence.
- The efficiency of Men-at-Arms is affected by the respective governors Governor Efficiency.
- New obligation types: Have your vassals govern their provinces in the way you want with six new obligation types, Balanced, Civilian, Military, Frontier, Navy, and Imperial.
- Imperial Bureaucracy: A new law that replaces crown authority - Instead of individual levels of crown authority, the top liege of an Administrative realm sets the law level and all Administrative vassals will follow suit.
- State Faith: Decoupled from the ruler, a state faith is the primary faith of a given realm, making it easier to convert vassals to the state faith, but more difficult to convert them away from it.
- Reactive event content to the current state of the empire, the status of the emperor, and the nature of your governorate.
- Confirm Governorship: An Administrative version of Pay Homage sees the Emperor bestow his grace upon Appointments.
- Petition Emperor: Administrative vassals have new options for Petitions, including Gold, Family Governorship Appointments, and a bonus to House succession score.
- New Byzantine Throne Room - A spectacular throne room is made available for the Byzantine Empire (or any would-be conquerors of Constantinople!), including:
- Marble floors and walls.
- Stunning mosaics.
- Mechanical roaring lions with slamming tails.
- Added historical artifacts for Byzantium: hydraulic organ, (half of the) statue of the four tetrarchs, and statue of a Roman woman.
- New Dynasty Legacy: Bureaucracy - A new legacy with a focus on Administrative gameplay, unlocking new buildings for the Estate, improving Governor Efficiency, improving political schemes, and more.
- Added new Chariot Race activity.
- Host a Chariot Race to gain Legitimacy and Popular Opinion.
- Place bets on your favorite team, and favored charioteer, in an attempt to win large amounts of wealth.
- Interact with other nobles and governors, gaining influence, opinion, and more.
- Make skilled individuals compete for you by appointing them to the Champion Charioteer Court Position, providing you with influence.
- Added an exclusive Map Table, that reflects the marbled luxury of Byzantium.
- New Men-at-Arms:
- Ayrudzi - Light cavalry unit available to Armenians.
- Conrois - Heavy cavalry unit available to Normans.
- Akritai - Skirmisher unit available to Greeks.
- Ballistrai - Archer unit available to Greeks.
- Skoutatoi - Spearmen unit available to Greeks.
- Varangian Guards - Heavy infantry uniquely available as special Men-at-Arms recruitable only as title troops for the Byzantine Empire.
- New Greek Cultural Traditions: These have a heavy focus on Greek flavor, adding new Men-at-Arms, decisions, Court Positions, and more, as well as having several tie-ins with the new Administrative government type.
- Imperial Tagmata
- Roman Ceremonies
- Palace Politics
- Cultivated Sophistication
- New Norman Cultural Tradition: Audacious Cadets.
- New Armenian Cultural Tradition: Indomitable Azatani.
- Flavor Content: a stable of misc events, mainly for Greeks but some available also for neighboring cultures. Traits like Beardless Eunuch (with genuine hairlessness!) and Despoiler of Byzantium. New interactions and decisions such as:
- Castrate Kin
- Offer Eunuch
- Prepare Greek Fire
- Found the Varangian Guard
- Re-Establish the Theodosian Borders
- Refound the Pandidakterion
- Hold a Triumph
- Reinstate the Grain Dole
- Restore Greece
- Ask for Support - seek military aid from the Catholics of Western Europe.
- Evangelize the Pagans
- Restore the Byzantine Empire
- Establish Silk Production
- Commission Icon
- Commission Silk Regalia
- Splintered Crusade/Frankokratia: Catholic rulers can break their Crusade in two and redirect attackers in an assault against Byzantium. This unique war can destroy the Byzantine Empire, and begin a turbulent era as the new Latin Empire fights with Byzantine successor kingdoms.
- Crusader and Byzantine flavor events.
- Dynamic story cycle has multiple semi-historical outcomes and provides choices for both Byzantine vassals and victorious Crusaders.
- New decisions for Latins and Greeks to switch de jure kingdom ownership back and forth.
- Seize Imperial Duchy casus belli available to all rulers in former Byzantine lands: it provides special troops on attacker victory.
- Many new character assets to give the Byzantine Empire a distinct look:
- Clothes
- 26 unique new variants of byzantine clothing for both male and female characters
- 2 early/late male byzantine commoner clothes
- 2 early/late female byzantine commoner clothes
- 3 variants of early male byzantine nobility clothes
- 3 variants of early female byzantine nobility clothes
- 3 variants of late male byzantine nobility clothes
- 3 variants of late female byzantine nobility clothes
- 2 variants of early/late male byzantine imperial clothes
- 2 variants of early/late female byzantine imperial clothes
- 2 variants of early/late male byzantine war clothes
- 2 variants of early/late female byzantine war clothes
- 1 variant of late male byzantine royalty clothes
- 1 variant of late female byzantine royalty clothes
- 26 unique new variants of byzantine clothing for both male and female characters
- Cloaks
- 8 unique new variants of byzantine cloaks for both male and female characters
- 2 variants of early/late male byzantine nobility cloak
- 2 variants of early/late female byzantine nobility cloak
- 1 variants of early male byzantine imperial cloak
- 1 variant of early female byzantine imperial cloak
- 1 variant of late male byzantine royal loros
- 1 variant of late male byzantine imperial loros
- 8 unique new variants of byzantine cloaks for both male and female characters
- Headgear
- 22 unique new variants of byzantine headgears for both male and female characters
- 1 early male byzantine commoner headgear
- 1 early female byzantine commoner headgear
- 2 variants of early/late male byzantine low nobility headgear
- 2 variants of early/late female byzantine low nobility headgear
- 2 variants of early/late male byzantine high nobility headgear
- 2 variants of early/late female byzantine high nobility headgear
- 2 variants of early/late male byzantine royalty headgear
- 2 variants of early/late female byzantine royalty headgear
- 2 variants of early/late male byzantine imperial headgear
- 2 variants of early/late female byzantine imperial headgear
- 2 variants of early/late male byzantine war helmet headgear
- 2 variants of early/late female byzantine war helmet headgear
- 22 unique new variants of byzantine headgears for both male and female characters
- Hairstyles
- 12 unique new hairstyles for both male and female characters
- 2 variants of male wavy hairstyle
- 3 variants of female wavy hairstyle
- 1 variant of male curly hairstyle
- 1 variant of male straight hairstyle
- 1 variant of female straight hairstyle
- 3 variants of female wavy commoner hairstyle
- 1 variant of female straight commoner hairstyle
- 12 unique new hairstyles for both male and female characters
- Beards
- 4 new beards for male characters
- 2 variants of male straight beard
- 2 variants of male curly beard
- 4 new beards for male characters
- Clothes
- Added 7 New Artifacts:
- Statue of the Four Tetrarchs
- Statue of Constantine
- Statue of A Roman Woman
- Tree Automata
- Hydraulic Organ
- Byzantine Icons
- Throne of Solomon (Byzantine)
- Added 11 new music tracks
- 01 – Roads to Power - Main Theme
- 02 – Easter Prayers
- 03 – Knowledge from the Past
- 04 – Divine Mercy
- 05 – Greek Fire
- 06 – Ectenia
- 07 – Constantinople at Sunrise
- 08 – In the Name of the Lord
- 09 – A Journey to Adventure
- 10 – Awaiting Nightfall
- 11 – The Winds of Fortune
- Added Co-Emperors
- Sufficiently powerful entrenched regents can, if their liege's title or culture would allow a co-emperor, forcibly appoint themselves as co-emperor.
- Co-emperors and their senior emperors can now publicly scapegoat each other to the rest of the realm, sacrificing their relationship for influence.
- Co-emperors may request (or coerce) a private despotate out of their senior emperor at a certain scales of power level.
- Co-emperors may be blinded, castrated, disfigured, maimed, or killed to remove them from office — they may likewise do this to their senior emperor to steal control of the empire.
- Rulers able to have co-emperors can now (generally) dissolve powerful factions against them by appointing the faction leader as their co-emperor.
- Administrative emperors with Roman Ceremonies may now raise one of their children as a nominal co-emperor, graduating to a full co-emperor on their majority.
- Added Request Imperial Expedition interaction for co-emperors, allowing them access to a powerful cb to expand the realm's borders (_if_ their senior emperor is willing to risk it).
- Added Landless Adventurers, a new government focused on informal groups of characters (from small bands of scholars to large mercenary companies), allowing players to traverse the map and use the medieval world as a backdrop for smaller, character-focused roleplay.
- Contracts: adventurers cannot easily obtain significant fixed incomes, so they have to earn their gold and prestige from serving landed rulers via contracts. These can consist of mercenary work, decisions, event chains, and one-off events.
- Added 26 basic contracts.
- Added 4 dedicated warfare contracts for starting different types of wars + the mechanics for getting hired as a mercenary in an on-going war.
- Added 8 types of transport contracts.
- Added 11 misc/reactive contracts.
- Provisions: a new resource that adventurers require to travel across the map. As they travel, they deplete provisions (with the amount going up for some terrain types, as well as with the amount of Men-at-Arms they have).
- Has access to Camps: a domicile type owned by the leader of each adventuring party. Buildings and upgrades focus on the culture and specialities of the group you’ve gathered, providing powerful bonuses representing your position as a powerful (yet scorned) outsider.
- Several bespoke buildings are made available by your Camp Purpose
- Switch between six Camp Purposes representing different types of adventurers, each with different unlocks and a little added flavor:
- Travel the world as a Wanderer
- Kill for money as a Sword-for-Hire
- Teach as a Scholar
- Sojourn to far-off lands as an Explorer
- Commit many crimes as a Freebooter
- Regain a lost throne as a Legitimist
- Gallowsbait: adventurers that indulge in criminal acts will find that society no longer affords them the same respect a landed ruler would get. Petty crimes level up their gallowsbait trait, slowly making the world hate them.
- All landed-specific lifestyle perks have been redesigned for adventurers, effectively giving them a (mostly) entirely new set of lifestyle perks to choose from.
- The functionality for changing perk bonuses according to government is available for future vanilla use cases, as well as modding.
- Many ways to become an adventurer:
- A selection of historical adventurers can be picked from the ruler selection screen.
- Adventurers can be custom made in the ruler designer.
- Rulers that would otherwise game over due to losing all their land may become adventurers.
- Various ways for minor rulers or unlanded characters to spontaneously become adventurers during gameplay.
- Historical characters may appear in gameplay and become adventurers that players can switch to.
- Many new interactions for adventurers to interact with the world around them, from requesting support to buying land to leaving wars.
- Unlocked Iberian Struggle ‘Offer Contract Assistance’ interaction for landless adventurers.
- Added adventurer-specific Casus Bellis, unlocked by reaching higher Prestige Levels.
- Added the Seize Realm scheme unlocked when reaching a very high level of Prestige, allowing you to seize an entire realm (while significantly destabilizing it).
- A new micro-activity, the camp revel, that replaces feasting for adventurers.
- Added special Men-at-Arms refill mechanics for adventurers.
- They pay no maintenance on their armies, but do not refill them naturally. Instead, they have a brace of interactions that they can take to refill them in exchange for currency costs.
- Successfully sieging holdings also returns a small amount of troops, enough for their armies to recoup most siege losses (and maybe a little extra) most of the time.
- Added 28 camp officers, the adventurer equivalent of court positions (which they generally replace), most of which are unlocked by different domicile upgrades.
- Added Visit Settlement decision, allowing adventurers to explore the holdings they pass through.
- Added 7 new major decisions for landless adventurers:
- Become a Great Conqueror
- The [Your Faith Here] Path
- The Travels of [Your Name]
- Found a Holding
- The Knight of the Swan
- Champion Your Culture
- Levy the Outcasts
- Added various minor decisions alongside, including a small one for going fishing.
- Added story content for:
- Hereward the Wake
- Hassan Sabbah
- Wallada bint al-Mustakfi
- El Cid
- Added an interaction for expelling adventurers from your realm.
- Contracts: adventurers cannot easily obtain significant fixed incomes, so they have to earn their gold and prestige from serving landed rulers via contracts. These can consist of mercenary work, decisions, event chains, and one-off events.
Free Features
- Added new game rules
- Name of Byzantium - Don’t like the name of the Byzantine Empire? Pick the name you like the most with several options available!
- Added game rule for giving the historic ruler of Munster, Toirdelbach Mac Tadg, his rightful fiefdom (including becoming the player character if Murchad was selected; with credit to maniacal inc's thorough video on the subject for the switcharoo).
- Added a game rule allowing manual determination of the Conquest of England's victor in 1066. If left to default, this will be overridden if Hereward is a player and no one else is playing a key belligerent.
- Added a small slew of game rules for turning various arguably-administrative historical empires (plus the Carolingians, who only recently transitioned out of being administrative) into administrative empires, even if these realms aren't best suited to the mechanics of the government or already have their own distinct government flavors.
- Added game rules to turn off the Iberian Struggle and/or Iranian Intermezzo mechanics, should you wish to play without them.
- Added an optional game rule for restricting the creation of new empire titles neighboring/sharing a de jure with existing empires unless you have a stronger military, are married to their close family, or have a strong hook on them.
- Added Court View and Court Artifacts to base game; holding court, court grandeur, and other features found in Royal Court will continue to require that DLC to access.
- Added a new start date, 1178, featuring two bookmarks: Call of the Empire and Swords of Faith.
- Added a grand city style event for visiting Constantinople while traveling.
- Added the ‘Conqueror’ feature - rulers across the world can now be designated as a great conqueror, giving them special bonuses, content, and altering their AI behavior.
- Conquerors switch over to a hyper-aggressive version of the AI, which is much faster to declare wars, can declare multiple wars at once, and invests all of their resources into warfare, Men at Arms, and means with which to declare more and better wars (such as hunt activities if they’re low on prestige and you’ve disabled their special bonuses via game rules, or taxation tours if they’re low on gold, etc.). They switch to the objectively best lifestyle focuses, use schemes in a very realpolitik way, etc.
- Frequency, inheritance, and extra bonuses are fully customizable via Game Rules.
- Added Message Settings: customize notifications to your own liking to have them appear in the message feed, as toasts, or pop-ups.
- Added the Vassal Directives feature - You will now be able to give Directives to your vassals, presuming that they respect you!
- Directives are either given from the character interaction menu, or via the ‘Vassals’ tab in My Realm, the latter having the benefit of showing you the current directive. All government types can issue directives to their vassals - if you fulfill the triggers!
- Administrative realms can give directives without the Vassal being able to refuse.
- Historical Characters can now appear across the map!
- Historical Characters such as Hildegard von Bingen or Ibn Battuta will appear in their historical birthplaces and seek employment with the local ruler. Recruit them, or set them on their own path throughout the world!
- Customize how you’re notified of their appearance via a new Game Rule.
- If you own Roads to Power, you can set out as an Adventurer as one of these characters should they spawn in your realm.
- Choose a New Destiny
- When you die, you now get the opportunity to switch to another character of your Dynasty that is not necessarily your direct Heir. Our game is a dynastic simulator, and we want to unlock playing through more branches of your Dynasty!
- Players will be offered up to three categories of Destiny characters: An Interesting Destiny, a Challenging Destiny, and an Adventurous Destiny. Each category aims to offer a different flavor. The last category specifically will allow you to go Adventuring, if you own Roads to Power!
- You can also select a Favorite Child (direct child or grand-child), who will then always appear as a New Destiny character. They will not get any extra titles or gold - in fact their siblings might get a bit jealous of their ‘favorite’ status.
- For those who like to roll the Die of Fate - we have a special “Random Destiny” option with several random variants, to continue as any Dynasty character. It might still be your Heir, if that is what Fate determines.
- You only get to Choose a New Destiny if you have a valid heir when you die. Securing your succession is an important part of CK3, and we want everyone to keep respecting that goal.
- Character of the Week: Each week a new character will be highlighted when you start the game, giving you information about them and a suggestion for goals to achieve!
- Music Player: Pick the track you want to listen to and customize which tracks to play
- Reworked the Scheme System
- Schemes have been reworked to include several new parameters, affecting the overall success and progression of any given scheme
- Success Chance: The current success chance of a scheme
- Potential: The maximum potential success chance a scheme may get
- Phases: Schemes have phases, where the length can vary between different types, which increases success chance and provides advantages with each completed phase
- Secrecy: How likely it is a scheme is discovered over time and when the scheme is executed
- Breaches: The number of time a scheme is discovered - Gain enough breaches and the scheme will fail
- Advantages: Spend these to recruit agents and increase the success chance when the scheme is executed
- Schemes utilizing agents now have dedicated agent slots - Each agent boosts the scheme in different ways
- Basic schemes only have a success chance and a single phase - Usually with a longer duration - Sway is an example of a basic scheme
- Updated character’s portrait animations in older scheme events
- Added 19 new Special Buildings
- Etchmiadzin Cathedral
- Cattolica di Stilo
- Cilician Gates
- Church of Saint Lazarus
- Church of Saint Sophia
- Despot’s Palace
- Hagios Demetrios
- Hosios Loukas
- Jvari Monastery
- Kassiopi Castle
- Maiden’s Tower
- Meteora
- Mount Athos
- Patras Castle
- Saint Catherine's Monastery
- Sant'Apollinare Nuovo
- Sumela Monastery
- Temple of the Theotokos
- Troglodytic Settlement
- Added co-monarchies for king+ feudal rulers, a permanent diarchy type that allows early access to designate heir in exchange for opting into one
- Added new Achievements:
- The Old Man of the Mountain
- Band of Brothers
- Mio Cid
- Birthright
- Historically Inaccurate
- Quantum Leap
- Regnum Dei
- New Management, same as the Old Management
- Rags to Riches to Rags to Riches
- Tamar Mepe
- Despoiler of Byzantium
- Chaos is a Ladder
- Epic Paperwork
- Against the Odds
- In Good Estate
- It's OK, I Got a Permit
- Despotic
- Byzywork
- Not Content to Serve
- Started from the Bottom now we're ERE
Balance Changes
- “An Empty Throne” event will no longer trigger if your character is busy in an activity, fighting a war or is otherwise preoccupied in a way that makes your absence explainable.
- Plagues are now not more likely to break out in realms without existing plagues.
- Removed the stress that greedy characters got for transferring vassals.
- Made travel_events_fp3.0020 significantly more rare.
- “The Tempting Fruit” event is now rarer.
- Removed penalties from hit and run and hussar traditions because the bonuses weren't _that_ good anyway.
- The peasant leader trait now conveys a bit of levy siege, representing that the peasants know the layout of castles, and perhaps even helped build them.
- Terrain commanders now have slightly lower martial on average, to make them less good as general commanders and more suitable in their niche.
- The severe health debuffs from the maimed trait are now applied via temporary modifier, as with other health traits.
- Disinherited characters now keep their implicit claims, which may be pressed in war or factions as usual.
- Pilgrimage.6800 now progresses towards rivalry instead of setting it outright.
- Reclusive characters no longer lose extreme amounts of stress in the relaxation intent Feast event.
- Maa % bonuses from buildings will now start slightly higher at the base value (for the low/normal tier) while the scale will climb slightly slower.
- Marriage acceptance is now reduced if you're at war, starting at -50 and increasing by up to -150 if the recipient has the cautious/builder economical archetypes or are at war themselves (close family, friends, and lovers are excluded from this).
- The positive 'desires alliance' marriage modifier is now cut in half if you're at war.
- Added some extra factors to negotiate alliance acceptance and rebalanced some factors.
- Made the 'marrying up/down' reasons unified under one value, which is determined by the tiers of the close family of the secondary actor/recipient.
- Significantly tightened up who can become lovers randomly at court: your family can now only fall in love with characters they are truly compatible with unless lustful/deviants, and lovers will in general need a modicum of attraction and be within a reasonable age span.
- House guards are now limited to one regiment, rather than a number of sub-units.
- Massively rebalanced marriage acceptance modifiers to achieve a multitude of goals: fewer lowborn marriages, fewer marriages that cannot produce children, etc.
- The AI will no longer divorce spouses of the same house just because they want to lower house unity.
- Made the AI desire younger female concubines so that they’ll produce more children
- Made the AI gift younger female concubines, as you want them to be able to produce children for longer
- Courtly vassals now dislike lowborn marriages much more (-50, up from -20 opinion)
- Glory hound vassals now also dislike lowborn marriages (-30 opinion).
- Removed compassionate stress gain from kicking from court.
- Removed shy stress gain from inviting to court.
- If someone has accepted an invitation to court, they cannot be invited elsewhere for 5 years.
- Slightly reduced the acceptance for a liege accepting to make a vassal their designated regent.
- Significantly reduced the gold cost for sending children to university, but also reduced the effectiveness of it
- If a child has no guardian, but you have a court tutor, they will now gain education points from them as a fallback
- Slightly increased the ai's willingness to accept foreign wards.
- Reduced stress loss/health boon modifiers on a selection of event modifiers.
- Slightly reduced the penalties for obese/malnourished.
- Lowered the opinion penalties for spouses disliking concubines if their faith does not believe in it (as it was common in history the penalties do not need to be extreme.
- Faith conversion acceptance is now more based on opinion, but all non-cynical characters have a higher base chance of refusing (rather than cynical characters having a higher chance of accepting).
- Slightly rebalanced request gold/claims, opinion now matter less, and traits matter more (including new ones such as adulterer, murderer, etc).
- The 'diligent overwork' decision now gives less stress and lasts for longer.
- Significantly reduced the cost of recruiting (good) guests.
- Reduced weight gain from having high court amenities
- Young characters (<30) will now fluctuate in weight less, while older characters (40+) will fluctuate faster.
- Reduced the realm size requirement for founding the HRE to 120 (from 140).
- Reduced the frequency of ‘A Strange Noise’ event (surprise birthday party).
- Lowered the stress gained from the ‘Cupid’s Arrow’ event
- Reduced the initial cost of finding a wet nurse.
- Reduced the frequency of councilor ‘side effect’-events and feed messages.
- The ‘Pariah of Court’ event shouldn't select your own lovers anymore.
- The romance scheme should now take into account if you're already lovers (and increase the acceptance chance).
- Reduced stress for paying homage if you are shy or arrogant.
- Significantly reduced the amount of secrets being spilled at feasts.
- Young characters should now gain the gout affliction less often
- Health complications due to old age should now start roughly 10 years earlier than they did.
- Reduced the chance of and further restricted the triggers for vassals fumbling while paying homage.
- Carps are now more unpredictable.
- Reduced the frequency of warhorse, cat, and dog events to roughly match that of the yearly event pulse (1 every 4 years or so)
- Reduced the frequency of the ‘Dog: Runaway!’ event
- Reduced the chance for a spouse to be allergic to your pet
- Reduced the chance for AI rulers to become wounded via the Flagellant trait.
- Doubled the acceptance to invite someone to court from being their house head (30 -> 60)
- When inviting extended family you now get +30 acceptance
- When inviting realm characters +60 acceptance if you are the top liege.
- You now only gain stress from dying siblings if you like them (33+ opinion) and they are below 40 years old.
- Advantage now affects battles by a factor of 10 (up from 2), this makes having the right commanders/fighting in the right terrain much more important, allowing smaller armies to beat larger ones more consistently.
- In active combat the commander is now reevaluated every day and the one who provides the best advantage is chosen. It takes into account all sources of advantage and counter-advantage.
- Rulers of certain government types can no longer inherit from feudal, clan or tribal rulers. This prevents game over when your primary heir is mayor, and helps prevent administrative realms from losing titles to feudals via inheritance.
- Taught the Romans to prioritize attacking the lost lands of the empire, rather than attempting to pull a reverse Genghis Khan across the steppe all the gods-damned time.
- “A Massive Problem” no longer causes your county to fall by 5 full points in development, and the option to send funding now gives passive development progress.
- “A Land of Barbarians” has been renamed to “A Land of Foreigners” so as not to assume superiority, and the option to change their culture now does so with a speed bonus. The tolerant option now also gives cultural acceptance.
- “A Shadow in the Night” is now significantly rarer and offers more rewards to the player. One redundant option has been removed.
- Eliminated some redundant options in “Ignoble Imprisonment” and removed some irrelevant opinion changes to make the tooltip more readable.
- “Empty Coffers” now offers hooks in the options triggered by court position holders.
- Removed some redundant options from the day of truth and the cadastre and made the tooltips actually tell you what rewards you get.
- It is no longer to immediately revoke the barony created in the “A Convenient Offer” event. The event now also offers an option to construct a city rather than a castle.
- Removed some redundant options from “A Lost Treasure”.
- “Laughs requested” now offers players a simple choice of three jesters with most opinion maluses removed or reduced.
- A generic jester hired this way will be cheaper to employ.
- The event now only fires if you do not already have a jester and the petitioner for the jester is now more likely to be a character whose opinion you care about.
- Broadly reduced the cultural acceptance gains from events.
- “A Holy Tomb” now offers a more meaningful choice. The event only fires in wrong-faith counties, and choosing to support the construction of the temple makes it more difficult to convert the county.
- “From beyond the border” now enables you to gain cultural acceptance.
- Empty granaries now affect many counties rather than just one.
- “Written language” now only fires if you are the non-dominant gender and the bonuses now give you scheme success rather than diplomacy. The event can only fire if the player has hostile schemes or has an intrigue lifestyle.
- “Out of control” now rewards control across your realm. The narrative has now been changed somewhat to offer the player a choice between investing in control or sacrificing county opinion for control.
- “In Ancient Times” now offers a Legend seed.
- “Endless Poetry” can no longer demand that the player become lovers, grant titles, grant council positions, or give their entire realm to a random poet. Instead, the event has been simplified to just offer the player a new court poet.
- Removed the sanctuary event so allied realms should no longer be randomly usurped by their heirs.
- “Dust to Dust” now impacts all low-development counties rather than just one county.
- Reduced the prestige and piety level requirements for conquest, invasion, and holy war CBs by one level (e.g. from Illustrious to Distinguished Prestige Levels); this should make the ai have access to higher-quality wars more often.
- Lowered the amount of Learning gained from the Scholarly Circles lifestyle perk to 1 per Level of Devotion, down from 2.
- Updated the Scholar trait with the following changes:
- Lowered the amount of Learning gained to 3 (down from 5).
- Added a -15% bonus to development decline.
- Lowered the amount of Learning gained per level of devotion from the holy site Alexandria to 1, down from 2.
- Lowered the amount of Learning gained per level of devotion from the holy site Lyon to 1, down from 2.
- Fixed the AI being a bit too keen on using murder feasts to kill non-rivals.
- Fixed an issue where the claimant of a successful claimant faction wouldn't get the intended boost to their legitimacy, which would lead to vassals putting a new ruler on the throne, only to realise that, yes, the new ruler has awful legitimacy, let's replace them with someone else! There should be less claimant factions as a result.
- Foreign-Raised Reformer story cycle made more available and given legitimacy effects.
- Rebalanced Embrace English Culture decision, so AI Normans won’t become English immediately in 1066 and 1178.
- Reduced the MaA regiment size bonuses from relevant Accolades
- Slightly increased the Longbowmen MaA era progression
- Increased the MaA Toughness gain from the Plate Armor innovation
- Rebalanced 40+ Cultural Traditions. Many percentage increases to MaA stats have been replaced with flat increases, introduced new building early unlocks and bonuses, removed some inconsequential modifiers, and more.
- Slightly increased the bonuses from Legendary Buildings
AI
- The AI will now never use duchy conquest, duchy holy war, or duchy de jure war to claim only one county.
- The AI will now never use clan invasion to take less than 5 counties.
- The AI will now always want a caravan master regardless of economic situation, similar to a physician
- AIs that fall behind in constructing buildings in their capitals will now focus more of their gold on doing so (the desired number of buildings is dependent on innovations)
- The AI will now only recruit guests to fill court positions if the guests could fill those positions
- The AI is now slightly less inclined to spend gold on court amenities as they generally do fine anyway.
- Taught the AI that Men-At-Arms are in fact, much, much stronger than levies. It does not account for any modifiers the owner might have.
- Taught the AI to account for opposing Men-At-Arms strength when planning for wars, so it should be smarter on doing rough estimates of their own and opposing strengths. It does not account for any modifiers the owner might have.
- Told the War Planner to better split up its strength based on the actual power of their units, where power is the sum of damage and toughness of the units multiplied by the number of troops in the regiment. It does not account for any modifiers the owner might have.
- Taught the AI to account for Men-At-Arms power when calling in allies. Yes, the ruler with 3000 men-at-arms is a better candidate to call than the 5000 levies ruler with no men-at-arms to speak of.
- Taught the AI to do a rough estimate of knight power. It estimates each knight to have 10 prowess for simplicity. It does not account for any modifiers the owner might have.
- Fixed an issue where the AI was recruiting certain types of Men-at-Arms more often than intended, due to some AI weights being applied when they weren't meant to. The AI can now enjoy greater troop variety.
- The AI will now choose military and economy focused cultural traditions more often
Interface
- A repeatedly filling/unfilling progress bar will no longer be visible when viewing a character that has 0 max soldiers.
- Added foldable groups to the Decisions view.
- Added another visual stage for poor health (dark red heart) to help identify healthy characters at a glance easier.
- Added access to the Character Finder to the lobby.
- Updated the Realm-tab to make it remember its active sub-tab.
- Fixed that search box is now pre-selected for Find Character, Renaming titles/dynasties, Encyclopedia, Naming new faith/reform culture, Save Game and Login Paradox account.
- HRE princely elective succession law description is now clearer about how electors are selected if the favored titles are not valid.
- Men-At-Arms that are not siege weapons and have a siege value will now show it next to its other stats.
- Allow toggling of knight force/allow in Accolade successor interface.
- Made it so that Accolade slots you don't have are disabled.
- Better support for IME text input for composed multi-character languages.
- Fixed font glyph corruption for glyph-rich languages like Chinese and Korean that could occur during longer play sessions.
- Updated the warnings on the Tax Jurisdiction icon in the right hand side panel to always show when applicable.
- Toasts now scale with the amount of information in them, they are also more clearly color coded.
- Alerts are now color coded. Green are benefits, red are problems and purple are opportunities.
- New tooltip type for explaining period appropriate, flavorful words called the glossary tooltip.
- Updated the visuals of the event headers, headers now have the same color as the icons and have better resolution. Icons have been reworked to pop out more and look crispier.
- The Death pop-up window has updated graphics and includes new options around the “Choose Your Destiny” feature.
- Government Types now have icons that will be displayed next to the government type name whenever applicable.
- The head of a powerful family will have an icon to indicate their position on their portrait.
- Added the Big Event Window type for use in events
- Scheme Window has been redesigned
- Scheme HuD widget has been redesigned
- Additional Map Modes have been redesigned
- Schemes in Scheme Window has new headers
- Military tab has been updated and a version for Administrative Government have been added
- Reduced max visible timed modifiers in the Character View from 8 to 4 as they sometimes obscured your Faith and Culture
- Reworked various map icon positions
- Fixed issue displaying dead characters in the Barbershop
- Fixed designated heir to highlight selected heir in the list and correctly update the cost of changing
- Fixed broken inspirations progress bar not updating
- Unraised soldiers widget in military window is now only show if you have unraised soldiers and you have soldiers raised
- Men-at-arms list tooltip now shows who owns the men-at-arms.
- Added support to make Landless Characters in the Lobby. This is only active if you can play as them
- Fixed a bug where the Combat Prediction Map Icon where it would not count allies already in the province when predicting the battle outcome
- Fixed broken government text on dead characters
- Fixed issue with highlighting tabs for the tutorials
- Added missing monthly dread gain and decay modifiers from tooltip
Art
- New loading screen illustration for the “Roads to Power” expansion.
- 20 new Achievement icons
- New Legacy Track illustrations: Bureaucratic
- 2 new Decision images:
- Pet-related Decision
- Ceremonial Decision
- 3 new holding illustrations:
- Constantinople
- Byzantine City
- Byzantine Castle
- 11 new Trait icons:
- Populist Leader
- Adventurer Follower
- Knight Errant variations ("knight of the tiger" "knight of the swan" and "knight of the lion".)
- Campeador
- Despoiler of Byzantium
- Immortal
- Gallivanter
- Gallowsbait (Bandit, Brigand, Poacher, Marauder, Trickster, Thief)
- Beardless Eunuch
- Conqueror
- Charioteer (Blue, Green, Red and White)
- 5 new Story Event images:
- Harrying of the North
- Roman Restoration
- Constantinople
- Two different Adventurer images
- 19 new Event Backgrounds:
- Adventurer Background
- Byzantine Throne Room
- Camp in Arid Terrain
- Campfire
- Chariots Track
- City Gate
- Constantinople
- Constantinople Riot
- Byzantine Feast
- Hagia Sophia
- Hippodrome Chariot Race
- Orthodox Holy Site
- Mediterranean Estate
- Mediterranean Market
- Mediterranean study
- Military Tent
- Relaxing Room
- Relaxing Tent
- Hills
- 28 new court position icons:
- Akolouthos
- Archer Captain
- Armorer
- Bookmaker
- Camelry Captain
- Camp Cook
- Camp Priest
- Chief Engineer
- Chief Forager
- Elephantry Captain
- Head Groom
- Head Porter
- Heavy Cavalry Captain
- Horse Archer Captain
- Huntsperson
- Kennelperson
- Light Cavalry Captain
- Light Infantry Captain
- Master Bard
- Master of Arms
- Master of Spoils
- Master Thief
- Person Haggler
- Pike Captain
- Quartermaster
- Second
- Stooge
- Witness
- 10 Government Type Icons
- 11 new Special buildings:
- Temple of Theotokos
- Patras Castle
- Sumela Monastery
- Troglodytic Settlements
- Maiden’s Tower
- Mount Athos
- Hagios Demetrios
- Meteora
- Church of St. Sophia
- Church of St. Lazarus
- Despot’s Palace
- 10 new Holding Models:
- 4 Byzantine Castles
- 2 Byzantine Cities
- 3 Byzantine Walls
- Custom Constantinople city model
- New Props:
- Cultural shields (4 + 1)
- Scepter
- Chariot (4 versions)
- Chariot with horses (4 versions)
- 1 new tenet art:
- Household Gods.
- 8 new Men-at-Arms Art:
- Akritai
- Ayrudzi
- Ballistrai
- Cataphracts
- Conrois
- Monaspa
- Skoutatoi
- Varangian Guard
- 39 new interaction or scheme icons:
- Acknowledge Governor
- Adopt House Member
- Boost Efficiency
- Challenge Status
- Contest appointment
- Contract Escort
- Damage Efficiency
- Damage Legitimacy
- Demand Administration
- Depose
- Designate Favorite Heir
- Dispute Border
- Evict Adventurer
- Expand Power Base
- Force Governor Removal
- Force to Step Down
- Foster Legitimacy
- Found Despotate
- Governor Removal
- Grant Governorship
- Harm Candidacy
- Ingratiate Family
- Political
- Promote
- Purchase Land
- Raid Estate
- Request Camp Follower
- Request Funding
- Request House Head
- Request Land
- Request Men-at-Arms
- Request Recognition
- Request Spouse
- Revoke Governorship
- Send to Varangian Guard
- Slander
- Subsume Province
- Support Candidacy
- Teach Governor
- 4 new event type icons:
- Prowess
- Adventurer
- Imperial
- Administrative
- New misc icons:
- Visit settlement, Gather Provisions
- Alert Icons for Contracts and Camps
- 15 Powerful family attribute icons.
- 4 Casus belli icons.
- Many new flat icons
- New animations:
- Incapable
- Menacing
- Threatening
- Interested (two versions)
- Prayer
- Thinking with scepter
- New love animation
- Storyteller
- Idle bow
- A new shocked animation, previous shock is now called stunned
- New marshal prop variations: Marshal with random weapon, marshal with axe, marshal with dagger, marshal with mace, marshal with shield
- Acknowledging
- Betting
- Bribing
- Debating
- Obsequious bow
- Scepter
- Stay back
- Inspect weapon
- Passive with shield
- Waving from horseback
- Riding chariot
- Riding chariot while happy
- Riding chariot while shocked
- Riding chariot with horses
- Riding chariot with horses while happy
- Riding chariot with horses while shocked
- 9 new event VFXs:
- Snow
- Snowstorm
- Fog
- Smoke
- Heavy smoke
- Sandstorm
- Earthquake
- Rainy Fog
- Lightning Storm
- Texture Streaming graphics option is now turned on by default.
- Council members will now switch animations when some tasks are active, to better represent what they are doing.
- Fixed missing textures for struggle ending buttons.
- Added additive animation to lift the arm when wearing a specific cloak that lays on the arm.
- The lantern used in events is now lit.
- Small change to the hair color palette to make gingers more... gingery.
- Slightly increased and improved the SSAO effect on characters.
- Changed the default beards used by Byzantine characters (they no longer use the “western Europe” selection of beards).
- Changed so that children and family members of rulers get more appropriately fancy clothes. Also made it so that nobles in general use nobility clothes, even if they hold lesser titles or are unlanded (with the exception of members of insignificant noble families who still may use commoner clothes).
- Mayors should now no longer use commoner clothing, but instead that of low nobility.
- Council members of powerful rulers should likewise get nicer clothes.
- Eunuchs will no longer suffer from genetic baldness.
- Fixed a problem with incorrect patterns being used on Western Era 1 Clothing from Tours and Tournaments.
- Made Croatian and Bosnian cultures use Western clothing instead of Byzantine.
- Added persistent DNAs for a number of characters including Salamon of Hungary and Byzantine rulers.
- Made it so that duke-tier characters will wear helmets along with their armor, when at war.
- Added the helmet crest with coat of arms to the T&T Greathelm for duke-tier NPCs.
- Tweaked the dates for when the T&T Norman Spangenhelm is used, to make sure it overlaps a bit with the later era Greathelms.
- Female characters can now wear the Reichskrone.
- The Ashkenazi culture now uses western clothing instead of Byzantine
Localization
- Fixed incorrect gender in the text in the “War Horse” event (Tournament Event)
- Fixed a typo in the “Repair Artifact” game concept.
- Fixed missing localization for locked “I Made This” achievement.
- Fixed incorrect description for the “Incognito” event (Martial lifestyle event)
- Changed default name and added cultural variant names for Zemigallia.
- Ritual suicide should no longer be referred to as “endura” for non-Cathars.
- Fixed missing definite article in the "Who Ate All the Pastries?" tour event text.
- Fixed a reference in a travel event where pallets and palates had been mixed up.
- Fixed tooltip that failed to properly describe why you could not enact certain succession laws to properly say that it is because your culture lacks the appropriate tradition.
- Latgalia and Zemigallia will now be properly referred to as that, instead of “Latgalians” and “Zemigallians”.
- Fixed typo in “Shepherds of the Romans” mercenary name.
- Fixed missing description for the message when you are changing your court language.
- Fixed tooltip for martial tournament contest eligibility for the Severely Injured and Brutally Mauled traits.
- Fixed broken text in the “Admires Legitimacy” message.
- Fixed errant space in the Abduct concept description.
- Fixed broken localisation perspective due to wrong scope being used in the "Extort Subjects: Powerful Vassal" event, from the "Extort Subjects" decision.
- Fixed some broken localization for certain court positions during court events.
- The message after recruiting a courtier will now display proper information about the action and potential family instead of a custom text.
- Adjusted a number of names that began with “Abdul” that (now) more properly begin with “Abd al-” (Servant of).
- Chandax and Chania will now be known as “Candia” and “La Canea”, respectively, if they should fall into Italian hands.
- Renamed the county of “Göttingen” to “Goslar”, a somewhat more significant place within the county’s borders.
- The Masmudi Head of Faith is now known as the Caliph. It’s good to be the Caliph!
Game Content
- Reworked a significant amount of Hold Court Events and Court Events
- ~90 events had their effects or text changed
- ~35 events were replaced by new ones
- Added a new special vassal contract option for Counts, Castellan/Burgraves
- Added flavorization for Marquess/Margraves, Count-Palatines, Palatines, and Castellans/Burgraves
- Added the Margrave Special Contract at start-up for certain historical Holy-Roman Margraviates
- Added a ruler designer-only Immortal trait, both for casual players that want a char to stick around & for better mod intercompatibility (no supporting content here, i'm afraid: it's there if you want it for the mechanics, but no event chain to get it or reactive event content around it).
- Hunters may now be hired in sighting events if you do not have one.
- Added stillbirth and premature pregnancy memories.
- Added icons as a creatable artifact type by artisans.
- Added special audio cue for when a character becomes a governor in an administrative realm.
- Unlocking ferment revolt for landless criminals.
- Added a free decision for removing Sicily from the ere, allowing Rome to lose its control without requiring a rival empire to take the kingdom from it (which means 1178's de jure can be achieved through natural play).
- Added game rules for turning the struggles off individually, should you wish to begin without them.
- Added interaction for war participants to switch sides in a war.
- Added state faith to administrative governments and changed multiple interactions and other content to account for it.
- Added memories for changing and adopting state faith.
- Populist factions in realms with state faith now only aim to change state faith in wars instead of splitting off from the realm (if they are of the capital culture!).
- Imprisonment reason for refusing faith conversion is only applied when the actor's faith is the state faith.
- Set_title_name can now rename dynamically generated titles.
- Added a new Household Gods tenet for Hellenism.
- Added new title flavorization for when you restore Rome.
- Added new Pax Romana Casus Belli for when you restore Rome.
- Peasant factions in Byzantium now target the emperor if they are working towards restoring rome.
- Added flavorized names for counts, barons, counties, and baronies for both administrative titles and Greek administrative titles.
- Added co-rulers for feudal and tribal rulers, an opt-in diarchy behaving very similarly to a regency that allows heir designation between children in the early game whilst giving vassal opinion scaling to the co-ruler's diplomacy.
- Added influence as a swingable resource for all diarchies (if the liege's realm has influence).
- Added the change election candidacy status decision, allowing players to optionally apply heavy maluses to their candidacy score inside electives — the score is lessened for progressively larger and larger player realms, so eating an elective realm from the inside will still result in getting elected.
- Added Gallivanter trait, predominantly for adventurers but also accessible via the content trait & carefree lifestyle perk, allowing characters to refuse to inherit titles from other characters.
- Adds a scheme success chance bonus to court of shadows lifestyle perk.
- Adds option to override character event header backgrounds in themes and individual events.
- Unimportant characters trying to form rivalries with important characters will now generally only receive a unilateral grudge relationship instead.
- Added a purple header for Administrative and Emperor event themes.
- Adds extra wide zoom level to the barbershop.
- Duchy level rulers can now employ chief eunuchs.
- Adds Hagia Sophia background to the ecumenical patriarch.
- Events that take place in a church may use the Hagia Sophia illustration for certain events
- Adds disfigure, blind, and castrate options to release from prison interaction with new events for disfigure.
- Adds GUI support for pivotal moments within the activity window instead of fullscreen.
- Court positions are now sorted by scripted priority.
- Updates icon for language game concept.
- Added recruit court position decision button to the court position window.
- Grouped together decisions for hiring court positions.
- Condensed all commander recruitment decisions into a single decision.
- Added Murex factories as economic buildings.
- Added functionality for displaying gloss tooltips for words in event text.
- Added the Parthenon special building to Attica and makes it a holy site for Orthodox faith.
- Adds bilateral events for the Hostage War Aid chain, so you can now be asked to provide aid to your hostage’s Warden
- Populist Revolts now create dynamic kingdoms based on their culture name rather than the local duchy name; they have a map color based on their location rather than an ugly auto-generated color
- New Patriarch and Ecumenical Patriarch flavor names for landed Orthodox theocrats
- Adds new event cameras for posing characters
- Switches steppe holdings to using Persian or MENA graphics rather than the generic Western European fallbacks
- Added nudity and improves characters and backgrounds in seduce scheme events
User Modding
- Adds number_title_maa_regiments_of_type trigger.
- Add the concept of reader actions and macros to our parser, see ‘game/reader_exports’ for more examples (known issues: has some bugs that can block some functionality)
- Allow all databases to load sub-folders.
- Allow scripting interaction name and icon dynamically.
- Add house_land_share_in_realm trigger.
- Add MaA as a possible target to character interactions.
- Make army regiments a scope type.
- Add link for raw aptitude score for court position.
- Object Explorer: Various UX improvements, including better positioning / window titles / large text boxes
- Object Explorer: ctrl-enter runs filter when in text box
- Object Explorer: “Save as Default” also stores current window position and size as default
- Object Explorer: Alt-tab no longer kills half the typed text in the input box you are in
- Script error log entries now state ‘stack’ in reverse order
- Script error log show more of the script ‘stack’
- Script error log entries have correct line numbers for scripted effects/triggers
- Script error log entries have the ‘item’ they are called from in addition to the file and line number
- In debug/development mode, the game will check all localization data for high-level syntax errors on startup, and print errors for any faulty localization found
- ‘Map debug menu’ buttons are functional again in the release build
- Added a new Script Profiler, which can be used to analyse script performance
- ‘add_to_list’ effect now supports adding a specified value, instead of only the local scope
- Holy orders created during on_game_start will use specific name list instead of generic names
- Added complex 'ai_start_best_war' effect to give more tools for AI war scripting
- Added ‘involved_combat_side’ link on ‘army’ scope that returns the ‘combat_side’ a currently fighting army is involved in
- Added GetNullLandedTitle data function
- Added blank backgrounds for event themes for our modders <3.
- Changed game_rule.1001 to use a character flag rather than specifically referring to Mathilda of Tuscany, per modder request.
- Added a ground joint for the body. Any added clothes or animations using the game-provided bodies will need to be reexported with a ground joint.
- Encapsulated various bool values in the flavorization database in flavourization_rules
- Moved into flavorization rule top_liege into flavourization_rules
- Moved into flavorization rule only_independent into flavourization_rules
- Moved into flavorization rule only_holder into flavourization_rules
- Moved into flavorization rule faction into flavourization_rules
- Added spouse_takes_title flavorization rule.
- Added domicile to valid flavorization type.
- Added domicile_type to flavorization types to test domicile type on context character.
- Added domicile to special flavoring testing to explicitly test against domicile of character or character spouse.
- Removed title as a value for flavorization's special field. It was unused.
- Updated flavorization database documentation.
- Added .info script documentation for flavorization.
- Replaced education bool with type enum for focus types. Defaults to lifestyle.
- Added is_shown trigger to focus types.
- Removed focus_id from the focus types.
- Updated script documentation of focus types.
- Added custom_scaling_employer_modifier_description to court position types to give custom descriptions for each aptitude level, and the range
- Added GetName, IsEnabled, IsPlaying and GetCategory data functions to MusicTrack data type.
- Added GetNameLocKey, GetName, IsEnabled, IsPlaying, GetTracks, HasTexture and GetTexture data functions to MusicPlayerCategory.
- Added HasSelectedCategory and GetSelectedCategory to MusicPlayer.
- Added ToggleMusicPlayer global data function.
- Added IsLandOwnerForLandless and IsLandLiegeForLandless to data functions to CapitalMapIcon data type.
- Added GetKey, GetIndex, IsValid and Localize data functions to CourtPositionType data type.
- Added GetColoredValueString data function, taking a value, a colour value and precision.
- Added color value enums - positive_is_good, negative_is_good, neutral, positive, negative, no_color for use in GetColoredValueString.
- Added GetOwningTitle data function to MAAOriginMapIcon. This will be the landed title a MAA regiment is owned by if it is tied to a title, and the null object if it is a personal regiment.
- Added target support to revoke_court_position so you can specify whose position is being revoked. Use either recipient or holder to target as specific employee
- Added GetMilitaryPower and GetPowerRatio data functions to SAICBTypeInfo data type.
- Fixed a problem with the no_clothes outfit tag, which made the body look deformed when using the tag. Now the anti-clipping body modifiers are disabled when the tag is set.
- Fixed interface messages to automatically select sound effect (if not specified) based on their display type and style
- Added define NAI::LOPSIDED_WAR_RATIO_THRESHOLD
- Added define NAI:
ISEMBARK_POWER_PROJECTION_PENALTY
- Added define NAI::SUPPLY_LIMIT_SPLIT_SIZE_PADDING
- Added various NAI defines regarding administrative realm behaviour at war.
- Renamed various NAI defines regarding military strength to instead refer to military power.
- Updated documentation on various NAI defines.
- MenAtArmsType GetStat data function now also takes a landed title data argument.
- MenAtArmsType GetStatDesc data function now also takes a landed title data argument.
- MenAtArmsType GetProvinceStat data function now also takes a landed title data argument.
- vbox_maa_stats_numbers_base now requires a landed title data context.
- Added button_clickable_object_card helper type, which is a button version of vbox_generic_object_card.
- Added Title.CanTransferTitleMaaControlToLocalPlayer data function
- Added Title.CanTransferTitleMaaOwnershipToLocalPlayer data function
- Added Title.TransferMaaControlToLocalPlayer data function
- Added Title.TransferMaaOwnershipToLocalPlayer data function
- Added Title.CanReturnTitleMaaToOwner data function
- Added Title.ReturnTitleMaaToOwner data function
- Added Title.HasAdministrativeArmy data function.
- Added Title.IsAdministrativeArmyHired data function.
- Added Title.IsAdministrativeArmyHiredByLocalPlayer data function.
- Added Title.GetAdministrativeArmyStatusdata function.
- Added HiredTroopItem.GetAdministrativeTitle data function.
- Added HiredTroopItem.IsAdministrativeArmy data function.
- Added MilitaryView.GetAllAdministrativeArmies
- Added OpenAdministrativeArmyDetailView data function.
- Added ToggleAdministrativeArmyDetailViewdata function.
- Added character modifier men_at_arms_title_limit for use with troops tied to administrative landed titles.
- Added men_at_arms_title_cap to be applied when recruiting maas for administrative landed titles.
- Removed HolyOrder.GetComposition data function, this has been replaced by HiredTroop.GetComposition and HiredTroopItem.GetComposition.
- Removed MercenaryCompany.GetComposition data function, this has been replaced by HiredTroop.GetComposition and HiredTroopItem.GetComposition.
- Added RulerDesignerWindow.IsDesigningLandless data function.
- TryStartRulerDesigning data function now takes a bool argument denoting whether or not we are making a landless character. If landless play is not enabled, this will do nothing.
- Government types now specify government_rules as a container to define all members that are part of the bitmask that defines the government rules. As such previous declaration on reading government rules in the type itself is deprecated.
- Government type member create_cadet_branches is now contained within government_rules.
- Government type member religious is now contained withing government_rules.
- Government type member court_generate_spouses is now contained within government_rules.
- Government type member council is now contained withing government_rules.
- Government type member rulers_should_have_dynasty is now contained within government_rules.
- Government type member regiments_prestige_as_gold is now contained within government_rules.
- Government type member dynasty_named_realms is now contained within government_rules.
- Government type member royal_court is now contained within government_rules.
- Government type member legitimacy is now contained within government_rules.
- Government type member dynasty_named_realms is now contained within government_rules.
- Removed ai.start_murders from government type, as it was not used at all. This will now error if it is defined within a government type.
- Removed ai.imprison from government type, as it was not used at all. This will now error if it is defined within a government type.
- Updated government type script documentation.
- Added CCharacter.IsHireableRuler data function.
- Added CCharacter.IsHireableRulerEmployedByLocalPlayer data function.
- Added MilitaryView.GetAllHireableRulers data function.
- Added IsHireableRulerDetailViewShown global data function.
- Added OpenHireableRulerDetailView global data function.
- Added ToggleHireableRulerDetailView global data function.
- Added HiredTroopItem.GetHireableRuler data function.
- Added HiredTroopItem.IsHireableRuler data function.
- Added HiredTroop.IsHireableRuler data function.
- Added HiredTroop.GetHireableRuler data function.
- Added government rule mercenary. This is a government type that can do mercenary work if the captain fulfills a condition. Unlanded characters that fulfill this condition can be hired as allies in wars. Mercenary companies explicitly ignore the condition and will always do mercenary work.
- Added independent_landless_ruler data provider for the Object Explorer.
- Added CapitalMapIcon.IsLandOwnerForLandless data function.
- Added CapitalMapIcon.IsLandLiegeForLandless data function.
- Added color definition to Vassal Contract Obligation Levels.
- Added illustration property to scheme types to easily set preferred background
- Added error horse to lobby view
- Added new character interaction target filters: actor_realm_titles, recipient_realm_titles, secondary_actor_realm_titles and secondary_recipient_realm_titles
- Added new modifiers: monthly_prestige_gain_per_court_position_add, monthly_prestige_gain_per_court_position_mult, monthly_piety_gain_per_court_position_add and monthly_piety_gain_per_court_position_mult
- Added new modifiers: monthly_lifestyle_xp_gain_add, monthly_%s_xp_gain_add and %s_xp_gain_add
- Added new modifiers: diplomacy_lifestyle_xp_gain_add, intrigue_lifestyle_xp_gain_add, learning_lifestyle_xp_gain_add, martial_lifestyle_xp_gain_add, stewardship_lifestyle_xp_gain_add, monthly_diplomacy_lifestyle_xp_gain_add, monthly_intrigue_lifestyle_xp_gain_add, monthly_learning_lifestyle_xp_gain_add, monthly_martial_lifestyle_xp_gain_add and monthly_stewardship_lifestyle_xp_gain_add
- Added new modifiers: knight_effectiveness_per_prowess, knight_effectiveness_per_diplomacy, knight_effectiveness_per_intrigue, knight_effectiveness_per_learning, knight_effectiveness_per_martial and knight_effectiveness_per_stewardship
History Databases
- Swapped Apostolic's Aniconist tenet for Chthonic Redoubts, to help them survive a little better.
- Added Albanian culture, in Albania.
- Added a max_regiments property to men at arms types to limit how many regiments of the type you can have.
- Fixed disconnected rixa character in salian house, set father and moved to house goseck.
- Adjusted the names of a number of characters who had their laqab honorific (Salah ad-Din, etc.) treated as part of their personal name. Removed many of these from the cultural namelist, converted the honorifics to nicknames, and reapplied them accordingly.
- The Aghlabids, Tulunids, and Oskyldrs now have coats of arms to call their own.
- Moved the capital of k_oghuz_il to Yangikent.
- Changed Alan heritage and clothing style to Iranian
- Beja heritage changed to East African
- Created new Caucasian heritage for Georgians and Armenians
- New Syriac heritage for Syriac culture
- Added more Syrian/Nestorian counties to Jazira in 867 and 1066, in line with historical populations.
- Made Mashriqi a hybrid of Bedouin & Syriac, rather than a pure divergence of Bedouin.
- Added several Syriac provinces in Western Syria in the earlier two bookmarks, representing the Syrian Melkites not yet being a minority.
- Gave the Aghlabids a fighting chance in their invasion of Sicily in 867.
- County of Edessa moved to Byzantine control in 1066.
- Added an introductory event to Emperor Basileios in 867, clarifying that he's just murdered his predecessor to fully take the throne.
- Gave Emperor Michael III fixed traits to represent his poor judging of character.
- Gave Toirdelbach static traits & skills.
- Handed off Kakheti and Hereti to Agsartan Bagratuni in 1066.
- Appointed Nikephoros Karandenos as Strategos of Bulgaria in 1066.
- Bestowed Aran upon Sawur Shaddadid in 1066.
- Granted independence to the county of Khachen in 1066.
- Appointed Nikephoros Botaneiates as Strategos of Antioch in 1066.
- Expanded the Marwanid realm to include Tall Basma, Mayyafariqin, and Hakkari in 1066.
- Made Nikephoros Bryennios the Younger the son of, naturally, Nikephoros Bryennios the Elder.
- Fixed Anglo-Saxon female name Turfida, which was spelled as TURDifa
Map
- Added marshes to several baronies throughout Italy.
- Updated terrain in India to better match reality. Dry zones are now dryland, the Aravalli range is represented on the map, the region south of the Ganges and Yamuna is now more hilly and the terrain of various baronies are now set in a more granular way.
- Added a river crossing in the county of Constanta, between Tulcha and Sulina.
- Reworked terrain in Anatolia and a few other places.
- Adjusts impassable terrain around Cilicia to create a few more interesting bottlenecks.
- Made Soloi a proper coastal barony.
Achievements
- Turkish Eagle is now available to any Seljuk character in 1066 besides Alp Arslan.
- The 'No One Comes to Fika' achievement will now be valid as long as fika is your capital county upon diverging.
- Certain Legends of the Dead achievements no longer require the DLC to trigger.
Bug Fixes
- Blocked several descriptions in the travel event "Danger: A Quarrelsome Lot" when the event happens while at sea, as they made little sense. Mounting a horse on a ship sounds like a terrible idea anyway…
- Divorcing or setting aside a concubine who is a lover will now break up with them.
- Grand city events no longer trigger if the grand city is the destination of an activity you are traveling to.
- Taking a celibate concubine will now remove celibacy.
- Babies now sit on the ground instead of hovering in the air in the barbershop.
- Characters whose culture accepts polygamy/concubines will no longer be upset by you taking additional spouses/concubines.
- Renamed Serbo-Croatian language to South Slavic per long-standing & frequent community request.
- Peasant revolt armies will now always try to exceed the garrison of their location, so that they don't spawn into siege stalemates.
- Fixed the houses button being hidden in the Dynasty House window if there are two or fewer houses.
- Fixed an issue where two characters could be the same in the “Fortified Knowledge” event (travel event)
- Fixed issue when too many mercenaries are raised automatically selecting impassable or sea locations.
- Made stricter triggers and updated the effects of the “Coming out to Play?” event
- Rebalanced the second option in the “A Duel Demanded” event (travel event)
- Added prevention against a rare crash happening when diarchies are created.
- Fixed max scales of power level displaying ‘invalid level’.
- Random_yearly_pulse now happens exactly once per year for each character.
- Fixed empty blue activity pulse action toasts appearing during Grand Tournaments.
- Fixed the adultery suspicion event appearing much too often. It should now be less frequent, with a higher chance of actual infidelity when it does appear.
- Fixed a few minor discrepancies in the map borders, especially near Ryazan.
- Vikings and practiced kidnappers are now correctly more likely to capture people in battles.
- Fixed the hunt_tracks_dog pulse action giving stress instead of prestige.
- Corrected background of the event “A Moment to Talk?” (hunting event)
- Fixed the tilting demonstration Tournament pulse action never firing.
- Fixed knights recruited by diarchs always dying.
- Strife opinion will now properly be accounted for when AIs choose to murder someone.
- The event “A Friendly Word” now properly increases artifact quality.
- Fixed misplaced struggle catalysts in the ‘Ask for pardon’ interaction.
- Corrected a reference to the wrong Islamic doctrine in faith conversion if the Persian struggle has been ended.
- Croatian and Bosnian cultures now use Western clothing instead of Byzantine.
- Mayors should now no longer use commoner clothing, but instead that of low nobility. Nobles from insignificant families still use commoner tier clothing.
- Made sure that eunuchs do not get genetical baldness.
- Fixed a problem with the no_clothes outfit tag, which made the body look deformed when using the tag. Now the anti-clipping body modifiers are disabled when the tag is set.
- Barons now use low nobility tier clothing, instead of the commoner tier.
- Changed so that children and family members of rulers get more appropriately fancy clothes.
- Made it so that nobles in general use nobility clothes, even if they are unlanded.
- Corrected hook gain in the event “New Family” (Wedding Event)
- Fixed incorrect event selection in the event “The Attempt” (Suicide Event)
- Blocked the host from being kicked out of the activity in the event “Picked On” (Meet Peers Event)
- You can no longer have the pope help you send a letter to the pope.
- Fixed incorrect scoping when petitioning your liege for development.
- One of the options in the event “Ate All the Pastries” makes you a deviant, as it should (Tour Event)
- Fixed the fallback of the event “Studies in Eternity” not awarding a university slot.
- Fixed same-court siblings not being prioritized in the get_guardian_scope_effect effect.
- Fixed an incorrect trigger trying to find a friend character in the “Gibbering Fool” event
- Fixed some missing checks in the “A Fully Belly” and the “Full Bellies” events
- Fixed progress_to_victory_active_contestant_value to use ceiling instead of round.
- Fixed incorrect multiplication in guest arrivals.
- Fixed two incorrectly defined tournament transition animations.
- Party size, rather than attendants, now affects your prestige rewards during a hunt.
- Fixed double education complete notification events if a child had no defined parents.
- Fixed that the “A Gruesome Gift” event was not possible to trigger.
- Certain inspired adventurers will no longer be naked forever.
- Fixed you repenting for other people's secrets in the “Repentance in <Location>” event (Pilgrimage Event)
- Fixed insufficient checks on whether councilors can be fired for the second option in the ‘too scared to speak’ lifestyle event.
- Fortune teller cultural festival event will no longer be able to change cultural acceptance with your own culture.
- Improved many tooltips related to court position hiring in events.
- Fixed issue in harm events where sometimes instead of grabbing a court physician they would grab another position holder such as the master of the hunt.
- Your character will no longer keep getting events about dreaming of a peasant they are in love with if that peasant is dead.
- Fixed some badly written ai logic for the decision to sponsor scholars in Persia.
- Albania is no longer classified as both normal and mild winter at the same time.
- Fixed minor error in the feast event 'the bootlicker' where sometimes the event would not properly find a secondary character.
- Fixed issue where the 'secure iberian foothold' decision was not transferring titles according to the correct criteria.
- Fixed issue in grand tour event where instead of checking attraction to another character the game checked if the player was attracted to themselves.
- Fixed missing check for struggle catalysts when gifting artifacts.
- Fixed broken modifier for one of the research inspiration outcomes from legacy of persia.
- Event fighting robes can now trigger during tournaments.
- Improvident trait now gives slight piety gain, given that you're constantly donating to charity.
- Scandalous priest in the “Scandalous Priest” event can no longer be a prisoner.
- Viziers may now be appointed over designated regents, at the cost of annoying your designated regent.
- The event “Witchery and Salve-aton” will trigger only if the witch trait is perceived as criminal, shunned or not virtuous for root and accuser. (Epidemic Event)
- Nickname events for learning and intrigue will now add a proper flag when you reject them to prevent those events from triggering again.
- Fixed option name referring to you in 3rd person in one of the “Rites of Passage” events
- In pay homage, the AI will correctly evaluate if the liege is their family, instead of if liege is their own family, when offering a hook.
- Fixed effect destroying artifacts in battle to destroy the artifact if its durability is <0.
- Fixed Iranian culture not using arabic activity 3d markers.
- Fixed multiple issues in the “May I…?” event where you could dance with yourself. (Tour Event)
- Fixed the raid loot delivered toast not showing any contents.
- Fixed the lost raid loot toast not showing any contents.
- Fixed you sometimes becoming a deviant without consent via the “Caught with My Pants Down” event
- Fixed an error where AI rulers wouldn't always want to imprison people who seriously wronged them.
- Fixed spouse councilor checking the wrong traits in background experience gain events.
- Fixed incorrect opinion in the “Sway: Pushing Luck” event
- Critically failing to dropkick a child should no longer result in no injury for you.
- Genetic variants of depressed, possessed, and lunatic should now properly be inherited.
- Fixed incorrect animations in witch ritual.
- Fixed stress impacts of the “The Truth of It” event (Tour Travel Event)
- Fixed a problem with the incorrect patterns being used on Western Era 1 clothing from Tours and Tournaments.
- Slightly increased the SSAO effect on characters.
- Small change to the hair color palette to make gingers more... gingery.
- Fixed the vassal getting dread during intimidation tours.
- Fixed lovers being incorrectly set in the “The Lovers” (Hunting Event)
- Fixed incorrect fallback culture in undirected holy wars.
- Corrected laudabiliter piety cost.
- Fixed duels being broken in funeral.1000.
- Fixed two hostage acceptance modifiers not being properly limited.
- Fixed overwritten quality value AI assessments in MAA weights.
- Fixed misleading tribal modifier in vassalage acceptance.
- Fixed incense burners sometimes not being awarded after an inspiration.
- Added tier 5 traits to petition_liege_councillor_compare_modifier.
- Fixed several values not being counted when vassal stances determined their favorite heir.
- Added missing forest advantage modifier from cultural hunter lifestyle track.
- Fixed attraction to self in martial_authority.2050.
- Fixed logic issue in martial_strategy.4010.
- Fixed logic issue in varangian.2018.
- Fixed dual marriage doctrines for zoroastrianism.
- Made sure failed madrasa students do not become giants.
- Effects on building started or completed will correctly apply to the character that paid for the construction, kept the county holder as fallback.
- Fixed missing handling for the court chronicler in hold court event.
- Fixed a bug where characters that had been hired as a travel option related companion once would forever be sent away if they were in a travel party at the end of traveling.
- Fixed a bug where characters that had been hired as a travel option related companion would always be sent away when you got home, even if you had married them, sponsored them to make an inspiration, etc.
- Corrected incorrect event links in travel_events.2024.
- Children of the reigning ruler now count as having a strong claim under elective succession.
- Iberian walls will no longer be used across the entire mediterranean region.
- Fixed a minor error that caused diarchies to always appear as regencies in their ending feed message.
- Fixed Steam Rich Presence about tax collectors to trigger only if you have a clan government.
- Removed and replaced the old calc_rough_opinion_xyz values now that we can actually easily use opinion inside script values.
- Added an em dash to holy site modifier tooltips so that we stop doing this cursed game concept: place: number nonsense.
- Hooked up the ability to set duels as rigged in script, forcing a win for one side, which was previously just an empty parameter.
- Added a custom tooltip to inform the player that the first option in the two petty kings will start a duel between you and the doppelganger.
- Fixed build speed modifier for level 5 wetland farm to have proper value from -0.01 to -0.1.
- Bound by faith now correctly applies its prestige penalty.
- Overt overindulgence event no longer makes cynical characters stressed twice.
- Duel values are no longer inverted in feudal favoritism event.
- The “Flawed fare” event will no longer trigger while at sea.
- Empty throne event can no longer trigger while you are at war.
- Your court physician will no longer attempt to cure your court physician's possession.
- Deleted secret on_actions file that contained exactly nil secrets.
- Fix monthly dread calculation and breakdown not including gain or loss.
- Fixed numerous issues with the "Two Ships in the Night" event.
- Children now need to be at least 8 to play chess.
- Traveling companions will no longer openly ask you to help them pursue their homosexual love interest if your faith shuns homosexuality.
- Fixed feast event where the one giving an insult lost opinion with the receiver of the insult, instead of the other way around.
- Fixed an issue with a travel event that repeatedly let you give more traits to the same character
- Simplified trigger to be more exclusionary for travel event that gave out additional traits.
- The jester will no longer joke by stealing clothes in a natural primitivist court.
- Fixed an issue where your character discovered a deviant and referred to them being an affront to their god, instead of the character's god.
- Fixed an issue where a petitioner could ask you to free a prisoner from their own dungeon.
- Fixed lifestyle perk tooltip directly displaying trait gained.
- Spymaster task to support schemes will have a chance to discover a major secret as intended.
- Story cycle chance is now a value between 0 and 100.
- Fire on_accolade_deactivated on-action when the player retires an accolade from the GUI.
- Travel safety and speed contributions from characters now have a minimum of 0.
- Has_opinion_modifier and reverse_has_opinion_modifier triggers now show the opinion modifier in question when generated in a tooltip.
- Fixed crash when using remove_relation console command with two arguments.
- Fixed application of bonuses to Integrate title task.
- Fixed opinion change not being shown when progressing towards rivalry.
- Fixed mean characters gaining stress for insulting other competitors in “Taking An Opportunity” event.
- Fixed children appearing in “Set the Scale” event.
- Denying hook in a surprise oath now upsets the favor-asker.
- Fixed various cases of duplicated stress effects in events.
- Fixed hook checks in “The Right to Hunt” event.
- Fixed heads of faiths liking themselves after making a relative take the vows.
- Improved artifacts now appear properly in the Tournament activity log.
- Fixed manhunted prisoners not claiming their lost titles.
- Fixed executioners of hostages disliking themselves for it.
- Fixed penalties to witchcraft conversion scheme from zealousness/clergy if the target's faith accepts or considers witchcraft a virtue.
- Childhood education focus assignment now takes into account scripted weights and default triggers.
- Fixed issues when using the “Ask to Take Vows” interaction on wanderers.
- Fixed issues with duplicate children in the “Spouse: Grow Fonder” event.
- Fixed edge case where a hostage could befriend themselves in the event “Captive, captivated.”
- Added handling for level 5 education traits to the “Ruling Rightly” event.
- Fixed issue with outcome of duels in distant lands: arrival event.
- Fixed clergy not getting hunt rewards despite warrior monks tradition.
- Fixed doubled hunt guest clergy reluctance for martial sex characters.
- Fixed issues with “Great Expectations” event character selection.
- Fixed children saving knights' life in animal struggle travel event.
- Fixed some issues when recruiting a 'mulan' in a tournament when not the host.
- Fixed some issues in the “False conversion” event.
- Fixed some option events which changed amenities when this was not valid.
- Someone angry for losing a court position being appointed a councilor will now be placated by their relative promotion.
- Caravan masters will now appear as potential councilors, and lose their travel leader position if selected, rather than not appear at all.
- Fixed mystical ancestors tradition costing prestige for revocations instead of piety.
- Fixed strange character selection in “The Family Craft” event.
- Legitimacy loss tooltips in epidemic outbreak events will no longer appear when legitimacy was not lost.
- Fixed imprisoned characters helping you in a demonstration of leadership event.
- Fixed tax collector count not showing in toast for practical learning event.
- Fixed burying the hatchet event firing for nemeses, and thus breaking.
- Fixed unnecessarily large tooltip for control change in catching thieves of myth event.
- Fixed duplicated portrait in “Coveted Literature” event.
- Fixed max servants amenity not improving hunt success chance.
- Fixed “The Blood of X” legend event using the same courtier twice.
- Fixed tooltip of royal armory so it now properly states it only reduces melee contest costs.
- Feast APA regaled with artifact history now displays artifact.
- Fixed “High Table Breaks” feast event not completing befriend intent.
- Fixed “Something Expensive” seduce event portraits.
- Fixed “Bad Air Over X” event sometimes not having a county target.
- Fixed issue where you could lose your just-gained Heresiarch trait.
- Fixed sometimes misplaced activity window portraits when characters are traveling at sea.
- Improved bandit in “Treacherous Slopes” travel event.
- Nuns can no longer serve as wet nurses.
- Fixed sometimes misleading counter in tooltip for de jure requirement of domination struggle.
- Fixed known murderers of friends and lovers hating themselves.
- Halved frequency of firing “Annoying company” event.
- Fixed issues in the presentation and effects of the “Sticky Fingers” event chain when a regent's embezzlement is discovered.
- Improved appearance of county development effects in “Syphon Treasury” interaction.
- Fixed cases where a death during a versus contest could break events.
- Make sure that diacritics don't mess up title searches.
- Fixed issues with the animal duel in the “A Fearsome Beast!” travel event.
- Fixed broken scope in “Romantic Revenant” event.
- Fixed missing Indian artifact book graphics case in “I Need a Hero” event.
- Fixed missing parent location checks in “My Homesick Mother” event.
- Fixed issues with eating animals in hunt.
- Fixed issues with the legendary animal event.
- Fixed case of legendary hunt animal not being set properly.
- Fixed non martial genders having a penalty to accepting falconry hunt invitations.
- Fixed tooltip of friendly house unity faction join chance saying harmonious.
- Fixed cases where tourney trait and xp was not appearing when it should.
- Fixed some cases of double equals in script.
- Nemesis_killed_by_me memory is now private.
- Fixes scopes in ep2_locale_events.2510.
- Fixes requirements tooltip for bells of santiago artifact.
- Accolades now gain glory from invalidated wards.
- Imprisoning a character will no longer upset close family members who are also close family members of the imprisoner.
- Revealed murder schemes will no longer upset the victim's family members who were involved in the scheme.
- Seduction exposure will no longer create rivalries in polyamorous faiths.
- Added missing cameras for horse animations in events.
- Fixed reports of your own seduction scheme being made to you by your servants.
- Fixed development loss tooltip showing values in green as though they were gains.
- Fixed missing scopes in grant_court_position effect.
- It is now possible to actually recruit the requested jester in “Laughs Requested.”
- It is no longer possible for faiths with rite to mend the schism, and mending the schism will now remove the pope as your hof if you're not Catholic, meaning you will no longer consider your own Head of Faith to be a heretic.
- The Current Situation menu should no longer tell you that your priest does not endorse you, even when you have a hook forcing them to.
- Fixed chemise Barbershop item names being inverted.
- Fixed “Familial Reputation” spouse councilor event firing for children.
- Fixed House Feud messages if heads became nemeses, and made it clear if the feud came about by being reciprocated.
- Court positions unlocked by cultural traditions are now invalidated upon losing that cultural tradition.
- Sacred Lies and Communion tenets should now be unpickable if your current faith has the opposing tenet.
- Fixed rare crash from the particle system.
- Fixed rare crash when loading the game’s interface.
- Fixed crash when attempting to get the glow resource of an invalid texture.
- Fixed crash from map textures if during activity planning there are no valid provinces
- Fixed issue where invalid epidemics would show in the interface.
- Fixed an issue where characters that are changing their government did not update their Legitimacy accordingly.
- Fixed a rare that could occur when launching the game that could lead to some unintended behavior.
- Fix a rare crash when building the liege or above script list.
- Only show legitimacy loss in tooltip when destroying a title if the character uses legitimacy.
- Fixed a bug where the Declare War map mode did not properly highlight titles that would go to vassals.
- Fixed the problem of being told that you have lost an artifact to yourself from a Legacy of Persia travel event.
- Changed some incorrect script for the progress towards friend and progress towards lovers script effect used by activity APAs.
- Fixed issue where save games using periods in the filename would be cut off at the last period.
- Fixed issue causing the Open Legacies-button to be pushed outside the window when there are three rows of Dynasty Legacies.
- Fixed issue with Character portraits layout in the Interaction window, causing the secondary actor portrait to be placed on top of Sender.
- Fixed issue with description text in Big Event Window not being anchored to the bottom.
- Fixed issue with characters in Big Event window colliding with window decorations.
- Fixed issue with Scheme Success/Failure header in Big Event Window not following description height.
- Added arrows to Loyalty icons to better support color blindness
- Fix to vignette effect being wrong size on Commission Artifact button in inventory view
- Fix to when a County is fully occupied pushing the window out of bounds.
- Fixed issue with the second part of the Scheme progressbar being blue instead of green.
- Adjusted margins of the effect layer in the event window to fit within window decorations.
- Solved issue where the Scheme widget in the Event Window collided with the Character Coat of Arms.
- Fixed an issue with button vignette not being the correct size on Found Holy Order button in Military view. Also added and adjusted size of other Decision buttons outside of the Decisions window.
- Solved issue causing County interface to be pushed outside window bounds when too many County Modifiers.
- Fix to buttons in list when Demanding or Requesting Council Position not being clickable.
- Fix to size of Holy Order list items being too tall causing them to overlap when multiple entries in list.
- Fix to width of Mercenaries and Holy Order list items in the Your Armies tab causing them to be different widths and colliding with scrollbar.
- Fix to information text format and placement when your Special Mercenaries tab is empty.
- Added missing red banner art assets for imperial armies in the Military View.
- Fix to text and change/revert icon overlap in Co-Emperor Interaction Window.
- Fixes to Court Positions text overflowing widget size.
- Fixed a bug where various Court Position effects would not log errors for invalid tokens.
- Fixed layering of left side panels to layer above notifications.
- Fix to Scheme success progress bar background texture being offset.
- Fixed minor localization and spelling mistakes throughout game content - purged the double spaces!
- Fixed the travel planner to always automatically pause the game in single player.
- Fixed bug where an invalid epidemic could appear in the Epidemics Window and the bottom hud bar.
- Fixed a crash that could happen if the null character was provided to the SkillItem GUI item.
- Fixed wrong data provider for Object Explorer when exploring Independent Rulers. It was actually providing Independent Landed Rulers.
- Fixed wrong data provider for Object Explorer when exploring Independent Landed Rulers. It was actually providing Independent Rulers.
- Make sure characters that are changing their government also update their legitimacy accordingly when necessary.
- Fixed rare CTD upon succession of Artifacts when an invalid artifact was alive in a character’s inventory.
- Fixed rare CTD when the dynasty null object would attempt to recalculate its dynasty head.
- Fixed rare CTD upon succession of accolades.
- Fixed crash when traveling home.
- Fixed issue not updating succession laws when changing government type
Roads to Power is the culmination of more than a year of development, and we sincerely hope you enjoy playing it. If you encounter any issues after today’s update, please disable all mods and ensure you’re playing on a fresh save file. If the issue persists, then please submit a bug report via our Bug Report board here on the official forums.