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Hi folks!

It's been a while, and I bet you're all wondering what we've been up to... Now, I can't reveal anything about the upcoming expansion quite yet, but, to tide you over, I thought I'd talk a bit about our other efforts. As you know, with every expansion comes a slew of free improvements and fixes. This time the focus has been on the latter; clearing up old bugs and issues (the change log is currently 620 lines long). Sometimes, that has required us to do some fairly major code rewrites. For example, we got rid of the rule that your 'government type' was determined by the type of your Capital Holding. (You know how it was game over when you got a Temple Holding as a capital, even for a tiny period? Well, now that kind of thing cannot happen anymore.) The government form is now something more persistent, and can have various rules that override those of your religion (whether you can raid, take concubines, etc.) To go along with this change, we also reworked the portrait frames to clearly distinguish between the various government forms.

Crusader Kings II - Governments.jpg


In a similar vein, almost since release we've been plagued by bugs with characters leading multiple regiments and/or flanks, which could even cause crashes. Part of the problem was that the whole system was rather strange, so we decided to consolidate it in the following way: only the ruler, the Marshal and characters you have appointed Commander (a new title) can lead flanks or your own demesne and retinue regiments. Vassal levy regiments can still be led by your loyal vassals, but a character can never both lead a flank and a regiment. Mercenaries become more useful because they come with their own, good, leaders. Flank leaders apply their martial bonus to all regiments in the flank. Oh, and the combat system has been updated under the hood to correct various quirks that few people ever noticed, but which could sometimes cause never-ending battles and such.

Crusader Kings II - Combat View.jpg


In the process of implementing the new Commander title, we decided we might as well throw in a more convenient Honorary Title view. This is a perfect example of how what starts as a simple bug fix can turn into a whole new little quality-of-life feature. In this whole house cleaning process, we've also made some serious optimizations to the speed and memory usage of the game.

Crusader Kings II - Honorary Title Assignment.jpg


To finish off, here are some random snippets from the change log:

- Revised the pagan Subjugation CB so that it completely subjugates the target but no Holdings ever change hands
- Added "Stop Seduction" and "Stop Spying" decisions
- Failing to imprison vassals of vassals now correctly forces them to abdicate and flee the realm
- AI will not join wars against spouse
- When your heir has an equal tier title to yours, _your_ laws are now copied to his primary title on succession
- Character Finder: The 'Married' filter now excludes concubines too
- Character Finder: Councillors now correctly show up too!
- Fixed a problem with allies of vassals staying in the war when the vassals's liege joins the other side
- Fixed some cases of ANY_ALL in location tooltips
- Duels now potentially give the Kinslayer trait
- The Yazidi Sheikh and Hurufi Caliph now have access to the Muslim subjugation CB and the Jihad CB
- The Paulician faith can now properly mend the schism
- The Hashshashins can now resurface after being scattered
- Fixed some issues with 'excommunication' for Yazidis
- Sons with traits blocking them from inheritance no longer count as "unlanded sons", causing prestige loss
- AI: Toned down seduction by characters with many children
- AI: Toned down impregnation chances for seduction affairs with characters with many children
- Handsome and lustful men now also populate the cabins in the wild for the pleasures of people who find them attractive

That's all for now, but from now on, we plan to post a dev diary every Tuesday, even if it's a short one!
 
I do have to admit while I am happy it was stated the "wife angry about lover" event where your lover is your wife is being fixed but I think if the wife is insane that that event can still happen. You would then have such responses like: "But...but I only love you!" (based on RNG wife can get trusting and relationship bonus with you or have a large malus against you) or *sarcasm and blowing off you loony wife's concerns* "Yes, I am totally cheating on you." (this gives a negative malus towards you as well as a random female in your court plus chance for paranoid)

May I suggest you take the time to learn how events work from the user mods section? You aren't asking to retain an event, you are actually asking to create a new separate event (because of the new outcomes, this isn't even a 'slightly change the triggers' version). Yes, they can create that event. They can also create many other possible events in the time available, a fair number of which will be more interesting to see.
 
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Well.. sorry for possibly dumb question, but is there any ETA of release?

I know it might be a bit off topic but this dev diary made this guy write his fist post since 5 years he's registered here.
 
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Letting a massively heretical group like the Paulicians mend the "schism" is silly. It only is even somewhat acceptable between Catholics and Orthodox because they don't have major doctrinal disputes.
 
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If I had to guess it would be steppe mechanics, but I can't be sure. Yes, it takes time to fix bugs, but if that's all they were working on there'd be no need to be so quiet about it.
Oh but the patch accompanying the DLC (whatever it might be) is treat enough for me. If they told us about these changes a few months back, and have us all know about the highly awaited fixes we'd riot and ask why we couldn't have them earlier than PDS could release it.

I think your guess is close actually. It have to be some new government type or mechanic that isn't too grand. Migration would be too grand, but fitting and something we could use.
 
Oh but the patch accompanying the DLC (whatever it might be) is treat enough for me. If they told us about these changes a few months back, and have us all know about the highly awaited fixes we'd riot and ask why we couldn't have them earlier than PDS could release it.

I think your guess is close actually. It have to be some new government type or mechanic that isn't too grand. Migration would be too grand, but fitting and something we could use.

Don't get me wrong, I think the patch will be beefy too. I just think the past few months would've been handled differently if this was a smaller DLC.
 
Oh but the patch accompanying the DLC (whatever it might be) is treat enough for me. If they told us about these changes a few months back, and have us all know about the highly awaited fixes we'd riot and ask why we couldn't have them earlier than PDS could release it.

I think your guess is close actually. It have to be some new government type or mechanic that isn't too grand. Migration would be too grand, but fitting and something we could use.
Migration can technically work in this game via events and decisions, it's just labour intensive, buggy, and clunky to use.
 
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View attachment 127783

In the process of implementing the new Commander title, we decided we might as well throw in a more convenient Honorary Title view. This is a perfect example of how what starts as a simple bug fix can turn into a whole new little quality-of-life feature. In this whole house cleaning process, we've also made some serious optimizations to the speed and memory usage of the game.
I have a feeling this DLC will improve the HRE, because this seems perfect for Electorates.
 
I have a feeling this DLC will improve the HRE, because this seems perfect for Electorates.
I would absolutely *love* it if that was true, but I'm sceptical considering what Captain Gars has said about succession laws.

Seriously, I'd buy extra copies of the DLC if they had minor title type electorates. Not even exaggerating.
 
I would absolutely *love* it if that was true, but I'm sceptical considering what Captain Gars has said about succession laws.

Seriously, I'd buy extra copies of the DLC if they had minor title type electorates. Not even exaggerating.

Who said what about when?
 
@Karolus Magnus : Sorry if I'm being retarded here, but do you imply in my comment that we can't mod in new playable governments in the thocracy and coty groups? But only in the feudal and tribal groups?

Also, is government tied to character or to title? Can a characterter hold at once several titles with different governments?

Are we able to change the rules of different governments within a government group, ie would it be possible to recreate entirely the republic government with patriarch succession within the feudal group>

@Karolus Magnus Will it be HARDCODED that only merchant_republic_government in republican and nothing in theocracy will be playable? I too suggest playable=yes because there are mods with can include theocracies with primogeniture dynastic sucession etc. Without this, it would be possible to emulate this effect but with too much "hacks".

The government groupings as I said earlier is mostly there to make it easier to handle scripts. Checking against specific governments will be a hazzle to maintain. The groupings will also determine tax/levy laws and vassal incomes are presented by government group in the title view. So more than that it does not really matter much what group a government is scripted in.

When it comes to merchant republics, it is possible to add several merchant republic governments in the republic group.

And yes, the governments are on character-level.

Another small aesthetic thing, but.. I would like to know if it will be possible to add new ribbon types alongside custom new government types. Or are they going to automatically be assigned the one of their group (tribal/feudal/republic/theocracy)? If more and more government types are modded in, it could be useful to be able to distinguish them by adding new types of strings around the portraits' rings.

Maybe the ribbon color is defined by the government type color?

If I remember correctly, currently both the ribbons and rings are all separate files. I suppose it's true this new set up could have been changed so that it reacts to color like the eyes and hair layers...
That'd be sad though, I would have liked to draw more taliored kinds of borders for custom governments.

The ribbons and rings are as you say the same image, in different files depending on government. So if you would like, you can mod the actual rings to be different as well according to governments. Or remove the ribbons altogether. They are scripted on government-level, that is why Iqta and Feudalism have different images. You can also reuse the same rings and ribbons for several governments.
 
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