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FangirlCrazily

Second Lieutenant
Community Ambassador
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Feb 7, 2023
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  • Crusader Kings III
  • Crusader Kings III: Royal Edition
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Foolish Godir,

You thought our return was merely jest, yet here we stand before you. Behold the might of Myrrida, our grand ruins and beautiful creations. Our work has only begun as we start our improvements of the Realms within the Astral Sea.

The Ogre 1.1 Update brings a few adjustments to the Crystal Dwelling and adjacent systems while fixing a bunch of bugs. The Ogre Update was immensely helpful in tracking and addressing issues for the official release of Giant Kings on April 1st. The fixes we deliver today are things that could no longer be included in our Day 1 Version or that were reported in the days following our Launch.

As Spring begins to take root, we hope you continue to enjoy Giant Kings and the Ogre Update.

May your Pantheons Thrive

Game Version: 1.010.001.106191



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  • The Shatterblades Hero loadout item and Item Forge version now disables the Mount slot.
  • Added Lava Lakes on the surface, bringing more consistency to annexable Lava in surface Desolate.

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  • Increased the Crystal Dwelling rewards when defeating it.
  • Increased the strength for the Guard Armies of the Crystal Dwelling.
  • Added more units to the Crystal Dwelling’s possible unit picks.
  • Adjusted the Damage on the T2 weapons you can buy from the Crystal Dwelling.
  • Adjusted the Damage on the T4 weapons you can buy from the Crystal Dwelling.
  • Increased the strength for Guard Armies of the Umbral Dwelling.



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General
  • Fixed a hang that could occur due to the Bounty System updating.
  • Fixed a hang that could occur due to the territorial behavior of the AI when it comes to independents vs independents.
  • Fixed a crash that could occur due to the Reinforcement Range being activated on a Stack when a City finishes recruitment and adds a new Unit to it.
  • Fixed a crash that could occur at the end of Terraforming Cosmic Happenings when Terraforming effects were removed or made permanent.
  • Fixed a crash that could occur due to a Combat Property Resource being deleted.
  • Fixed a crash that could occur due to a missing or incorrect Free City Upgrade Set in a Story Realm.
  • Fixed a crash that could occur due to a unit being killed while the target is still relevant for some calculations.
  • Fixed a crash that could occur when the game wasn’t able to replace a ruler that was currently on the water.
  • Fixed a crash that could occur due to quest units spawning on Lava when they are not allowed to spawn on water.

AI
  • Fixed the AI to allow it to pick Story options that give allegiance towards a Free City and Crystal Dwelling.

Art
  • Fixed an issue where Units would be walking on Lava and not in it.
  • Fixed an issue where Feudal Longbow units were floating in the Faction Creation background.
  • Fixed an issue where Bannerman’s mount was clipping through the ruler’s mount in the Faction Creation.
  • Fixed an issue where Bannerman were floating on their mount after activating Geomantic Crystallization.
  • Fixed an issue where Dragon Lords were floating in their 2nd pose.
  • Fixed an issue where Crocodile units did not have the correct attack animation during water combat.
  • Fixed an issue where the Bolt Repeater model was still present after destruction.
  • Fixed an issue where the tail of the hero’s horse from the “Trinity Island” Fated REgions was not made of crystals.
  • Fixed an issue where the mane/tail verlet physics were broken on horses.
  • Fixed an issue where the Giant Kings would vertex explode when hit by retaliations.
  • Fixed an issue where the Giant Kings did not have the appropriate PFX when under the effect of Awakened.
  • Fixed an issue where Transparency from the Wightborn Transformation was missing on Syron and Ogrekin Forms.
  • Fixed an issue where tails were disconnected from the body in Naga transformed skeletons of short races.
  • Fixed an issue where the Astral floating crown “Helmet” customization choice specific to “Mystic” culture was not visible on its shader.
  • Fixed an issue where the "Volatile Charge" infusion from the "Shatterblades" blueprint had a placeholder icon.

Custom Regions
  • Fixed an issue where the Custom Region for the Lava Prison Ancient Wonder behaved as if it was on Water and not on Lava.
  • Fixed an issue where the "Behemoth's Dreadful Presence" combat enchantment from the "Icebound Behemoth" landmark not being present during manual combat on adjacent provinces.

Crystal Dwelling
  • Fixed an issue where the Artifact Collection achievement would not trigger for the Crystal Dwelling Artifacts.
  • Fixed a crash that could occur when selecting items in the Crystal Dwelling shop.
  • Fixed an issue where the Combat Spell Crystallize Essence did not work on enemy corpses.
  • Fixed an issue where the Artifact Lithorite Prism provided its bonuses to Outposts.
  • Fixed an issue where the "Crystal Dwelling" was not automatically destroyed after the "Umbral Dwelling" or a "Free City" sieges it and wins the siege battle.
  • Fixed an issue where the Crystal Dwelling didn’t share vision inside its domain while having an “Eternal Pact” with it.
  • Fixed the Council Prolocutor not having the “Floating” passive ability.
  • Fixed the Council Prolocutor not being on the center hex of the Crystal Dwelling.

Economy
  • Fixed an issue where City Stability did not properly ignore the Negative City Stability from “Chasm” and “Lava” provinces.

Events
  • Fixed an issue where the button for the 'Eldritch Rite of Delirium' did not validate for DLC Cultures in their First Meet Events.
  • Fixed an issue where the “Anvil of Doom” event did not reference the correct units and could be skipped when entered only by the Hero.
  • Fixed an issue where Giant interactions could show duplicate options.

Fated Regions
  • Fixed an issue where a Fated Region event button was selectable while not meeting the Imperium Cost requirement.
  • Fixed an issue where the “Gilded Wastes” Fated Region did not have a usable unit tier composition on Brutal difficulty.
  • Fixed a crash that could occur when the Giant army spawned by the “Thagnokar’s Heir” Collection Happening razes a city.
  • Fixed missing hyperlink references in the “Thagnokar’s Heir” Fated Region quest description.
  • Fixed broken notification being shown in the “Colonnade Garden” Fated Region.
  • Fixed an issue where the defenders on the Dragon Nest of the “Colonnade Garden” Fated Region had an incorrect Difficulty
  • Fixed an issue where the "Sunken Library" that spawns in the middle of the "Trinity Island" Fated Region did not spawn explored.

Hero
  • Fixed an issue where the Magekiller Hero Rifle did not display its damage output.
  • Fixed an issue where the Storm Giant’s Mass Chain Lightning had incorrect damage.

Interface
  • Fixed an issue where clicking ‘Declare War’ in the pop-up did not declare war.
  • Fixed an issue where City Improvement’s income breakdown was duplicating income from Nodes/Province Structures.
  • Fixed an issue where Miscellaneous Items would select the first slot rather than the selected one (again)
  • Fixed an issue where the tooltip for “Expansion” under the Victory Conditions in Advanced Settings was not being displayed.
  • Fixed an issue where Wizard King Rulers were not facing correctly in the diplomacy screen.
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  • Fixed the “Volcanologists’ Guild” having missing reference present in its tooltip.
  • Fixed Summon spells not showing their Wizard Tower requirement in the Research and Encyclopedia screen.
  • Fixed the wrong shield being mentioned inside the tooltip of the “Goldseeker’s Pickaxe and Shield” starting weapon.
  • Fixed a missing hyperlink reference present inside the "Resistance" tooltip of units affected by the "Arcane Accumulation" Combat Enchantment.

Modding
  • Fixed an issue where the Particle Emitter and Group Naming were wiped in the Modding Tools.

Pantheon
  • Fixed an issue where the Hostile Seas Realm Trait was not mutually exclusive with Void Pocket and Void Divide.
  • Fixed an issue where the Militia Upkeep was not modified correctly with High Maintenance Realm Trait.

Sieges
  • Fixed an issue where you could not Sally Out on water.
    • It is now always possible to initiate a Fight when moving from Land to Water without embarking first.
  • Fixed an issue where being besieged by Armies on the Water would cause the sieger’s units to be on boats.
  • Fixed an issue where the “Crucible Battlements” granted recruited units +4 Fire Damage instead of +1 Fire Damage.
  • Fixed an issue where the "Wizard's Bombardement" siege project from the "Fallen Tower" Tier 3 Ancient Wonder was not functional.
  • Fixed an issue where an incorrect amount of souls was received when breaking a city’s walls while using the “Soul Siphon Ritual” siege project.

World Map
  • Fixed an issue where Generated Items were allowed to Generate Items with up to 10 Infusion Points.
  • Fixed an issue where moving a Ranger Hero out of a Stack with another Ranger Hero would duplicate the Hero’s Visualisation.

Get all the giant news over here:
 
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Can you guys do a small pass on the Eldritch Sovereign model?

The fingers on both hands of the humanoid ES body shapes have some wonky weight painting. There are some vertices sticking out, causing little spikes that stay in place when the hands move during animations.

The issue is tiny, and on Playstation, for me at least.
 
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Is there any chance of adding a faction trait providing a bonus to cities with landmark regions annexed and starting you near one?

Just seems a little odd we have that for magic materials and wonders, but not landmarks.
 
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Are there plans to make the Lava Giant terraforming spell work underground? I was really excited for underground lava king, only for it to do nothing.
Same but for Storm Giant.

Someone said it was just Storm that didn't work underground, but if it's all that's even more annoying. Such a clear theme, unsupported.
 
Not sure what you mean... the Lavastele works perfectly fine underground. My problem is that it doesn't change water into lava.
Honestly if it turns water into lava the that would be perfect for me. Or have a way to have the underground adaptations and an ash or frost start from either a form trait or primal culture. But still love the updates and expansion!
 
Hello Team, I am noticing that when I replay a battle manually after auto playing that all my squads will be "exhausted" despite no reason as to why. The area shows no special buff that would cause this and im not using forced march, very random any ideas?
 
Can you guys do a small pass on the Eldritch Sovereign model?

The fingers on both hands of the humanoid ES body shapes have some wonky weight painting. There are some vertices sticking out, causing little spikes that stay in place when the hands move during animations.

The issue is tiny, and on Playstation, for me at least.
Please make a bug report with a screenshot and we'll see what we can do.

Are there plans to make the Lava Giant terraforming spell work underground? I was really excited for underground lava king, only for it to do nothing.
The Fire Giant/Lava Runestele works Underground, but we have a few reports regarding inconsistencies that we are looking at.
Same but for Storm Giant.

Someone said it was just Storm that didn't work underground, but if it's all that's even more annoying. Such a clear theme, unsupported.
The Storm Giant is indeed the only Ruler Type that is not able to Terraform the Underground, this is due to the type of River not existing in the Underground as there Rivers are there own provinces and not Terrain Features. The bonusses from the Storm Giant will still work with any of the Underground Water.
Hello Team, I am noticing that when I replay a battle manually after auto playing that all my squads will be "exhausted" despite no reason as to why. The area shows no special buff that would cause this and im not using forced march, very random any ideas?
Please make a bug report with your save and we can have a look.
 
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The Storm Giant is indeed the only Ruler Type that is not able to Terraform the Underground, this is due to the type of River not existing in the Underground as there Rivers are there own provinces and not Terrain Features. The bonusses from the Storm Giant will still work with any of the Underground Water.
Kind of a bummer to be honest. It would have been neat if they just made Terrain Feature rivers underground, but I suppose not having that exist ONLY for Storm Giants is reasonable enough.

Perhaps they could get a larger bonus to underground rivers, as they are uniquely unable to force their terrain bonus to exist underground?
 
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I love the new DLC! The amount of content is huge. This game is now the best aow in the series for me.

A small review here:
-there are some balance issues but i've already wrote about thouse in the monostack topic. i'm sure the balance will get better with future patches. the devs for sure look eager to improve the game.
-the new ruler is amazing. it's the best looking one by far and it's cool as hell. I really like it also adds giants to the recruit roster. and i love the improved crafting.
-feudal rework is great. the evolving units gives them a very cool and distinct personality. really hope dark and high get the subfaction treatment.
-the feudal knight i really hope it's just the first step in the door of t4 for cultures. it's a great addition.
-i also like the season pass price it's really value for the money given how big this dlc was.
-the crystal dwelling is very very very cool and so are the crystal units.
-didn't got all the landmarks yet but holy heck they are cool. really enjoy the lore.


9 out of 10. i miss that we only got 3 cannon rulers and all 3 are giants not even 1 wizard king from older games...poor mab is very sad for beeing left out. so many dlc and patches and still we are missing a bunch of great characters.
 
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