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Now Available: Wandering Nobles & Free 1.14.0 "Traverse" Update

Hello all! Today we are releasing the Event Pack, Wandering Nobles. Alongside this, we are also releasing Update 1.14.0 "Traverse". Wandering Nobles is available now on Steam and Microsoft.

Check out the release trailer just below this text, and then the changelog a bit further down!



Update 1.14.0 "Traverse" Changelog

Expansion Features (Paid)​

  • New lifestyle, ‘Wandering,’ split into three new lifestyle trees
    • Inspector: Landed characters can survey and improve their realm; landless characters can specialize in a terrain type
    • Wayfarer: Travel to reduce stress and pursue fame for your exploits.
    • Voyager: Improve linguistic skills and live the life of a tourist and sightseer.
  • Three new activities linked to the new lifestyle
    • Inspection: Inspectors can examine their realm and pursue improvements
    • Hike: Wayfarers can reduce stress with a walk in the wilderness
    • Monument Expedition: Voyagers can set forth to see special buildings in other realms
  • New events connected to travel, new lifestyle trees, and the associated activities

Free Features​

  • Added a new set of buildings, ‘Breweries,’ available to Catholic temples, a building giving a lot of county-wide bonuses
  • Added a new cultural tradition, ‘Brewing Culture,’ where you can unlock the Breweries building for cities of your culture
  • Added new Court Position, ‘Court Brewmaster,’ related to the Breweries building line, with three Court Position tasks:
    • Empty the Cellars
    • Share with the Court
    • Experimental Brew
  • Added a new decision to merge the kingdoms of France and Aquitaine in the 867 bookmark
  • Added a new decision to restore the Bosporan Kingdom
  • New Points of Interest, ‘Battle’
  • Added 11 Historical Battle Points of Interest:
    • Battle of Yarmuk
    • Battle of Aror
    • Battle of Tours
    • Battle of Talas
    • Battle of Lechfeld
    • Battle of Svolder
    • Battle of Dandanaqan
    • Battle of Civitate
    • Battle of Stamford Bridge
    • Battle of Hastings
    • Battle of Manzikert
  • Added dynamic Battle Points of Interest, where particularly large and bloody battles will be remembered and be able to be visited after the fact
  • Added a salacious Grand Wedding event chain

Bugfixes​

  • Fixed an issue with adventurers checking distance incorrectly
  • Fixed error with a wedding event not checking faith correctly
  • Fixed errors in siege events with a scope that does not exist
  • Fix flavorization title tier names for landless adventurers
  • Tweaked some events animations/portraits
  • Fixed a rare issue where the player loses all war progress after enemy liege dies
  • Add raid block reason to map tooltip
  • Fix raid immunity being applied to the wrong character
  • Any plague that appears in a realm that shares a border with you (land or sea) will now show up in the nearby section
  • Removed incorrect land loss notification when a Governor's county vassal is in line to inherit a Governorship
  • Fixed many issues with the family chronicle event decision and story cycle
  • Now the Pope will be referred to as the Pope rather than a King-Bishops in many events
  • Adjusted some Hunt modifier icons so they are appropriately shown as mixed (yellow) instead of positive/negative


Balance​

  • Placing bets in a chariot race no longer grants or reduces stress.
  • Journals are now a new type of inventory artifact. Only one journal can be equipped at any time. Many books that were previously trinkets are now considered journals
  • Family chronicles are now generally better with more modifiers; they are also either considered books (if you have a court) or journals
  • Artifacts that boost terrain advantage now give a more significant boost.
  • The kingdom of Aquitaine is now a part of the De Jure kingdom of France in the 1066 bookmark
  • Rebalanced inbred/pureblooded chance, due to inbreeding risk now being calculated based on the degree of relatedness instead of the number of missing ancestors

Art​

  • Added a cheers icon.
  • Added a new court position icon, new court position task icons, and a new building icon. All related to the new brewery building.
  • Added icon for new activity option inspection allocated funds.
  • Added a new wanderer lifestyle icon.
  • Added several art assets as well as GUI adjustments
  • Added several new events backgrounds:
    • Hills (Winter)
    • Plains (Winter)
    • Wetlands (Winter)
    • Mountains (Winter)
    • Steppe (Winter)
    • Riverside
    • Coast
  • Added new animations:
    • Survey with Walking Stick
    • Idle with Walking Stick



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.
 
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so how stable is this version so far

hopefully safe enough start a new game

no fix for strength in number can recruit heavy infantry yet

hope for more tradition rework and fix soon
 
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1730785497170.png


Still some missing.

1730785515402.png
 
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Does the new update version 1.14.0 mean that my game save file that I created on 1.13.0 will break and be unplayable if I update?
I already continued my RtP save for a cpiple of years - so far no problems.
 
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Hello all! Today we are releasing the Event Pack, Wandering Nobles. Alongside this, we are also releasing Update 1.14.0 "Traverse". Wandering Nobles is available now on Steam and Microsoft.

Check out the release trailer just below this text, and then the changelog a bit further down!



Update 1.14.0 "Traverse" Changelog

Expansion Features (Paid)​

  • New lifestyle, ‘Wandering,’ split into three new lifestyle trees
    • Inspector: Landed characters can survey and improve their realm; landless characters can specialize in a terrain type
    • Wayfarer: Travel to reduce stress and pursue fame for your exploits.
    • Voyager: Improve linguistic skills and live the life of a tourist and sightseer.
  • Three new activities linked to the new lifestyle
    • Inspection: Inspectors can examine their realm and pursue improvements
    • Hike: Wayfarers can reduce stress with a walk in the wilderness
    • Monument Expedition: Voyagers can set forth to see special buildings in other realms
  • New events connected to travel, new lifestyle trees, and the associated activities

Free Features​

  • Added a new set of buildings, ‘Breweries,’ available to Catholic temples, a building giving a lot of county-wide bonuses
  • Added a new cultural tradition, ‘Brewing Culture,’ where you can unlock the Breweries building for cities of your culture
  • Added new Court Position, ‘Court Brewmaster,’ related to the Breweries building line, with three Court Position tasks:
    • Empty the Cellars
    • Share with the Court
    • Experimental Brew
  • Added a new decision to merge the kingdoms of France and Aquitaine in the 867 bookmark
  • Added a new decision to restore the Bosporan Kingdom
  • New Points of Interest, ‘Battle’
  • Added 11 Historical Battle Points of Interest:
    • Battle of Yarmuk
    • Battle of Aror
    • Battle of Tours
    • Battle of Talas
    • Battle of Lechfeld
    • Battle of Svolder
    • Battle of Dandanaqan
    • Battle of Civitate
    • Battle of Stamford Bridge
    • Battle of Hastings
    • Battle of Manzikert
  • Added dynamic Battle Points of Interest, where particularly large and bloody battles will be remembered and be able to be visited after the fact
  • Added a salacious Grand Wedding event chain

Bugfixes​

  • Fixed an issue with adventurers checking distance incorrectly
  • Fixed error with a wedding event not checking faith correctly
  • Fixed errors in siege events with a scope that does not exist
  • Fix flavorization title tier names for landless adventurers
  • Tweaked some events animations/portraits
  • Fixed a rare issue where the player loses all war progress after enemy liege dies
  • Add raid block reason to map tooltip
  • Fix raid immunity being applied to the wrong character
  • Any plague that appears in a realm that shares a border with you (land or sea) will now show up in the nearby section
  • Removed incorrect land loss notification when a Governor's county vassal is in line to inherit a Governorship
  • Fixed many issues with the family chronicle event decision and story cycle
  • Now the Pope will be referred to as the Pope rather than a King-Bishops in many events
  • Adjusted some Hunt modifier icons so they are appropriately shown as mixed (yellow) instead of positive/negative


Balance​

  • Placing bets in a chariot race no longer grants or reduces stress.
  • Journals are now a new type of inventory artifact. Only one journal can be equipped at any time. Many books that were previously trinkets are now considered journals
  • Family chronicles are now generally better with more modifiers; they are also either considered books (if you have a court) or journals
  • Artifacts that boost terrain advantage now give a more significant boost.
  • The kingdom of Aquitaine is now a part of the De Jure kingdom of France in the 1066 bookmark
  • Rebalanced inbred/pureblooded chance, due to inbreeding risk now being calculated based on the degree of relatedness instead of the number of missing ancestors

Art​

  • Added a cheers icon.
  • Added a new court position icon, new court position task icons, and a new building icon. All related to the new brewery building.
  • Added icon for new activity option inspection allocated funds.
  • Added a new wanderer lifestyle icon.
  • Added several art assets as well as GUI adjustments
  • Added several new events backgrounds:
    • Hills (Winter)
    • Plains (Winter)
    • Wetlands (Winter)
    • Mountains (Winter)
    • Steppe (Winter)
    • Riverside
    • Coast
  • Added new animations:
    • Survey with Walking Stick
    • Idle with Walking Stick



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.
Why the chariot races change? Just make it a really small amount instead of getting rid of it; it makes sense for there to be some
 
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Because catholics were the main people making beer in monasteries and later towns, as big business

This would be a reason to have Monasticism, as a tenet, enable breweries, as opposed to Catholicism, the religion. The big business interest and the presence of monasteries weren't unique to Catholicism per see, but to the role of monasteries itself.

Which, to be clear, I think is a fine basis! It's an econ buff to an otherwise often underwhelming tenet. But it's also not Catholic-specific.
 
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Any chance that we can have mead line buildings instead beer related ones in norse and slavic cultures ?Or fermentated horse milk in cultures of the steppes, hordes etc ?
 
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Nice update ;), so is there a chance for huge update in heraldry area ? We have so many missing figures/patterns/emblems, that even separate pack can be good idea. Also coronation ( similar to this from Crusader Kings II Holy Fury ) Would be appretiated as activit
y type related to legitimacy and prestige pursuits ;)
 
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This would be a reason to have Monasticism, as a tenet, enable breweries, as opposed to Catholicism, the religion. The big business interest and the presence of monasteries weren't unique to Catholicism per see, but to the role of monasteries itself.

Which, to be clear, I think is a fine basis! It's an econ buff to an otherwise often underwhelming tenet. But it's also not Catholic-specific.
But monasticism is used by 101 as a tenant
 

...and thus the question returns to why Catholic-only.

Catholic being the biggest religion in Europe is a historical circumstance the player can change. The justification of business interests is indepednent of that, and the justification of monasteries is a tenet-dynamic, not a Catholic-unique dynamic.
 
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...and thus the question returns to why Catholic-only.

Catholic being the biggest religion in Europe is a historical circumstance the player can change. The justification of business interests is indepednent of that, and the justification of monasteries is a tenet-dynamic, not a Catholic-unique dynamic.
You think brewing would continue if Islam took over? Or are u hypothesizing how brewing culture would change if either a heresy took over or paganism stomped out Catholicism? The differences in Irish monastery practices might hinder brewing culture.
 
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Don't you think noble houses in administrative empires still need some balance points?

First of all, it doesn't make much sense to separate the estate from the head of the house or the only landowner in the house.

Secondly, these "estate-only vassals" are a bit annoying. Some of them are even powerful and plot against your heir. There are tools to ravage other people's estates and such, but by simply granting them independence, you leave them as a vagabond.

Third, I think there's a problem with the generation and transfer of these subjects. I managed to conquer an administrative Arab empire, and I was transferred dozens of estate-only subjects who hated me. Additionally, if you use viceroys, they end up with their own estate subjects, and in large empires, it becomes annoying to have to keep transferring de jure subjects to vassals
 
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You think brewing would continue if Islam took over?

None of the base game Islamic faiths have Monasticism as a tenet, so no.

Rather, I think that it's weird that Catholicism-Monasticism is identified with brewing, but equally Monastic Christian faiths such Orthodoxy, Insular, Coptic, Krstjani, and Nestorainism- none of whom I am aware of as notably anti-alcohol- are just as no-brewing as Islam.

It's specifically that this is Catholic-only that comes off as weird (and bad*).

It would make more sense to me if it was a Tenet thing, or even an all-of-Christianity thing.

(And since I tend to prefer that bonuses not be reserved inherently for specific religious groups, but be more dependent on tenets or other particulars, I'd rather it not be a Christian-only thing.)




*Bad since it makes Catholicism mechanically stronger in a way other Christian religions can't be without culture-traditions, even with identical tenets in the same geography.


Or are u hypothesizing how brewing culture would change if either a heresy took over or paganism stomped out Catholicism? The differences in Irish monastery practices might hinder brewing culture.

But it wouldn't be Irish practices. The exact same Irish monastery with the exact same monks in the exact same part of Ireland can conceivably go from being able to appreciate a good brew to being unable to make it to relearning in the course of a ruler's requests for conversions.
 
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Don't you think noble houses in administrative empires still need some balance points?

First of all, it doesn't make much sense to separate the estate from the head of the house or the only landowner in the house.

Secondly, these "estate-only vassals" are a bit annoying. Some of them are even powerful and plot against your heir. There are tools to ravage other people's estates and such, but by simply granting them independence, you leave them as a vagabond.

Third, I think there's a problem with the generation and transfer of these subjects. I managed to conquer an administrative Arab empire, and I was transferred dozens of estate-only subjects who hated me. Additionally, if you use viceroys, they end up with their own estate subjects, and in large empires, it becomes annoying to have to keep transferring de jure subjects to vassals
This is intended. If you can lose your duchy just like that, you need a way to bounce back. In feudal europe youre more likely to keep your duchy if you do no crimes, so becoming just an adventurer is fine