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CK2 Dev Diary #100 – Come Fight Me

Greetings!

Dev Diary #100, and we have a bunch of fun things to talk about!

DUELS
As we have mentioned before, duels have been reworked during this development cycle, along with some other systems that tie into it. First off, Personal Combat Ratings now more commonly range between something like 1-100, and traits and other modifiers have been rebalanced to accommodate for this system overhaul. Naturally, being sick or bedridden can drop that number down far below zero, and if you have been Severely Injured, you should probably rest up before you accept a new fight. There are also degrees of injury when you fight, so you don’t always end up losing limbs left and right… Instead, you might be allowed to walk away with a temporary modifier, such as a Swollen Ankle, or a Black Eye.


00_Winning and Losing.png


Our hope is that dueling another character will be something you remember. Of course, the result of a duel is determined by your Personal Combat Rating, but other factors, such as your current mood (is your character Stressed or Depressed?), or your personal relationship to your target (is this your rival, or someone you’re attracted to?) are also part of the evaluation. Players who enjoy intrigue will also find that it is not only pure Martial characters who can be successful in one-on-one combat. Be aware, however, that such attacks can be safeguarded against, depending on the Intrigue of your target, or if they have a sympathetic Spymaster who is more competent a schemer than you.

When it comes to the text, we have, in addition to triggered descriptions, used a lot of dynamically generated sentences. This in order to, among other things, highlight the terrain you’re fighting in, or making sure that, as you strike your enemy down, your equipped weapon can be referred to by name (and that it uses the correct type of attack when you do - eg: blunt weapons do not generally “cut/slice/slash” at the enemy).

Once these new and fanciful duels began to make it into the game, we quickly realized that we wanted them to occur in battles too. Bringing me to our next point: battle events.

01_Battle Events.png



BATTLE EVENTS
All the original vanilla events that fire from being in a battle (from the on_combat_pulse) have been replaced. Leading troops should be fun. And it should be varied, and not always end up with a hit on the head, leaving you Incapable for 40 years while your clueless regent runs amok at court. That does not mean we have removed risk from the equation, but one major change is that you should now have some choice in how you tackle events on the battlefield. If you want, you can accept certain injury, but quite often, if you’re feeling bold, you will be able to charge after the enemy commander, for a battlefield duel. Which events you end up getting is also going to vary, depending on how much soldier material you’re made of. Not all enemies are going to be climbing up the nearest tree when they see you, and if you don’t own any artifacts, you can’t throw them away to distract your greedy enemy… And only a cat owner can find their kitten curled up, hiding in their saddlebags.

03_Battle Events_various.png


As a liege, you will as usual be alerted to certain events on the battlefield, except you will now get a little bit more insight into how the character met their end:

04_Commanders Killed.png




SCARS AND TATTOOS
All of these events will be accompanied by several new portrait-related upgrades.

First of all, the Scarred trait and its visuals have been completely overhauled: the original Scarred trait is now only the first in a three-tiered system. Whenever a character is injured during a duel or battle, a hidden scar-variable will increase, which, past a certain threshold will allow them to proceed from Scarred, to Grievously Scarred and, finally, to Horrifically Scarred, with each trait granting different perks and different visuals.

Additionally, rather than having the portrait effect result in one scar, picked from a pool of three, we made it so that when a character receives their first scar, it is tied to one out of ten different scar types, determined by a random hidden trait, and it is along this hidden path that the scarring progresses. Each kind has its own evolution when moving to the next stage of scarring, making sure to significantly reduce the chance of two scarred characters sporting the same visual effect on their portrait.

BattleDD1 - Scars.jpg


Aside from this new system, in order to make portraits even more varied and dynamic, several new temporary (and permanent) visual effects have been added, including visuals for minor injuries, like a Black Eye or Concussion, but also Harelip (the trait), and freckles (from a hidden inheritable trait available to certain graphical cultures only). Some characters might even come with blood splatter on them, signalling a recent duel or battlefield event.

BattleDD2 - Blood etc.jpg


Finally, some Warrior Lodge Powers and religions now grant access to warpaint and tattoo effects. The main difference between the two in gameplay terms is that warpaint is temporary, while tattoos are permanent. While they come in different shapes and color, they are mainly tied to the religion (or Warrior Lodge) of the character.

BattleDD3 - TattoosWarpaint.jpg




To be clear: most of the new battle events are in in the free patch (along with battlefield duels), as old events have been removed. There is a batch of new ones that tie into the new Warrior Lodge society type and are thus Holy Fury exclusive, but the Personal Combat Rating rebalance (along with updates to old events that make use of any type of duel) is going to be available without the DLC. The decision to Duel a character when you right-click them will remain accessible via the Way of Life DLC, or through being a Warrior Lodge member, using Holy Fury.

All in all, we hope you will send your ruler into battle more often and that you will have more memorable encounters with your enemies when you do so. Here are some of our favorites:
05_Battle Duel alternative outcome.png

06_Battle Events.png

15_Battle Events_Lodge only.png

16_Battle Events_Lodge only.png



Thank you for reading. :)
 
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Good work!
And commendable your policy for this DLC, I'm 100% in for adding plentiful free content and improving the base game. It makes me want to support by buying further expansions whenever I can.

Keep up the great work.
 
Thankfully, someone answered my questions. But, the reason I asked is because of the way the system is right now. It can make it difficult to get, or just downright pointless to get. Since the current way seems to be completely RNG based, as people with -2 personal combat can beat someone with 20 personal combat. I've always like the duelist trait, as I like to role-play warrior kings who are supposed to be great in a fight. With the warrior lodges, and the changes to dueling, it should be very possible to do that. And, to see it in action on the battlefield.

While it's true that an opponent with -2 personal combat skill can beat an opponent with a +20 pcs, it's patently false to call it "Completely RNG based".

The way it works right now is that with equal pcs for the challenger and the opponent, victory and defeat are equally likely, and that for every point of personal combat skill one of them has over the other, his probability of failure is multiplied by 0.7 (up to a difference in pcs of 10). With an advantage of just 2 points, you are already only half as likely to lose as you are to win (0.7*0.7 being 0.49, so really, every two points of pcs you have over your opponent, you divide your rate of loss by 2, to a maximum win/lose ratio of more than 30).

The system isn't perfect of course (it only accounts for personal combat skill differences up to 10, isn't used for the holmgang, and probably more), and I'm glad it gets changed. But I see too many people saying that the duel system is essentially pure random into which personal combat skill plays little to no part and that simply isn't true.
 
Greetings!

Dev Diary #100, and we have a bunch of fun things to talk about!

DUELS
As we have mentioned before, duels have been reworked during this development cycle, along with some other systems that tie into it. First off, Personal Combat Ratings now more commonly range between something like 1-100, and traits and other modifiers have been rebalanced to accommodate for this system overhaul. Naturally, being sick or bedridden can drop that number down far below zero, and if you have been Severely Injured, you should probably rest up before you accept a new fight. There are also degrees of injury when you fight, so you don’t always end up losing limbs left and right… Instead, you might be allowed to walk away with a temporary modifier, such as a Swollen Ankle, or a Black Eye.


View attachment 404092

Our hope is that dueling another character will be something you remember. Of course, the result of a duel is determined by your Personal Combat Rating, but other factors, such as your current mood (is your character Stressed or Depressed?), or your personal relationship to your target (is this your rival, or someone you’re attracted to?) are also part of the evaluation. Players who enjoy intrigue will also find that it is not only pure Martial characters who can be successful in one-on-one combat. Be aware, however, that such attacks can be safeguarded against, depending on the Intrigue of your target, or if they have a sympathetic Spymaster who is more competent a schemer than you.

When it comes to the text, we have, in addition to triggered descriptions, used a lot of dynamically generated sentences. This in order to, among other things, highlight the terrain you’re fighting in, or making sure that, as you strike your enemy down, your equipped weapon can be referred to by name (and that it uses the correct type of attack when you do - eg: blunt weapons do not generally “cut/slice/slash” at the enemy).

Once these new and fanciful duels began to make it into the game, we quickly realized that we wanted them to occur in battles too. Bringing me to our next point: battle events.

View attachment 404087


BATTLE EVENTS
All the original vanilla events that fire from being in a battle (from the on_combat_pulse) have been replaced. Leading troops should be fun. And it should be varied, and not always end up with a hit on the head, leaving you Incapable for 40 years while your clueless regent runs amok at court. That does not mean we have removed risk from the equation, but one major change is that you should now have some choice in how you tackle events on the battlefield. If you want, you can accept certain injury, but quite often, if you’re feeling bold, you will be able to charge after the enemy commander, for a battlefield duel. Which events you end up getting is also going to vary, depending on how much soldier material you’re made of. Not all enemies are going to be climbing up the nearest tree when they see you, and if you don’t own any artifacts, you can’t throw them away to distract your greedy enemy… And only a cat owner can find their kitten curled up, hiding in their saddlebags.

View attachment 404086

As a liege, you will as usual be alerted to certain events on the battlefield, except you will now get a little bit more insight into how the character met their end:

View attachment 404091



SCARS AND TATTOOS
All of these events will be accompanied by several new portrait-related upgrades.

First of all, the Scarred trait and its visuals have been completely overhauled: the original Scarred trait is now only the first in a three-tiered system. Whenever a character is injured during a duel or battle, a hidden scar-variable will increase, which, past a certain threshold will allow them to proceed from Scarred, to Grievously Scarred and, finally, to Horrifically Scarred, with each trait granting different perks and different visuals.

Additionally, rather than having the portrait effect result in one scar, picked from a pool of three, we made it so that when a character receives their first scar, it is tied to one out of ten different scar types, determined by a random hidden trait, and it is along this hidden path that the scarring progresses. Each kind has its own evolution when moving to the next stage of scarring, making sure to significantly reduce the chance of two scarred characters sporting the same visual effect on their portrait.

View attachment 404089

Aside from this new system, in order to make portraits even more varied and dynamic, several new temporary (and permanent) visual effects have been added, including visuals for minor injuries, like a Black Eye or Concussion, but also Harelip (the trait), and freckles (from a hidden inheritable trait available to certain graphical cultures only). Some characters might even come with blood splatter on them, signalling a recent duel or battlefield event.

View attachment 404090

Finally, some Warrior Lodge Powers and religions now grant access to warpaint and tattoo effects. The main difference between the two in gameplay terms is that warpaint is temporary, while tattoos are permanent. While they come in different shapes and color, they are mainly tied to the religion (or Warrior Lodge) of the character.

View attachment 404093



To be clear: most of the new battle events are in in the free patch (along with battlefield duels), as old events have been removed. There is a batch of new ones that tie into the new Warrior Lodge society type and are thus Holy Fury exclusive, but the Personal Combat Rating rebalance (along with updates to old events that make use of any type of duel) is going to be available without the DLC. The decision to Duel a character when you right-click them will remain accessible via the Way of Life DLC, or through being a Warrior Lodge member, using Holy Fury.

All in all, we hope you will send your ruler into battle more often and that you will have more memorable encounters with your enemies when you do so. Here are some of our favorites:
View attachment 404094
View attachment 404085
View attachment 404095
View attachment 404088


Thank you for reading. :)

You know you hit the jackpot when there is no 'Disagree' in sight ;)
 
"No no, we didn't run because we were scared and didn't see any point in fighting on. We, uh, fled because we saw a ghostly god lady somewhere. Yeah that's it, total omens bro."

Or

" Basileus Gyros XV is clearly chosen by God since Jesus' mom appeared to drive off the attackers."
Do you know, that this is trolling, not sources?

There is a legend in Spain where some vikings were to assault a town and the bishop prayed to God and a huge storm appeared that made them retreat. Give me sources claiming that that bishop didn't conjure a storm.

It's a common thing to describe religious apparitional experiences to claim being on the right side of a fight. There are hundreds of such claims.
Do I gave words that "this wasn't conjure a storm."? No. This could be magic, miracle, cause - I don't know. We haven't measurements, photos, video etc. from this situation.

For one witness this will be miracle; for other this will be magic; for next only case. Therefore for historians important is sources and authors analysis. Are the witness or author credible? How much are the facts distorted? Which information is true and which is not? This is works for professional historians.

In great part of historical books about Byzantium in early medieval we have information about siege in 626 and miracle. What this mean? That for many historians this is important information for story of Byzantium, so should be in books and works of George of Pisidia can be in bibliography as source of information about eg. byzantine-persian war.

Extreme positions "I decide which information in the sources is true and which is not" or "this all is propaganda" are pseudohistorical theories. Eg. "New Chronology" of Fomenko. For him whole "mainstream history" is christian propaganda and eg. Jerusalem and Troya was this same city; Trojan War and Crusaders was this same conflict etc. But this is false way (therefore "New Chronology" is pseudohistorical theory).

So - do my position is wrong?
 
There needs to be an answer to the question "Who are you?!" which is: "I'm Batman!", maybe if you are a lunatic? :D
Isn't Batman a somewhat common indian first name? It could check for that name and if you happen to be called Batman you get to say "I'm Batman".
Or yours works too, except pretty sure that batman is copyrighted.
 
I suggest that a character's personality trait somehow affect the "texts" and to a degree even options.

Example of how it can affect options:

Impaler: Strike terror into the hearts' of the enemy!
- After winning a battle, you can choose to impale the corpses of the enemy.
- You will get the "Cruel" trait.
- The enemy will get a -25 opinion of you while also suffering -25% to morale defence and damage (terrorised).

Proud: I rather fall to the Sword than surrender to my enemies!
- More likely to accept a call to duel and will not surrender even when losing. You will get +100 prestige.

Humble: There's a time for everything.
- More likely to refuse a call to duels and does not mind surrendering in duels if it means keeping their lives. You will get +100 piety.

Zealous: If God wills it!
- Enables a "Battle Rush" tactic in wars and duels.
- Can be directed towards anyone of his choice; commanders are the main focus.
- Available against heretics and infidels.
- Gives +X personal combat skill and +X defence for the incoming attack.

Cannibal: Meat is meat!
- Can decide to serve human-food for your troops. This increases your supply limit and makes you take less attrition damage.
- A chance of being found out; your subjects morale will fall down to half before it slowly recovers.
- A chance of diseases spreading, especially if the area is currently struck by something.

Brave: Lead the Vanguard!
- If the war is going poorly, a brave character can offer to sacrifice himself. This will make you take -75% less of your original casualties (if you should have lost 1 000, you will now only lose 250). The brave character's odds are the following: 20% safe, 30% injured, 30% imprisoned and 20% dead.

Craven: Secure my escape!
- You can decide to fall back behind your own troops, making sure at least you get out alive! Reduces the rate of being imprisoned or slain by -75%.

Lunatic: A most intriguing decision!
- Can assign a pet as a commander if you have one!

Possessed: It's all for my master!
- After a battle is over, you can choose to scavenge the corpse (duel) / corpses (battle) and offer their souls to the Dark Lord. In return you will get dark power and some "unforeseen" traits.

Arbitrary: Morals are subjective!
- Loot the corpses after a battle getting 0.03 gold per fallen soldier.
- Can decide to attack civilians instead of siegeing / assaulting holdings. This decreases the supply limit and prosperity in the region while increasing the supply limit for the attacker, allowing him to safely camp within enemy territory without taking attrition casualty. Gets 20 gold for each village raid. If there are 7 holdings, there are 7 villages. If there is just one holding, there's also just 1 village. Can raid as many times as there are villages. Cooldown period 2 years / each raided village. Dead civilians lower the levy and tax ratio in the area. The attacker does not take any casualties since the peasants are unarmed, but he loses piety.
- The peasants can demand help from their liege. The liege can choose to lower their taxes for X years, or he can choose to accommodate them within the city / castle walls. This however decreases supply limit as well as decrease disease resistance.
- If their liege does nothing, he will get the cruel trait and his vassals opinion of him will be lowered by -5 for 2 years for each village denied (stacks).
- +5% local revolt risk in each county pillaged (-50% of total strength since civilians were killed).
- Burned villages tick towards warscore.

Ambitious / envious: Soon I shall be king!
- During wartime periods if of a negative opinion of their liege and of the same religion as the "enemy": can send a request to the enemy that in case he promise them a higher title (count for barons, duke for counts and king for dukes, they shall defect and declare a war of independence on their current liege. If successful, they will then swear fealty to their new lord.
 
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Damn, middle of September and still no release date? I'm starting to get the feeling that this is going to get released next year, isn't it?
 
Im guessing November, like usual, for the release.

Every DD I read for this makes me super hyped though. I don't want to rush it, but... I WANT IT NOW!
 
This has to be my favorite Dev Diary for Holy Fury so far. It did make me think of something though, that I hope might get addressed. I'm currently playing a game in preparation and I've seen a few instances where this has come up and it bugs me to no end. As it stands right now, a lot of event chains drag out or go by to fast. Examples from my current game:

My character went on a pilgrimage from Viscaya in Iberia to Jerusalem and then took about 4 months total. He shouldn't have even have made it to Jerusalem in that amount of time, let alone had time to spend there and make it back.

Another character played a game of chess with Death lasted almost a month. I've played some long and intense games of chess before, but none that lasted that long. The game started on 17 Oct, 898 and ended (in victory for my character) on 06 Nov, 898.

I've seen the same happen with duels, which is what made me think of it, where a single duel lasts for a month or more. Event chains need to have the time adjusted between the events firing so that they make sense. Duel events need to fire as soon as you make a choice, so that it takes a day. Playing chess with the Death, have the events fire each day so the game takes a weeks time instead of a month. The traveling events (Pilgrimage, Hejj, setting up trade routes) need to have a dynamic time between the events to make the travel take several months or longer).

From a game play standpoint, it's fine how it is now. From a RP and storytelling stand point, it just bugs the crap out of me.
 
Do I gave words that "this wasn't conjure a storm."? No. This could be magic, miracle, cause - I don't know. We haven't measurements, photos, video etc. from this situation.

I feel I can safely say that in a real-life context that magic does not exist. So no, I don't need to show sources that prove deities didn't come from the sky to interfere in mortal battles or a mid-level Cleric somehow learned Druid spells.
 
This has to be my favorite Dev Diary for Holy Fury so far. It did make me think of something though, that I hope might get addressed. I'm currently playing a game in preparation and I've seen a few instances where this has come up and it bugs me to no end. As it stands right now, a lot of event chains drag out or go by to fast. Examples from my current game:

My character went on a pilgrimage from Viscaya in Iberia to Jerusalem and then took about 4 months total. He shouldn't have even have made it to Jerusalem in that amount of time, let alone had time to spend there and make it back.

Another character played a game of chess with Death lasted almost a month. I've played some long and intense games of chess before, but none that lasted that long. The game started on 17 Oct, 898 and ended (in victory for my character) on 06 Nov, 898.

I've seen the same happen with duels, which is what made me think of it, where a single duel lasts for a month or more. Event chains need to have the time adjusted between the events firing so that they make sense. Duel events need to fire as soon as you make a choice, so that it takes a day. Playing chess with the Death, have the events fire each day so the game takes a weeks time instead of a month. The traveling events (Pilgrimage, Hajj, setting up trade routes) need to have a dynamic time between the events to make the travel take several months or longer).

From a game play standpoint, it's fine how it is now. From a RP and storytelling stand point, it just bugs the crap out of me.

Going by foot, it takes 42 days to get from Biscay to Jerusalem. Added together it's about 2.7 months to go there and back. You spent over a month in Jerusalem accordingly, and this isn't even accounting for the option to go there by boat (like most people who could afford to do so did), which was much more direct and never necessarily took a break from moving toward the destination because of sleep or exhaustion.
 
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