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FangirlCrazily

Second Lieutenant
Community Ambassador
2 Badges
Feb 7, 2023
148
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  • Crusader Kings III
  • Crusader Kings III: Royal Edition
PatchUpdates_Banner_Ogre FINAL.png


Hi all!

After the positive response to our previous Open Beta we’ve decided to follow suit and do it again for the upcoming Ogre Update! This means that if you have the game on Steam, you will be able to play with the Ogre Update by opting into the Ogre Beta (see instructions below). That’s a lot of Ogre.

This Update has made changes to a ton of systems, including the Feudal Culture, Siege System and Underground Generation, so we’re setting out to achieve two things.
  • A big benefit of the Tiger Open Beta was the incredible amount of Stability feedback we received. During the Tiger Beta we weren’t able to incorporate those fixes into the base game, so this time around we’ve adjusted our timeline. We’ll be providing an in-progress version of our Day 1 Patch. It might be a bit more hot code but this allows us to implement the most pressing fixes into our Release Build.
  • We also want to give the Modding Community a headstart in updating their content to match the new update. We’ve done some testing to verify initial compatibility but there’s a vast variety of mods and mod combinations out there.

After updating to the Ogre Beta your in-game version will read: 1.010.000.105387.

Leaving Feedback​

The most effective way to provide us with feedback is by making a Discussion Thread in the Open Beta Discussions. There’s a couple different types of Feedback that we can process during this Beta period.

  • Stability
    • Crashes reported with the Crash Tool will automatically show up in our back end, so when you experience a crash please make sure to Upload those.
    • If you have a Blocker i.e. a Crash or Hang that will not allow you to continue your game, please make a report and include your Crash Report Name - given after upload - so we can tackle it.
    • Any general Bugs reported are welcome but not the main focus of this period, we’ll try to address those in a timely manner depending on our available resources.
  • Modding
    • If you experience issues and suspect that it might be related to one of the mods you have installed, then please verify which mod it may be by disabling your mods. If you’ve determined which Mod is causing your issue try to contact the Mod Developer first.
    • If you experience crashes with your mods, then please make a thread as stated above. While outdated mods can cause issues, we do try to ensure that they do not crash.
  • Balance
    • We’re open to make Balance changes that focus on any extreme imbalances that need to be tackled asap. These changes need to be known and implemented before Friday the 21st.
    • Balance changes that are more general, global or require us to change text are not feasible during the Beta Period. This feedback is welcome but will be addressed during our regular development period as resources allow.

Starting on April 1st we’ll be busy with the official launch of Giant Kings and the Ogre Update, as that goes live the Ogre Beta will end. Soon after launch the Ogre Beta branch will be disabled and removed, so make sure to switch back to default on April 1st.

Getting into the Beta - What you need to know​

If you want to take part in the beta there are a few important things you need to know!

  • This Beta is only available on Steam, owners on Console, Epic or Gog will receive the full Ogre Update alongside the Giant Kings Expansion on April 1st.
  • If a save has been made in Open Beta, there’s no going back! You will not be able to open that save in the game outside of the beta until the beta ends on April 1st!
  • Only use this in multiplayer if all participants agree. Make sure you do not use the beta in multiplayer without checking with the other players first, once a multiplayer game session has been updated to use the open beta, you cannot go back to previous versions!

That being said, to access the beta you will need to do the following:

To switch to a custom branch in the Steam client, right-click on the game from the library page and select "Properties".

Open Beta Instructions 1.png


Among the available tabs will be the "BETAS" tab.

Open Beta Instructions 2.png


The Ogre Beta should be listed in the dropdown menu under "Select the beta you would like to opt into:" A restart of your Steam Client may be needed if the Branch isn’t visible.

Complete Ogre Update Notes​

Check out the full list of changes included in the Ogre Update here


Get all the giant news about Giant Kings over here:
 
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Where is the bugfix to AI WK's failing to cast a spell after using Overchannel? When will you fix AI's refusing to declare war in diplomatic games?? These issues where reported and confirmed in your bug forums months ago!
 
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Any chance both feudal subcultures can make defender and archer aspirations applicable to both, with different knights being the unique t4 variants? For example, aspirant knights evolving to Royal Knights in Monarch path, and perhaps House Knights for the other? Perhaps they could use different weapons as well.

And can peasant polearms have an aspiration upgrade as well? This and previous suggestions would truly make feudal a well rounded roster :')
 
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Player Mods are automatically disabled on the First Launch of this update.
Hooo... be careful with this !
As i experienced, if you launch the game with a mod that modifiy a custom ruler, this ruler is automatically modified even if you do not change or play it.
Just launch the game is enough.

All customs rulers that uses colors from mod who add colors will lose the colors you defined...
All customs rulers that uses banner from mod who add banners will lose the banners you defined...

I have 2 presets : "Game" and "Test", i uses the second when i want to test mods i make,
I use a color and a banner mod, and in these two presets i've activated these mods because i know if i launch a game without them, all my custom rulers that uses these mods will be broken just as i launch the game.

@ Triumph : Could you remove this ?
This could save the time to (re)edit all modified customs rulers, for all players... and me :)
 
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There is something wrong with the size of armies on the tactical map. I find it more difficult to spot armies and see correctly. I am forced to zoom completely.
 
As a tier 4 unit, shouldn't the Transmuter deal 16 damage rather than 14? Part of the update a while ago to battle mages was to make their damage standardized and not punishing them for having utility. Also, the Pyromancer still deals 10 damage rather than 12 despite being a tier 2 unit.
 
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Many thanks for announcing the patch here. I agree with and like most of the changes but some different opinions:

1. So lava is the new blight, you either adapt to it from the faction creation or avoid it like the plague. Much like gloom terrain. NGL I was hoping for at least lesser amounts of lava exploitation for every race. Well outposts are unaffected by stability, hope this doesn't get "fixed". Furthermore shouldn't units with draconian transformation be able to inhabit lava without stability penalty, since they like it in AoW3?

2. So all giants can walk on lava and are amphibious... How does that work for ice giants (getting added?) and fire giants traversing lava and water respectively, thematically speaking?

3. Is spellweaver's cascading weave once per battle? Like weaver's overchannel was? This ability just seems like a worse spellbreaker's ability to me. Rarely there are 4 or more units in a chain. If it adds more stacks of dissonance then maybe...

4. Mana channelers and mana addicts doesn't seem like worth it to me at all now. My first and most played faction had these two traits, well started with gifted casters but changed to mana addicts ASAP. And now I wish to change both of those to something else. Especially mana channelers, I just took it for summon level stacking and thought the bonus rank intentional, when it survived the first purge. At least change it to summon unit upkeep, not casting cost or XP gain. And the mana addicts are questionalbe since it doesn't work non racial units, the description says it works on all units...

5. Primal darter getting longer (optimal) range when they are quite tanky already for an archer, with a damaging disengage. Also, doesn't it makes more sense to swap rimal crow and primal sabretooth fury bonus? Since lightning arcs and fire burns nearby enemies?

6. The new firebomb seems too good, making me want to go out of my build paths to incorporate it. Especially since it can be used when engaged.

7. More and more AoE abilities being able to only harm enemies makes it seems like the game isn't rewarding positioning and taking risks, maybe it helps the AI but for player combat seems more brain dead. Make powerful AoE skills damage indiscriminately and weak AoE skills deal selective damage.

8. I agree with reducing the cost of magic victory spells, but reducing the minimum number of gold wonders to 1 might make it impossible for players to stop AI magic victory, especially if the main armies are exploring far corners of the map. Now we have to keep a vulture's gaze on the AI.

9. Wyverns have magic origin but dragons (except bone) don't? Aren't dragons supposed to be more magically attuned and better than wyverns, is magic origin supposed to be a nerf?

10. I don't like some changes to unit resistances. Like spiders no longer resistant to blight. Some number tweaking is fine, but completely removing it... Spiders wre probably the only non elemental, non outsider (angelic, demonic) animals that had a resistance, now animals seem more bland now. But even more perplexing is now elementals aren't immune to disease and poisoning, and non-skeletal undead like zombies being susceptible to bleeding. It takes away characters from units and make all these tags more bland.

Please make athletics cost 2 trait points.
 
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Not gonna lie, messing around with bodyshapes can be fun:

20250319230642_1.jpg


Oh yeah, in case you guys are wondering, the Ruler can have it's own Body Shape and Voice Override independent from the Race. So, if you guys want to create a rat faction led by a bigger rat, go nuts.
 
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8. I agree with reducing the cost of magic victory spells, but reducing the minimum number of gold wonders to 1 might make it impossible for players to stop AI magic victory, especially if the main armies are exploring far corners of the map. Now we have to keep a vulture's gaze on the AI.

I'm not too worried about this. I've never even seen the AI start a magic victory since it was reworked, and even with the threshold lowered to 33%, you'd have to be on a relatively small map for the required wonders to be 1.
 
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8. I agree with reducing the cost of magic victory spells, but reducing the minimum number of gold wonders to 1 might make it impossible for players to stop AI magic victory, especially if the main armies are exploring far corners of the map. Now we have to keep a vulture's gaze on the AI.

This is the worst thing ever. What about people who like to have very long games ?
 
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I'm not too worried about this. I've never even seen the AI start a magic victory since it was reworked, and even with the threshold lowered to 33%, you'd have to be on a relatively small map for the required wonders to be 1.

I did see them start it, i never saw them fnish it.
 
People who like to have very long games can turn off victory conditions that they fear might end the game too early :)

View attachment 1268662
But that's the best way to end a very large long game were the map is filled by enemy cities. To try and conquer them all after 300 turns of playing diplomacy would be really a slog fest.
 
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Starting on April 1st we’ll be busy with the official launch of Giant Kings and the Ogre Update, as that goes live the Ogre Beta will end. Soon after launch the Ogre Beta branch will be disabled and removed, so make sure to switch back to default on April 1st.
To be sure : You tell us to switch back to default ?
But if we are on beta branch on April 1st, we automatically switch back to default when the Ogre update will release, right ?
We'll not be lost in the big hard disk who is on the sky...
So the best to do is to stay on the beta branch, and let this switch back occurs on 1st April (?)
So never go back to default...