• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
It seems I was right...
  • It seems I was right:


    The flavour pack is indeed a flavour pack and it is indeed based on the nordic tribes.
     
    • 2Like
    Reactions:
    The Northern Lords Flavour Pack
  • Have a look:


    Welcome comrades
    The 'juniorest' of the devs, called Wokeg, is also baby's first socialist.

    Hmm.

    Tackling the Norse was always going to be an interesting affair, since, mechanically, they’re pretty well covered for many things already, though most especially warfare and raiding.

    This is why they will go to hell for lying.

    When leading raiding expeditions, rulers with the longboats innovation may occasionally get events allowing them to stop and trade with the locals. This gives them some loot, and a ceasefire with their target (or their target’s liege) if accepted.

    Good addition on both sides. The annoyance of constant raiders in a powerful, centralised and stable realm with coastal regions that can barely be sieged out by vikings...now gone. Hopefully.

    I really didn’t anticipate how much both QA and the public would enjoy getting more complex raiding options, though, and if I could go back and expand on any one feature, man, this’d be it.

    Why else would anyone play the vikings if not for raiding?

    One thing that the Swedish AI really, really loves to do in the base title is collect holiday homes. Ireland, France, Spain, Sardinia, Stoke-on-Trent… if it’s vaguely near a coast, Sweden wants a piece of that action. Preferably just a small piece. For the collection.

    This is quite true. Sweden as seen in this AAR have a holiday home in Anglesey. They relocate to South Wales after a while but they never develope or expand much. I think this is pretty spot on insight on their own AI. Well done.

    As lords in Scandinavia lose their last holding, they’re added to a pile of other such rulers, from which we select someone every X years. Then, looking down a list of major areas of Norse colonial interest (two lists, technically: one for the west, one for the east), we check to see how the Norse are doing. If we find somewhere in the lists where the Norse presence is either gone or else negligible, we grab one of our landless Scandinavian warlords and send them off to conquer anew.

    Should lead to interesting maps without ugly maps, the goal of every paradox game.

    the Apocalyptic Scandinavian Adventurers game rule
    Zombie mode confirmed. I told you so MrCapiatlist.
    several perfectly sane settings and one that leads to mass border-gore and terrifying Viking emigres marauding across Europe.
    Let the modders get their teeth into this one...
    the weighting system for selecting adventurers also prioritises player relations, meaning that, if you’re playing within Scandinavia and throw a rival out of their lands entirely, you may not have quite seen the last of ‘em...
    Now that could be fun indeed. Someone needs to do an AAR where that happens, repeatedly. Like a Saturday morning cartoon (from before I was born).
    the monsters that the smallfolk tell themselves stalk the forests at night...
    The dreaded moose. Not sure Ged can outwrestle one of them.
    an explorer fresh from the depths of the Atlantic
    Fluff, but interesting.
    we wanted the Jomsvikings to be, basically, bastards.
    They’re religious fundamentalists and they’re unhappy that no one is quite as serious as them about the old ways: everyone’s either in a rush to reform, which is heresy, or a rush to convert away, which is apostasy.

    They take it on themselves to roam the Baltic and other areas, rewarding the pious and stealing from literally everyone else, and will continue making a nuisance of themselves against all comers until Jomsberg itself is burnt to the ground.
    Lovely.
    Shieldmaidens
    They're back, and much the same as in CK2. Uses the knight leveling mechanisms, so can get pretty strong.
    Needless to say, we’re also quite happy to be bringing gender-neutral shieldmaidenry to CK for the first time with the alternate version, the shieldswain, accessible for female-dominated Norse pagans.
    This is quite good too. More AAR fodder.
    Secure the High Kingdom of the North Sea
    what Canute the Great could no
    Our portrayal of the High Kingdom is thus very much alternate history, but it’s still somewhat plplausible.
    Unreformed tribals get an easy conversion to feudalism and a modifier that not only helps them live long enough to use it, it makes it so that you lose minimal power transitioning out of tribal.

    Reformed pagans get a modifier that makes it markedly easier to convert other reformed faiths, letting them propagate their faith around the realm with impunity.

    Everyone else gets a strong hook on every powerful vassal with a positive opinion of them which is, understandably, both profitable and stabilising.

    Needless to say, no matter which path you go, you get a cool nickname.
    Very powerful decision. England (including Cornwall), Denmark and the hebrides. And Ross, just for a bit of border gore.
    choose where the heart of the Rus’ truly lays, setting the de jure capital for Russia
    Now that is a fascinating option. Annoying that there is no EUIV port to see the effects of that throughout the centuries.

    Elevate the Kingdom of Mann & the Isles​

    Oh boi, have I seen some mixed opinions on this’un! Elevating Mann gives you so many bonuses scattered all over the place, most of them extremely good, and it’s easily one of the more powerful decisions in the title (which, given it has to catch the Isle of Mann up as a major world player, it sorta has to be). Your whole dynasty gets to raid for a hundred years despite it making you feudal (something we otherwise heavily restrict), you get a large pirate army with many free Men-at-Arms, you get lots of renown, and the Isle of Mann is made into an absolute powerhouse of a cocounty.
    This grants insane perks. Building on Mann costs fifty percent less, and build time is rescued by 200%!!!

    Build tall indeed. The one island will be outproducing the entire continent with those numbers.
    even rulers not of the faith can hold great blots to please their blot-faith vassals and lands, though they must be careful not to upset their co-faithists. Particularly if they plan to indulge the blot’s most vicious customs.
    Hilarious.
    Shit, theyve found me! I'll be back in touch once I deal with the-
     
    Ged's Existential Nightmare 2
  • Ged’s Existential Nightmare 2

    A Note on Crusader Kings III

    Well now, here we are again after…could it really be one whole year? Time has certainly flown by. The world has changed drastically. Darkness looms once again as the colder seasons return to our shores.

    And Crusader Kings III is still, very much, a cosmic horror show.

    Many of you will remember this, from the last time we took some unwise and unsteady steps down the launch-day version of the game’s tutorial section. Who could have predicted what we would find? A competent teaching method? An effective albeit sadistic taskmaster? The frankly ugly as sin grey on grey text boxes that continue, for some reason, to exist a year later?

    Of course, that is not all we found. There was a game there too, one I was already uneasy about having come from the overstuffed sandbox of CK2. And yet, we all fell deep into the pit, and liked what we found there. Here was a masterful patchwork of historical simulation, familial dynamics, chaos, human idiocy and brilliance. The game is most certainly a Paradox childe, albeit a heavily favoured and well-looked after one.

    And we all remember what happened next. A ridiculous amount of launch sales. Hundreds of gaming awards and player acclaim. More people than ever discovering grand strategy, and CK strategy, for the first time.

    Which leads us to AARs.

    There was a lot of new people looking for more about their new favourite game. And they showed up in droves to read any and all stories about the wild and wacky things people were putting their poor characters through. Many even decided to spend hours of their life reading a story about the tutorial character.

    These people have since been medicated, and gotten the help they so desperately needed.

    There was controversy of course. Not only from players of CK2, which was to be expected, but also from AARland (which is a thing, if you did not know). CK3 was many things, but connected to the old Paradox forum system…it sorta wasn’t. This did not in fact spell the deathblow of either CK3 AARs or the wider AARland space, but it took a great deal of time for tempers to cool on both sides.

    Now, of course, we are one year into what promises to be a long development cycle of DLC and expansion. Paradox have thus far shown restraint, releasing many large and far-reaching patches, and only one paid expansion (the Northern Lords, which we will get into later). However, soon (very soon in fact), another will drop, and the market will be truly established.

    Will this game be warped and changed as much as CK2? I do not know, but I suspect so. Where will that take us in three years’ time? China? The Americas? CK2 has threatened such things before and never delivered entirely…but one thing is for certain.

    CK3 is only just getting started. As are we, dear readers. The Nightmare is, as ever, only just beginning…

    ‘…I commend your pains,

    And every one shall share i’ th’ gains.

    And now all about the cauldron sing,

    Like elves and fairies in a ring.'

    '...By the pricking of my thumbs,

    Something wicked this way comes…’

    -Macbeth, Act 4, Scene 1
     
    • 3Like
    • 1
    Reactions:
    Re. Birth
  • Re. Birth

    Since last time, Paradox have released a monster maker. Or as they call it, the character creator. This is in much the same vein as CK2’s similar system, only much more expansive, and open to much more abuse. If you don’t care about achievements, you can make pretty much anything you like in this place, provided it is at least somewhat humanoid.

    The basics are self-explanatory. Give your guy a name, an assigned gender, a family name to ruin, and a randomizable but not customisable family crest.

    I have absolutely no idea why this update shipped without the shield designer. It’s right there, being used by the computer to randomise designs. And even stranger, unlike CK2, both the character creator and shield designer (when it does come out) are free updates in the patch! I have no idea who made that decision, but they very well could have imbibed many illegal substances.

    Or they are thick.

    Anyway, we also need to decide upon a culture, and a religion. For our purposes, I have picked the most ridiculous and pretentious choices possible, and gone with Hellenism and Roman.

    Yes, a long dead faith and a basically dead culture (we could have an interesting discussion upon whether the Greek part of the Empire was ever Romanised at all, and if so to what extent, but this is not really the time).

    Basically, I picked it so I can put whatever bullshit Paradox gave the religious customisation, and blame all of Ged’s other erratic behaviours on his culture without offending anyone in the comments.

    It also means that Ged comes off as an irritating weirdo at best and an absurdly heretical lunatic at worst. The peasants (symbolised by county control) and every character on the map will have an instant and high opinion penalty of him for this.

    Good work, so far.

    Now we can decide upon physical appearance. This is a delicate process, as I wanted him to indeed appear similar to what his traits (see below) would suggest, but also hint at the monster within.

    po3gwiLlj

    Thus, through constant manipulations and experimentations (I have a folder full of freaks and monsters that may be used another time), we went from a strange little nosferatu dwarf to…well…
    postivv0p

    Yeah, he’s basically Frankenstein’s Creature. It was unavoidable really, considering what I’m creating here. For Ged 2.0. will indeed be a giant of a man (by my reckoning at least 7 and a half feet tall at shortest), and absurdly strong and smart. He will also be beautiful (the game’s word, not mine), and when I do put his hair on…yes, he is rather a looker. Provided you don’t mind the yellowed eyes.

    poQyA7YAp

    In short, I think I achieved the main aim here. Create an interesting…creature, who has not quite managed to climb his way out of the uncanny valley.


    pmbMicQJp

    Ged of Ned, in all his Glory

    The creator itself allows you to choose height, weight, skin tone (only ‘believable’ colours, disappointingly, but give it time), hair colour and style…skull shape and face layout. This all goes into the DNA of the character itself, so whilst you can change (for example) the hairstyle and colour of the character in-game, the kids are going to inherit traits from this locked in stuff. Bear that in mind when you are creating your babies.

    As to the traits that have gameplay and DNA value…now, this is interesting. Freed from the limits of creating a balanced or achievement acceptable creature (of course, you can stick within those limits if you choose to), I can basically give Ged 2…well…mastery of everything.

    For example, those traits you unlock at the end of skill trees? Yeah, Ged has all of them upon birth. Note however that he has not actually completed the skill trees to do this however, so I’m still going to be ‘levelling up’ in-game, I just won’t have to spend skill points to unlock the traits at the end.

    He also has every hobby in the game (no penalties attached for them, so why not? Let’s see what they’ve added in!).

    Ged is also by far and away the world’s best tactician, strategist and fighter. He has every single warrior and battlefield trait I could give him (which is all but one, because two are mutually exclusive).

    He also has maxed out stats, so is 100 at Diplomacy, Stewardship etc. And 100 in prowess, which means he can kill anyone with anything, if they are stupid enough to attack him (or he wants them dead). 100 Intrigue also basically guarantees that any murder he wants to commit will be done, and probably done perfectly.

    I’m not entirely sure about the state of his health, or if his heightened immune system can even get sick, but he is sure to live for quite a while, provided he is not slain in battle (which given the above, seems unlikely unless a siege engine takes him out) or killed by some extremely lucky assassin.

    His backstory, should we choose to try and extrapolate one from his traits is…confused. At age 16, as the game starts, he is the Chief (Count) of Munster, in Ireland. However, he is not Irish, and was definitely not from there.

    In fact, he was ‘Born into the Purple’, which means he is a Prince of Byzantium, and was born in the Palace in Constantinople. But I’m not too sure who is parents were, given that he is ‘Pure-blooded’ (super inbred, to the point where it gives bonus to fertility, health and reduces the chance of inbreeding trait or penalties from it – not sure that’s how it works but ok).

    He is also apparently a direct descendant of the Prophet (‘Sayyid’ trait). This is...interesting, given his other lineage claims.

    All this is even more fascinating because he did not stay in Constantinople (if he is indeed from there). He has, so far as his traits hint at, in his 16 years of life been:
    • A Viking Raider
    • A Berserker
    • A Varangian Guardsman
    • A Shieldmaiden
    • A Pilgrim
    • A Scholar
    • A Theologian
    • A Torturer
    • A Diplomat
    • An Engineer
    • An Architect
    • A Warrior of the Faith (so he fought in at least one Great Holy War)
    • An Adventurer
    • A Desert and a Jungle commando
    • A Renown Physician
    • A Miracle Worker
    • A Poet
    • And is currently both a Holy Monarch, and a Heresiarch (that is, the leader of a heretical sect…which is technically true, I suppose).
    To cap it all off, he’s a legendary sword master and reveller,

    So…yes, Ged 2 was very busy in the time before we meet him at the start of the game. Did I mention you can customise literally every single ruler at the start map? So, everyone can be this ridiculous, or rabies babies, or dwarfs, or anything else you can think of!

    Ged does have a problem however (aside from the multiple choice past and everyone hating his made-up religion and culture). He’s got all the good moral traits too, which means he basically fills a stress bar every time he does anything remotely ‘bad’. That’s a problem when you are also the world’s best murderer. And fornicator.

    Whilst also being determinedly chaste and peaceful.

    So, whilst it should be plain sailing for us, dear readers, for Ged…well, he’s in a bit of an existential nightmare. All the power in the world, and someone else is controlling his actions.

    And with all that said, the game can finally begin once more…
     
    • 4Haha
    • 3Like
    Reactions:
    The Bad Beginning (Again)
  • The Bad Beginning (Again)

    pow4YJlIj

    This was Ged, of Ned. He’s the standard tutorial character for CK3. And a year ago, we completely ruined his life.

    Fortunately, there were some perks along the way. It turned out even I wasn’t as big of a bastard as the Paradox Tutorial Maker (PTM), whom we later discovered/embodied as a psychotic white rabbit with a thirst for Man-flesh.

    Ged also had an extremely loving and…um…passionate relationship with his wife, whom was never proven to be a witch. He had several children, many of who were disappointments, and one who seemingly just came from nowhere before the game even started. That was Brian, who was doomed to star in a failed AAR project of his own…

    Swiftly moving on, Ireland prospered, Wales didn’t, and eventually Ged died an old man (well, in his early sixties), peacefully on top of a hill in southern France. Some people have even described it as poignant; Which was very nice of them.

    Anyway, the spirit of Ged was then dragged through many an adventure with PTM and TBC (a gentleman), none of which will be recounted here. Suffice to say that eventually, the trio got bored and started thinking…dangerous thoughts. Thoughts like taking Frankenstein as less a warning and more an instruction manual…

    Thanks to the new and improved character designer, all many of freak and monster can be created in CK3. And I know, because I have created and discarded many in the prep for this AAR, which you will have seen in the previous chapter.

    Yes, very interesting stuff. Eventually, a body was formed, though given one of the designers was a deranged rabbit, it did not quite manage to scale the Uncanny Valley.

    pmT0DF4Jj

    We at TBC Productions proudly present Ged 2.0! A gigantic hulk of a man, spanning nearly eight feet in height and about as wide. With yellowed eyes and pitch-black flowing hair, we are indeed channelling the Creature for all Mary Shelley’s worth. However, given that the designer grants unlimited power to the player, we decided that Ged should be thrown a bone, and given everything conceivably good to start with.

    He's a genius, a herculean, a beautiful man inside and out. Astoundingly attractive, astonishingly skilled, he can tear through a philosophical debate like castle walls. He’s a poet, a musician, a hunter, a dancer, a lover, a fighter and so much more besides.

    Quite simply, he is the best.

    Also, we made him Latin, obsessed with Rome, and convinced of the veracity of the one true faith: Hellenism.

    What, you thought it would be that simple? We’re throwing a titan, a god, down upon the Irish and observing the results.

    The world will know the name Ned, mark my words…

    And if you want to know his backstory, as in what he was factiously doing in the ’16 years’ before his creation and usurpation of the Munster Chiefdom…well, this is an interesting (read: bullshit) story:

    Born into the purple, predating the term by a few decades at least, the young babe escaped from the Imperial Palace of Constantinople by covering himself in fish slime and swimming to freedom. He never quite forgot his roots however, and always thereafter considered himself a Roman of the old tradition. Ged did not forgive God for his birth however, and swore off any and all present practicing religions as false and demeaning to the human spirit. Alone he travelled throughout the lands, learning to fight and command in the steamy jungles of India, how to meditate by the monks of Tibet, and how to slay mad pussy by many different sources, of many different persuasions.

    Eventually, he returned to Europe as an adventurer, where he was kidnapped/seduced by pirates, and proceeded to seduce/kidnap the entire crew to his side. He then became a renown raider, warrior poet and philosopher, legendary for his lectures and fighting spirit (often performed simultaneously). He took a break from war and sailing to serve as a bodyguard for the Imperial Royal Family for a time, before escaping arrest, having somehow bedded every single (adult and consenting) member of the Imperial Court in one night.

    Alone and penniless once more, he joined a cult to some desert demon that briefly ruled a great swathe of land in sub-Saharan Africa, before being run off by Muslims and angry natives. He also during this time became a travelling doctor and wound up in Baghdad, working for the Caliph as an engineer, architect and friendly neighbourhood torturer. He left the Islamic world when his old Viking raiding party found him quite by accident (having gotten seriously lost on the way back from Iceland). Their adventures have since passed into folklore and mythology, with one source claiming that he served as the lover and shieldmaiden of a Swedish king (without the king noticing anything peculiar) for some several weeks, before stealing most everything not nailed down and finally fleeing across the North Sea to Blighty.

    Unfortunately, England did not yet exist, and was constantly being attacked and under threat of forced colonisation (ironically) by Norsemen. Wishing to stay clear of any Viking associates for now, Ged kept moving further and further west, till he crossed the Irish Sea and ended up lost in Munster.

    He then became chief of the tribe by killing every other man eligible in a drinking contest, and then strangled his court bishop when the latter accused him of heresy (we’ll get to that).



    This story may or may not have been entirely accurate.

    Anyway…the game has begun!

    pnINnqt6j

    Fashionista is clearly not one of Ged's many, many talents...

    Alright, first of all we need to cloth this monster. Ged is not the best dresser by nature, as anyone who remembers the last time will agree. We find him by default wearing disgusting and unflattering robes, the colour of pig manure.

    Oh Ged, we have so much work to do.

    pnhr5zejj

    He's actually too tall for a crown. His own head barely fits into frame on the character screen.

    That’s better. Now he’s a properly dressed and civilised individual, we can go about proving his insane theories and religious beliefs true. It will not be easy. No one in Ireland speaks Latin, for one. No one bar monks that is, and I don’t think they are ready to hear the Good News that their religion is bunk.

    We’re going to have to be even more silver-tonged than we already are for this to work (given that we are, essentially, a monstrous looking foreigner who doesn’t speak Irish, and a heretic to boot!).

    pm5QVvmsj

    If we cannot convert, we must create. We will breed an army of supermen and women to wash out the masses of the unholy and unworthy. Eventually. It may take a while.
    povPnoLqj

    pnYgd9EHj

    Ged is definitely re-writing history a little here, as all great conquerors do. He has no established bloodline, so he'll make his own. And then make up his family history anyway! Would-be world conquerors, take note.

    PTM clearly appreciates and recognises the ‘Strength of Ned’ however, and gives our entire bloodline a boost to fertility and genetic traits. Eugenics is alive and well in CK3, and by the middle of Ged’s reign (spoiler alert!) there are going to be a lot of very strong, attractive and freaking huge people running around.
    pna7W0MFj

    Note the sole Viking settlement in Dublin. This may or may not become a problem later...we of course are the green ones.

    This is Ireland, incidentally. We’re probably going to burn it to the ground and build it back up again real soon, so take a good look.
    pnXtcn5Ij

    Ged’s faith and culture grants him all sorts of special powers. He can divine the stars (not that there is any naval navigation in the game, but I suppose it helps in other ways). He can hold ‘mystical communions with the Divine’, which for the moment is PTM in a wig (shhh! Don’t tell anyone!). And he can do the usual pilgrimage, hunting, feasting, writing in a diary, etc, etc.

    You know, maybe we should look at this religion we’ve randomly decided to convert this world into.

    pmIsPGMVj

    Ireland is totally Insular in faith, aside from the random pagan worshippers in Dublin. And that one crazy weirdo in Munster who think's he's Roman.

    Hmm. So, we have a great deal of advantages over the Christians. I control my ‘Church’ pretty much absolutely. Divorce is always allowed (that will be fun!), and look at that! Marriage and concubines. Plural. That army of children may happen sooner than I thought.

    So here we are, one year of CK3 in and a whole wealth of experience on how to dish out punishment…that is, enjoyable and intriguing gameplay, out on this new Ged. One county, no one else in my culture or religion, no money or prestige, and the whole world is against me.

    Let’s get started, shall we?

    Today, we have learnt:
    • That the character designer should really be used more often in AARs. It’s ridiculous how many options the player has now.
    • The next character I create is going to be an absolute wretch of a creature.
    • CK3 is still fully convinced you can breed a human smarter, as well as stronger.
    • Rome being our main pilgrimage site is going to be super awkward…
    • Ged is damned, as ever. But now he has a confusing backstory and untapped power. What happens when a constantly abused man gets unlimited power? Let’s find out!
    Till then, goodnight, dear readers, and sacrifice your preferred mammal for Ged.
     
    • 4Like
    • 1Haha
    • 1
    Reactions:
    Patch 1.5.1.This fills me with hope/dread
  • As you all know, for you read this AAR religiously and follow CK3 with baited breath, Royal Court has been out for a while now. This is, apparently, being counted as fhe first 'proper' expansion for CK3 (Northern Lords, being a mere twenty of your earth pounds, was a small add on pack for fuzzy cloaks and silly hats).

    I have not yet played Royal Court, but it seems it will be excellent Ged fodder if the patch notes for it are anything to go by.

    The list is as follows, but I must give special attention to the files that apparently now mean units and armies will no longer 'get lost'. Either this means 'no longer wander off' into other, neutral' countries. Or...possibly...perhaps...no longer march into the sea upon defeat.

    We can but dare to dream.

    Here's the link to the dev diary:

    And here are the patch notes worthy of note:

    - AI's will now leave factions more quickly when they are pleased with you as their liege
    - AI's will no longer press factions for Claimants they like if they also like their current liege a lot, with a decreasing chance at higher opinions (the AI will be less likely to press a claimant they have 80 opinion of if they have 60 opinion of their liege, for example)

    Hmm. Presumably this is to stop awkward moments where the realm is very happy with the current ruler but that one bastard client is just oh so convincing.

    [BGCOLOR=rgb(51, 53, 63)]- Added a Game Rule (Empire Obscurity) that makes empires that control below 20% of their De Jure counties be destroyed. This should solve empires sticking around forever as micro-realms.[/BGCOLOR]

    This is a fantastic rule that I hope shows up and works in many games. Sure, people claim to be the so and so empire three centuries later but it gets in the way of new players in the region and makes them more likely to try and rebuild old empires rather than forge new ones.

    [BGCOLOR=rgb(51, 53, 63)]- Tweaked various factors in the war for England, in order to reduce the chances of Harold winning[/BGCOLOR]
    [BGCOLOR=rgb(51, 53, 63)]- AI now moves capital to London on victory in Norman conquest, if possible[/BGCOLOR]

    This is actually much needed and lasted a surprisingly long time in game. As everyone remembers from the first Ged run, England was in a very long war with Normans and Norwegians, which allowed us to unify and Wales to get a little wealthy before Normandy finally took the kingdom after 20 years.

    [BGCOLOR=rgb(51, 53, 63)]- All Tutorials and Game Concepts now mention Tribals and the differences they have[/BGCOLOR]

    Ho ho. Watch out for this in the next run!

    [BGCOLOR=rgb(51, 53, 63)]- Ignore non-castle provinces when giving extra score to province targets near the war goal area.[/BGCOLOR]

    You may remember this suggestion in one of the first chapters of the AAR. Progress!

    [BGCOLOR=rgb(51, 53, 63)]- Made it so that orthodox priests should always have a beard[/BGCOLOR]
    [BGCOLOR=rgb(51, 53, 63)]- Adjusted eyelids that were sometimes causing characters to have overly “squinty” eyes[/BGCOLOR]

    Hmm. Bet that works perfectly. Remember naked popes and nuns?

    [BGCOLOR=rgb(51, 53, 63)]- Fix becoming malnourished sending the toast you became obese instead.[/BGCOLOR]

    No idea what this means. Toast is dangerous stuff.

    [BGCOLOR=rgb(51, 53, 63)]- Fixed all Anglo-Saxon counties forcibly converting to Scots if their ruler owned any counties in Scotland[/BGCOLOR]
    [BGCOLOR=rgb(51, 53, 63)]- Fixed being able to choose medical treatment for other character's prisoners[/BGCOLOR]

    These two are just funny. Indeed, the first is an excellent aar prompt.

    [BGCOLOR=rgb(51, 53, 63)]- Fixed characters living in foreign realms being invited to feasts, and having such a good time they never go back[/BGCOLOR]

    Considering we have to pay per person in court, those hangers on being cut is a good thing.

    [BGCOLOR=rgb(51, 53, 63)]- Fixed ill characters wearing helmets and coifs with their nighties[/BGCOLOR]

    Wonder if children can still be set that as default...Ged's templar daughter comes to mind.

    [BGCOLOR=rgb(51, 53, 63)]- The game now tells you that vassals cannot become executioners[/BGCOLOR]

    Executioners are now characters!? Stephen Hack will be returning...

    [BGCOLOR=rgb(51, 53, 63)]- You can now only rename children that are your close family, no more renaming any child in the world![/BGCOLOR]

    No more Willy the Pope. Shame...
     
    • 3Like
    • 2Haha
    Reactions:
    Patch 1.5.1.Double feature
  • So the whizzes at Paradox are still banging on about the console edition, and they've released 1.5.1. Early out of the goodness of their hearts.

    Console updates

    First things first:

    'User research also showed how popular the D-Pad was as a means of game navigation.'

    Such groundbreaking research fills me with hope for this project. And the fact they're bringing in radial dials for everything.

    Patch notes

    'Surprise! Update 1.5.1.1 is ready ahead of time and ready for you all to download and start enjoying immediately. This came ahead of schedule and we just couldn't wait for everyone to see it.'

    Mmhm. Sure.

    'Fixed Aslaug, daughter of Ivar the Boneless, being married instead of betrothed at age 1'


    Priority one coding.

    'Fixed Ivars sons being older than himself in the bookmark screen'

    Hmm. Someone really messed up Ivar's start.

    'Added correct naming of new eye socket types in the Customize Appearance menu'

    Don't get too excited. This is colour of skin around eyes. Eye sockets for one eyed players remain always covered over (and I don't think we can customise the eye patch, for some reason).

    'Trade ports should now be clearer on why they cannot be built'

    huh. Did not expect them to just come out and say naval design is shit, don't question it.

    ...Alright, the full quote is:

    'Trade ports should now be clearer on why they cannot be built when you lack the right cultural tradition or innovation'

    But they still don't actually do anything but pull money from the aether.

    ...

    All in all, fairly typical notes. Fixing stupid mistakes and papering over cracks of stuff that may or may not be added later. Clothing seems to finally be fixed but I expect this will break again every time they add new choices...
     
    • 2
    Reactions: