Following an extensive period of public testing, patch 2.7.1 [BPAH] is now live for everyone!
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################ 2.7.1.0 ################
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# Expansion Features
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MONKS AND MYSTICS:
- Added a Rank 2 power for Monastic Orders: Spiritual Guidance
- Added a Rank 3 power for Monastic Orders: Teach Virtue
- Added a Rank 4 power for Monastic Orders: Convert County
- Added Demon Hunter events that fire for Known Demon Worshipers
- Hermetic Ingredients are now used in a multitude of event options to enhance the outcome or reduce the penalty
- Added an event that allows Monastic Order members to rid themselves of heretical books
- Hunt Apostates now involves a lot more branding irons, stakes and fire
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# Free Features
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- Optimized access to diplomatic status and opinions
- Added a message to make it more clear that artifacts get lost / destroyed during inheritance
- Secret religious societies are now available to virtually all religions
- You can now ask to join your liege's wars if you want to help ensure they win
- Added a game rule to toggle Secret Cults
- When your Lord Spiritual finds a heretical scripture and converts to a heresy, you now have to option to secretly adopt the religion
- You can now gift artifacts
- The old tutorial has now been entirely removed. The Tutorial button now takes you to the Learning Scenario instead
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# Balance
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- When incapable and asking for help to commit suicide, an ambitious heir is more likely to say 'Yes'
- A secondary holding in a province will now count for the purpose of looting; if you have a holding in a neighboring province you'll get the loot
- The "plot to revoke title" plot can no longer be used while in a major revolt
- The cost of abduction now scales based on the tier character you are abducting - unlanded characters cost 50, Barons cost 150 and Counts cost 300
- Abducting someone now makes them unhappy with you, and a failed or successful abduction attempt will make it harder to abduct that person in the future.
- Known devil worshippers can now be the target of Holy Wars of characters of their religion
- Performing dark magic as a devil worshipper can now lead to the corruption of body and mind, which has side effects such as stutters and poor health
- Reduced the chance of event 'Song of Anguish' (MNM.20060) to trigger
- Added a few non-learning traits that can affect your performance in the Grand Debate
- Several Hermetic artifacts can now also be used by characters with very high learning
- Assassins can no longer intimidate a ruler for a favor if they have intimidated said ruler recently
- Assassins will have a harder time intimidating rulers more powerful than themselves
- Buffed the Monastic Order power "Invite Holy Ascetic" slightly
- The 'Drill Commander' event can no longer improve your commanders past 20 martial if they already have at least one tactic trait
- Unrestricted vassal wars no longer gives an opinion bonus.
- The opinion bonus from the Commander title sliced in half (from 10 to 5).
- Massive update to Faction balance!
- The AI will now no longer join the Increase Council Power faction if they like their Liege 50 or more (down from 80 or more).
- Voter AI's will now be more likely to join Increase Council Power factions the more faction laws are set to 'Ruler', the steps are 2, 4 and 6.
- Non-Voter AI's will be less likely to join Increase Council Power factions the more faction laws are set to 'Council', the steps are 2, 4 and 6.
- The Increase Council Power faction has had its effect doubled (it now enacts two laws).
- The Increase Council Power faction now also revokes one level of 'Vassal Wars' laws.
- The AI is more inclined to join the Increase Council Power faction if their liege has enacted a 'Vassal War' law.
- The AI no longer wants to institute Elective Monarchy unless all council powers are enacted (except for Council Authority).
- The AI is less likely to join the Elective faction if their liege has Gavelkind succession.
- The AI is less likely to join the Elective faction unless their liege is a tyrant.
- The independence faction is more attractive to the AI if their liege is a Tyrant.
- The AI in now more inclined to start and join the Gavelkind faction.
- Discontent Councilors are very inclined to join the Gavelkind faction if the liege does not have all council powers enacted, if all powers are enacted they will prefer the Elective faction.
- The AI is now much more likely to stay by their backed Claimants.
- The AI is slightly more inclined to start factions backing women.
- Having bad opinion of your liege now makes the AI more likely to back a claimant.
- The AI is way more likely to back claimants that are part of their Society.
- The AI is way more likely to back a claimant if their liege is a tyrant.
- The AI is way more likely to back a claimant if they hate their liege.
- Culture is now less of a factor for the AI when backing claimants.
- The AI might join claimant factions even if they themselves have a claim on the same title, but it is still rare.
- The AI will now not back claimants if they like their liege by 40 or more (used to be 50 or more).
- Being a Sayyid/Mirza now only matters if the claimant is also Muslim.
- Having better opinion of the proposed Claimant now matters much more for the AI.
- More traits now affect the AI chances of joining the Claimant faction.
- The AI is now less likely to start another Claimant faction war if their liege is already fighting in another Claimant faction war.
- The Overthrow Liege faction is now unattractive to the AI if it is backing a claimant already.
- The AI will no longer form the Overthrow Liege faction if their liege is not a tyrant.
- The AI will now only use the Overthrow Liege faction if they hate their liege (-40 or lower for most AI's).
- The Overthrow Liege faction will now also enact two Council Power laws upon success.
- The Overthrow Liege faction will now only institute Elective monarchy if all Council Power laws are set to 'Council'.
- The Overthrow Liege faction now revokes any active vassal war laws.
- Religious Heads/Holy Orders/Mercenaries will now leave their titles behind if they agree to flip religion through a secret cult
- The standard soul corruption pulse event for devil worshipers is now less likely to give you Major soul corruption, but the chance now increases the higher visibility you have
- Rebalanced a few Devil Worshiper quests, you now get less visibility if they are quest targets
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# AI Improvements
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- Fixed the AI in some cases being able to cancel the movement of retreating armies
- Fixed the AI breaking betrothals in a lot of cases where it had no reason to
- Fixed the AI sometimes using favors on betrothals and marriages even when there's no need to
- Fixed the AI considering wars where it isn't the main defender when figuring out whether it should peace out of offensive wars
- Fixed the AI considering the same war multiple times when figuring out whether it should peace out of offensive wars
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# Interface
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- The interface for transferring subunits between two units no longer uses drag-and-drop, but instead uses buttons once more
- Fixed a number of relation types (E.G., "lover") not being localised based on gender in the languages that need that (E.G., French)
- Fixed terrain modifiers showing up as blank modifiers (for example, in the supply tooltip)
- Executing an unrelated interaction will no longer cause council consideration to reset
- Fixed the modifier for the 3rd Satanist rank not being capitalized correctly
- Artifacts will now be equipped by default upon obtaining them, assuming the holder is able to equip it
- Fixed the cultural buildings showing up as "nobuilding" in the tech view
- Fixed the portraits for wars in the lower-right corner not always updating when something changes them (E.G., imprisonment or coming of age). They should now always update within one day
- Fixed the pause option for message settings always being disabled in the pop-up, even when actually set to enabled
- Fixed the pause option for combat results using the "other characters" setting rather than the "close family members" setting when set to pop up
- Societies can now be looked at when observing the game
- 3D objects for castles, cities and churches now have levels, as they were meant to.
- The level is computed by using the number of buildings in the main settlement of the province
- They are controlled by values in defines.lua: CITY_MAIN_BUILDING_LEVEL_2 and CITY_MAIN_BUILDING_LEVEL_3
- Longer names should now be visible in the council job view
- Fixed so that long army names do not go out of bounds in ally orders
- It is now possible to search for characters' secret religion in the Character Finder. Will only return characters the player know is of the specified secret religion. Also added a "Has Secret Religion" filter that'll only show characters you know to have a secret religion
- When you can rank up in your society you now get a separate alert that takes you to the Society screen, rather than being part of the "important decision" alert and taking you to the Intrigue screen
- The ally order tooltip will now tell you when the AI is too busy with another war to help you
- Fixed hidden character modifiers being visible on the title screen
- No longer possible to give ally orders to other players, since nothing makes them obey them anyway
- Fixed nation adjectives not getting properly localised in some cases
- Council job selection now resets if your councilor dies or is replaced while you're assigning them a job
- Fixed the notification when a settlement is finished saying "A Tribal has finished [...]" rather than "A Tribal holding has finished [...]"
- The "claim" console command now gives feedback on whether or not it worked
- The button that toggles all DLC in the launcher now toggles all mods if that's the currently selected tab
- You no longer get the alerts for commander titles if you have "auto assign commanders" enabled
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# User modding
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- Fixed the game failing to find government unique title names at times. Now it'll never return the default name if a non-default one is defined. It now also tries without the tier string before it tries without the government string, so if you were to define "city_title" and "king_title", the former will be used
- "add_law" can now take parameters: "cooldown" and "opinion_effect". "cooldown" simply works as a way to specify that there's no cooldown, like add_law_w_cooldown does. "opinion_effect" can be used to specify that the opinion effect of passing the law shouldn't be applied. E.G., the anger/happiness at succession law changes, or at tribal organization changes. Existing script still works as before. Example of new syntax:
add_law = {
law = true_cognatic_succession
cooldown = no
opinion_effect = no
}
- Messed up localisation is now less likely to crash the game
- FROM in on_character_convert_religion and on_character_convert_culture is no longer a temp character, but instead the culture/religion itself. This only provides access to comparing to the culture/religion (or group). It should also still work to set cultures/religions and such. Please report any issues encountered with it. This change also means that it should now be possible to reference the previous characters outside "immediate" and similar without the game crashing
- same_society_as trigger will no longer be true when both characters are not part of a society.
- Added the command line argument -scriptlog to enable log triggers and effects without enabling script asserts.
- Added artifact backgrounds (arti_bg.dds, arti_bg_glow.dds, arti_bg_small.dds, and arti_bg_glow_small.dds) to gfx/inventory/artifacts to make it easier for modders to make their own artifacts that follow the style of the vanilla artifacts
- Added society icon backgrounds (society_symbol_bg_stone.dds and society_symbol_bg_wood.dds) to gfx/inventory/societies to make it easier for modders to make their own societies that follow the style of the vanilla societies
- Added a better secret religion system, now based around a code attribute rather than traits. Characters can have up to one secret religion. If the character ends up as their secret religion, their secret religion is cleared. This can be set and accessed via script:
- Added triggers "secret_religion", "true_religion", "secret_religion_group", and "true_religion_group". True religion being defined as your secret religion if you have one, otherwise your public religion
- The religion triggers (religion, secret_religion, true_religion, and the group versions) can now optionally take a "target_type" determining which religion of the target they check against. E.G., religion = { target = ROOT target_type = secret } will check if the scoped character's public religion is the same as ROOT's private religion. The valid types are "public", "secret", and "true". The default is to use the same as the type being checked; religion default to public, secret_religion to secret, true_religion to true. A religion (group) name as the right-hand-side works for all the triggers
- Effect set_secret_religion takes a religion or a scope. It optionally takes a target type (true/secret/public), but defaults to secret
- Added trigger has_secret_religion which takes "yes" or "no"
- Added set_secret_religion and clear_secret_religion effects
- The "religion" and "set_secret_religion" effects optionally take a religion type (true/secret/public) to determine which to use when a scope is referenced. "religion" defaults to public, while "set_secret_religion" defaults to "secret"
- Added "secret_religion" console command that sets a character's secret religion. Defaults to the player's character
- Who can see a character's secret religion is defined in 00_religions.txt
- Added a can_see_secret_religion trigger. Takes a scope, and checks if the character scope you're currently in can see the target character's secret religion
- Societies can now have an associated religion, which is accessible from script in the same way as character or province religion, including on the right-hand-side of triggers and effects. This is scripted with for example "associated_religion = catholic". It has no effect beyond being accessible via script
- Added a convert_to_secret_religion effect. Takes "yes" or a character scope. Sets your public religion to your secret religion, or the target character's secret religion if a scope is used
- Added a on_character_convert_secret_religion on_action
- Added SecretReligion and TrueReligion localisation promotions so that [This.SecretReligion.GetName] and similar work
- Added a dynamic secret religious society system that significantly reduces the work involved in making a religious cult society
- All religions except those specifically excluded get a secret religious society generated. The attributes of this society is defined by a template in 00_societies.txt
- Most the sections in society definitions now provide the society itself as a scope (FROM)
- Societies can now have an associated religion (defined with associated_religion = religiontag). This means that scopes can now be used where religions could be used, such as the right-hand-side of the "religion" trigger or effect. It also means that the "religion" trigger and similar can be used within a society scope
- Added a secret_religious_cult scope, which will scope to the cult associated with the character's secret religion. Also works in religion and province scopes. This can also be used on the right-hand-side of effects and triggers
- is_rank_full can now take a society scope rather than just a society name
- Added a "secret_religion" history effect
- Added an on_artifact_inheritance on_action
- Scope: ROOT is the character, FROM is the artifact, FROMFROM is the old holder
- Fixed bugs in artifact_owner and original_artifact_owner scope changes
- Added tooltips for artifact_owner and original_artifact_owner scope changes
- Added "owner" and "original_owner" as valid scope changes for artifacts
- Added on_society_created and on_society_destroyed on_actions
- Fixed scoping to saved society and artifact event targets not working
- Added religion_scope, secret_religion_scope, true_religion_scope, and culture_scope as scopes. These scope to the religion/culture of the character/province/society (only religion for societies) currently scoped to. Can be saved as event targets
- Added a save_conversion folder in "common" which handles converting obsolete objects in saves. Currently handles religions and societies
- Added a clear_flags_with_prefix effect. Works in character, province, title, and artifact scopes
- Fixed the society rank tooltip not having FROM defined. FROM is now the society grand master, as with other society tooltips
- Fixed troops spawned to unlanded characters not getting any tech bonus. They now get the tech from the province they spawned in. If a "home" province is defined, they'll use that province's tech instead
- Added "fallback_text" for custom loc. If none of the triggered texts return true, this will be used instead if defined. The fallback text cannot have a trigger, and only one can exist
- Fixed the error log complaining if you use "set_mother = 0"
- Added is_interested_in_any_society =
Please report any bugs in the bug report forum!
We will not be collecting bug reports from this thread. Thank you!
[ 2017-04-24 11:49:42 CET ] [ Original post ]
- CKII Linux [48.38 M]
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A good lord will always need friends to support him. But beware, as loyal vassals can quickly turn to bitter rivals, and some might not be as reliable as they seem... Stand ready, and increase your prestige until the world whispers your name in awe. Do you have what it takes to become a Crusader King?
Crusader Kings II explores one of the defining periods in world history in an experience crafted by the masters of Grand Strategy. Medieval Europe is brought to life in this epic game of knights, schemes, and thrones...
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- Start a game at any point between 1066 and 1337 and play until 1453
- Pick a Christian lord and make sure his dynasty survives as you play a succession of his descendants through the ages
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- Struggle with the Pope for control of the bishops
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- Memory: 4 GB Hard disk space: 2 Gb Video Card: ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce> 9600 or higher. 1024MB graphics memory required.
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