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CKII is released.

Joined
Jan 7, 2012
Messages
14,149
Hope they release a 3.0 64-bit client without being CKIII at some point.

Don't think even the Warhammer mod is pushing against the memory limit, which is why you would want 64 bit. CK2's limitation is CPU speed.

Though I suppose it would still be good as future proofing. I think CK2 scales pretty well with CPU cores so in 5-10 years memory might be the limiting factor to more massive mods or modders hacking in playable baronies or w/e.
 

IDtenT

Menace to sobriety!
Patron
Joined
Jan 21, 2012
Messages
14,363
Location
South Africa; My pronouns are: Banal/Shit/Boring
Divinity: Original Sin
Hope they release a 3.0 64-bit client without being CKIII at some point.

Don't think even the Warhammer mod is pushing against the memory limit, which is why you would want 64 bit. CK2's limitation is CPU speed.

Though I suppose it would still be good as future proofing. I think CK2 scales pretty well with CPU cores so in 5-10 years memory might be the limiting factor to more massive mods or modders hacking in playable baronies or w/e.
Obviously the game is currently coded with the current 32-bit limitations in mind.
 
Joined
Jan 7, 2012
Messages
14,149
Obviously the game is currently coded with the current 32-bit limitations in mind.

Sure, but what are you going to get by moving to 64-bit?

There's the usual Space-Time Tradeoff, where if you are willing to code a program to save more to memory then you can lower the amount of CPU cycles spent recalculating things. But this is different from simply compiling a 64bit exe (which is theoretically pretty easy) because it would require effectively rewriting huge portions of the game and keeping dual development on entirely separate 32 bit and 64 bit versions of the engine*. I think at this point CK2 is on life support with half a dozen programmers working on it, there's no chance of that.

*Also it's worth noting that the game still has really bad desync issues between Windows/Mac/Linux in MP, which according to Paradox isn't even due to differences in code but to obscure differences in the compilers used. So a 64bit version with actual substantive code differences would probably screw things up even more.
 
Last edited:

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
7,307
Henrik Fahraeus is such a cuck, oh dear.

Anyway, a couple of interesting features, but nothing that justifies playing the game again or paying 15 bucks. I will wait till the "big last dlc" they will allegedly make later this year.
 

Turisas

Arch Devil
Patron
Joined
May 25, 2009
Messages
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https://forum.paradoxplaza.com/foru...-ii-update-2-7-free-coming-march-7th.1003252/

##########################################################
########################## 2.7 ###########################
##########################################################

###################
# Expansion Features
###################
- Societies:
- Join Societies to gain different bonuses and access to a wide set of various powers, each unique to the different types of Societies!
- Power has to be earned however, complete quests given to you by the Society in order to gain Society Currency, which can be used to increase in rank or spent on the powers available to you
- All Societies come with new clothing unique to them, which brings more variety to the existing portraits!

- Monastic Societies:
- Join monastic orders such as the Benedictines, Dominicans, the Community of Saint Basil, or Dharmic orders such as the Advaita Matha
- Members may enjoy increased Learning or Stewardship and increased Piety gain!
- Quests include the following:
- Do Penance or Meditation to show your devotion
- Build a Temple
- Go on a Pilgrimage
- And more!
- Powers include the ability to:
- Toggle Celibacy
- Inviting a Holy Ascetic to your court
- And more!

- Devil Worshiping Societies:
- Join and worship the evil side of your religion with Societies such as Lucifer's Own, the Fellowship of Hel, the Plaguebringers and others
- Members may enjoy a bonus in increased Intrigue!
- Quests include the following:
- Corrupt a Pries
- Perform a Sacrifice
- Desecrate a Temple
- And more!
- Powers include the ability to:
- Abduct people
- Perform a Dark Divorce
- Summon a Familiar
- And more!

- The Assassin Society:
- Serve the grandmaster and plot against those who would interfere with your plans, or rise high enough in ranks to become grandmaster yourself!
- Members of the Assassins may enjoy the benefit of increased Intrigue, Plot Power, Personal Combat Skill, and more!
- Quests include the following:
- Murder a designated target
- Convert counties to the true faith
- Collect the debt of another member who has yet to pay back
- And more!
- Power include the ability to:
- Borrow Money from the order
- Raise an Army
- Intimidate Rulers for Favors
- And more!

- The Hermetic Society:
- Hermetics focus on learning and are always trying to discover hidden truth, may it be in looking at the stars, performing alchemy, or understanding the divine
- Members of the Hermetics enjoy the benefit of increased Learning!
- Quests inlcude the following:
- Gather Ingredients
- Build a Laboratory
- Find a rare Scroll or Tablet
- And more!
- Power include the ability to:
- Perform Scrying
- Make Horoscope
- Write a Magnum Opus
- And more!

- Artifacts:
- Be visited by a great goldsmith, who can craft magnificant crown jewels for any worthy ruler who can affort it!
- Hire the assistance of a weaponsmith, who can craft a wide set of different weapons to boost your performance when leading armies!
- Learn of relics thought to be long lost and set out on a quest to aquire these important artifacts and put them in the safety of you Treasury

- Additional Council Jobs:
- Perform Statecraft:
- Your Chancellor will improve your relation with vassals, neighboring rulers and your liege, as well as increasing the speed at which Threat decay!
- Organize the Army:
- Your Marshal will seek to train you commanders and reduce the maintenence cost of your Retinue/Horde units!
- Administer Realm:
- Your Steward will strive to improve your demesne by increasing culture conversion rate and Prosperity gain!
- Sabotage Province:
- Send your Spymaster to sabotage a county by reducing Prosperity, lower the defence to make it easier to siege, or increase the revolt risk!
- Hunt Apostates:
- Have your Court Chaplain search for heretical Societies to reveal the members and have them punished, while also increasing your Piety gain!

- AI Orders:
- As a primary participant in a war, you are now able to give orders to your allies
- AI allies will peform the orders they recieve for as long as they don't have wars of their own that they deem more important
- In the Province View, you can use the order "Siege" to have an ally siege the selected county
- In the Selected Army window, you can use the order "Attach Army" to have an ally attach to the selected army
- Added "Allies in Wars" tab in the Military View
- Lists all allies you have in ongoing wars and what orders they have, if any
- Allows you to give the orders "Focus on Sieging" and "Focus on Hunting Enemy Armies"

- Child Naming Buttons:
- When a child is born, you have new options of choosing an appropriate name
- Random: Will randomly pick a name from the culture list
- Name after Parent: Will name the child after the father/mother
- Name after Grandparent: Will name the child after any grandfathers/grandmothers
- Name after random Ancestor: Will randomly pick a name from any member of your dynasty

- Prisoner Management:
- With the new Prisoner Management tool, it is even easier to get rid of all those useless characters filling up your dungeon!
- Set various filters to handle only the prisoners you want to, enabling you to avoid potential penalties or executing someone who can pay ransom by mistake
- Mass Release: Release all prisoners according to your current filter settings
- Mass Ransom: Ransom all prisoners according to your current filter settings
- Mass Execute: Execute all prisoners according to your current filter settings

- Added Dharmic Pilgrimage Event Chain for all Dharmic religions

###################
# Free Features
###################
- Religious Cults:
- Gone are the days when you are forced to abandon the old ways, as you are able to falsely confess to a new religion while still keeping true to your faith in secret
- When you convert, you can choose to secretly still worship your old religion
- With enough Prestige, a ruler with a secret religion can create a cult to recruit more members
- Powers include the ability to:
- Evoke Sympathy for your secret religion in other rulers
- Induct rulers to your secret religion
- Openly Adopt Faith to openly convert to your secret religion, forcing other members within your realm to do the same

- Treasury:
- Rulers now possess a treasury, a place in which to store collected artifacts and items
- Several old items that used to be Character Modifiers have been replaced with actual artifacts and will instead be placed within the Treasury

- Map Update:
- The Ural mountains are now impassable
- Removed the duplicate island of Kolguyev, in the Barents Sea
- The most northern part of the Onega is now properly filled with water
- The mountains in southern Abyssinia no longer stretches onto the frame of the map
- Fixed an issue in the lower part of the river Don, where the river bed would go above water level
- Removed a bunch of trees that were placed in major rivers
- The terrain around lake Balkhash has been smoothed, to avoid sharp/rough edges
- The terrain around lake Baikal has also been smoothed, no longer will the steep cliffs surround the lake
- The Indus and the Ganges have both been cleaned up:
- The terrain now matches the actual river
- Smaller rivers no longer flow so far into the major rivers
- The borders of the rivers has been made smoother to avoid sharp/rough edges
- The Danube has been redrawn, to better respresent its actual location (!)
- The county of Constantinople is now only located on the western side of the Bosphorus, merging the eastern side into the county of Nikomedeia, connected with a strait
- The duchies of Samos and Cibyrrhaeot are now de jure part of the kingdom of Anatolia, rather than Greece
- The duchies of Trebizond and Armeniacon is now de jure part of the kingdom of Trebizond, rather than Anatolia
- Removed the kingdom of Taurica
- The duchy of Crimea is now de jure kingdom of Khazaria
- The duchy of Cherson is now de jure kingdom of Khazaria
- The coastal counties of Croatia and Serbia have been adjusted and moved slightly to better represent their actual locations
- The eastern counties of Hungary and the surrounding area has been moved and adjusted in order to properly place the kingdom within the Carpathian mountains
- Changed the name of b_mirabel to "Majdal Yaba"
- b_mirabel will be named "Mirabel" if ruled by most European cultures
- b_mirabel will be named "Antipatris" if ruled by Byzantine cultures
- The county of Tobruk is now only located along the coast
- Moved the northern part of c_dalarna to c_herjedalen
- Moved k_venice to de jure e_italy

- Improved the character finder:
- Added a "Reset Browser Filters" button
- Added a "Diplo Range" filter
- Added a "Join Court" filter
- Characters that will join your court if bribed now get a yellow hand rather than a red thumbs down
- Added functionality for saving and loading a set of filters. Allowing for up to four slots of different configurations. These persist across campaigns
- The "Great House" character filter now includes the option "Not Mine" to avoid characters of your dynasty to to appear in the search

- Improved the game rules screen:
- Now possible to filter the rules by a variety of groups
- Now possible to save and load sets of rule options

- Updated the Intrigue interface:
- Now shows 7 decisions rather than 4
- Decisions can now be marked as important/not important, allowing you to decide what decisions you want alerts for
- Your plot and backed plots has been moved to a tab of its own
- Backed plots now show their target
- Known plots have "Join Plot" and "End Plot" buttons
- Auto-stop Plots has been moved to the "Known Plots" tab
- Now shows 6 prisoners/threats at a time instead of 5
- The plot choice list now shows 6 plots at a time instead of 5

- Added an on-map Combat Indicator:
- The indicator will show if a battle will happen in a county as a result of the movements of adjacent units
- The indicator will highlight any defensiv bonuses, river crossing or strait crossing

- Added an "Embark All" button when having multiple armies selected. It loads as many of the selected units as possible onto ships
- Added alert for councillors having no job assigned to them
- Remastered the volume of all existing songs and sound effects for an improved soundscape

CONCLAVE:
- When selecting councillors, you will now be able to see what voting archetype they're likely to pick
- You can now send law changes to consideration by the council
- The council view tells you how your councilors are voting (or would vote) on a law change

###################
# Balance
###################
- Minor clan revolt troops are no longer inherited, and the leader of the uprising now has more money, prestige, population and manpower as well as two sons to succeed him
- If you grant a title and all titles below it to a child while following a religion that uses bishops, the temples will now have bishops generated rather than not get handed to the recipient
- "Cultural Bonds" no longer causes an alliance, but instead allows other independent characters of the conqueror's culture to join them in defensive wars. The AI is likely to do this if their opinion of the defender is positive and they're not busy with wars of their own
- Allowed vassals to press de jure claims against their fellow vassals again (though the AI won't)
- You'll now lose some Threat if dying causes you to lose land
- When the holder of a viceroyalty dies, they'll now be replaced in wars by their regular heir, not their liege
- The "Ask to Leave Court" diplomatic interaction will now cause the character's spouses to leave as well, and has the same requirements of the spouses as the character being asked to leave
- Increased the duration of the "War Taxes" modifier to five years (up from three), for completing the "Build a War Chest" Ambition
- Overthrow Ruler will now give the ruler a claim on the title if they accept the demands
- No longer possible to usurp titles from the vassals of a revolting vassal
- Capitals can now be moved every 50 years rather than once per lifetime. Nomads still get to move it every 10 years
- Merchant Republics with too few patricians will no longer draft people who are heir to a title to become patricians, since this risks disinheriting them
- No longer possible to ask to join a war against someone you have a non-aggression pact with
- The "make my court/vassals speak English" events can now trigger if one's a vassal of Britannia rather than England, and can trigger for the king/emperor as well, not just their vassals
- The prestige you get from being a consort now scales with the tier of your spouse. Reduced the prestige to half. Now it ranges from 0.5/month from a baron to 2.5/month from an emperor
- The capital duchy of a title, if held by the title holder, will under elective/tanistry law now always follow that title's succession, even if your heir is not playable for you. Counties, baronies, and other duchies will still revert to primogeniture in that case
- Now possible to give temple holdings to children if that does not risk disinheriting them
- No longer possible to appoint someone to your council when they're part of a faction that's sent you an ultimatum; this could be exploited to have them leave the faction, giving you an easy win in the faction war, or invalidating it entirely
- When non-primary war participants die, their primary heir will now stay in the war if the inherited title ends up as their primary title, and it'd be possible for them to ask to join the war, or be called in by the war leader
- When eating your prisoners, you can now attract a non-serious disease
- No longer possible to join or start factions while you have a truce with your liege
- Landed characters now pick a plot if they have none considerably more often; on average after 12 months

###################
# AI Improvements
###################
- Fixed the AI sometimes cancelling its movements due to not realizing that doing so would mean that there are now fewer troops on the way to the target province
- Fixed the AI only considering the main settlement of a province for figuring out whether it is hostile, rather than all settlements
- The AI now accounts for how far it has walked towards a province when figuring out how "distant" it is
- Fixed the AI sometimes getting horribly confused when merging a lot of armies at once
- Fixed the AI sometimes getting horribly confused by islands when merging armies
- Fixed an issue where the AI would keep sieging despite being outnumbered by the garrison
- Fixed an issue where the army AI would overestimate its troops in any given province by a factor of two, leading to erratic movement
- The AI will now use their best non-viceroyalty title when making marriage calculations, meaning they'll no longer accept matrilineal marriages to their heirs just because their heir won't succeed them to the viceroyalty
- Fixed the logic for the AI being willing to move to your court based on you being able to press their claim(s) sometimes being wrong

###################
# Interface
###################
- The levy tooltip now shows all modifiers to levy size rather than just the influence of martial and the location of the holding compared to one's capital
- The council job actions now say their name at the top of the tooltip even if the councilor is currently performing the action
- "Favorite map mode" buttons will now be highlighted if the associated map mode is selected via the regular button rather than the custom button
- The game will no longer occasionally change the selected tab for no apparent reason on the character screen if you have a non-ruler selected
- When part of a faction revolt, the faction leader's units will look allied rather than neutral
- Updated the "Grant Viceroyalty" interaction to include the "Include Vassal Titles" checkbox
- Added support for accented ASCII characters and similar (E.G., é, å, ü) in the Character Finder's search field
- The holding view will now show the influence of stewardship on the holding's tax income, and the income summary in the province view will acount for the stewardship bonus
- Updated the Focus window to avoid some cases were it wouldn't explain why you are unable to select a given focus
- Reaper's Due: The Hospital icon in the province view will now open the hospital buildings screen if the province has a hospital. If it does not, it will toggle the Extended Province View
- The main menu music will now start playing if you unmute it using the main menu settings, even if you started the game with music muted
- Fixed game rule titles sometimes going across two lines on the game rule screen for some languages
- Updated the dynasty view for the Indian religions, as they would use the Christian dynasty ornament
- Clicking the Nomad Agitation alert will now select the relevant province, not just pan to it
- Made the list of titles in the character view slightly wider
- The event where you ask your court physician to save your sickly child will now show the child's portrait
- Known/backed plots now show their plot power in the UI entry itself, not just the tooltip
- Clicking a council job action again will now cancel the job assignment
- Recalling someone from their council action while having a job selected for assignment will now cancel job assignment
- The border highlighting of selected CBs now takes precedence over selected provinces or titles
- Updated the condition tooltips for the decisions "Mend the Great Schism" and "Restore the Roman Empire" to shorten the tooltip and make them easier to read
- Now only possible to hit "Ready" in multiplayer when the save has finished loading
- Fixed the character UI not fully updating if the character died while you were looking at them. Before this would result in the plot button still being available, as well as a number of other issues
- The realm peace tooltip will now tell you how long it has been since you used realm peace if it is on cooldown
- Build Time and Build Cost modifiers now show as percentages (E.G., -10.0% instead of -0.1)
- Added a unique skin for the Republic view when playing as Indian
- Added a sound for gaining a new trait
- Event options will now list both trait icons and affected character portraits
- Fixed the "Call to Arms" text sometimes not fitting the letter window
- Changed the color of the mosaic at the top of the Muslim Clan/Nomad interface, to make it different from the Council interface
- The tooltip for religion in the province window now provides the same info as the religion tooltip in the character religion
- The title shields on the law page now no longer change order when you click any of them, instead making the selected one bigger
- Interface shortcuts that require the SHIFT key to be used now more clearly indicate that's the case. In the past a capital letter shortcut meant SHIFT was used, but now it'll say for example "SHIFT+A" rather than just "A"
- Removed "Show Commanders" choice in the Minor Titles View and changed the "Show Honorary Titles" to "Show Commanders Only" to only display commanders
- Added new option to the Minor Titles View "Auto-assign Commanders", which will replace a commander automatically with the best available candidate whenever a commander dies
- You no longer have to resign a commander first in order to replace them in the minor titles view
- Switched the placement of the title shield and the voter stance for the council in the My/Liege Council tab, to keep consistency with other portraits
- Fixed clicking on someone's primary title sometimes not taking you to their capital
- Clicking on a character's plot on the character screen will now take you to the target of the plot
- Fixed the decision to donate to the Knights of the Sun not having an icon
- The religion screen will no longer show the title of the religious head if there is no religious head
- The "Mod" and "Version" checkboxes in the multiplayer browser have been clarified to "Same Mods" and "Same Version"
- Moved the scrollbar slightly in the different law tabs, to make them somewhat easier to see
- Removed the "double" click sound you would get when clicking a province if the Extended Province View was opened already
- Added a sound effect when turning the pages in the Chronicle
- Added indicators for good and bad childhood traits in the Education Focus picker
- Removed the additional important minor title portraits at top of the Council View
- Made so the prisoner icon is now clickable and takes you to the imprisoner
- Improved the tooltip for the "Revoke Vassal Title" plot
- Updated character tooltip so it mentions whether you have educator/guardian (with name and location) and removed redundant tooltip that gave the same information
- Educate character interaction tooltip now use Conclave description if Conclave is enabled

###################
# User modding
###################
- Moved the nomad and tribal modifiers for terrain/religion/culture to static modifiers, out of defines.lua. This replaces TRIBAL_WRONG_RELIGION_REFORM_MOD, TRIBAL_WRONG_RELIGION_MOD, TRIBAL_WRONG_RELIGION_GROUP_MOD, TRIBAL_WRONG_CULTURE_MOD, TRIBAL_WRONG_CULTURE_GROUP_MOD, STEPPE_DESERT_PLAINS_HORSE_OFFENSIVE_MOD, and STEPPE_DESERT_PLAINS_HORSE_DEFENSIVE_MOD
- Moved most of the modifiers based on where a holding is compared to your capital to static modifiers, out of defines.lua. This replaces CAPITAL_COUNTY_VASSAL_COUNT_LEVY_MULT, CAPITAL_COUNTY_VASSAL_LEVY_MULT, CAPITAL_COUNTY_LEVY_MULT, CAPITAL_DUCHY_VASSAL_LEVY_MULT, CAPITAL_DUCHY_LEVY_MULT, CAPITAL_KINGDOM_LEVY_MULT, CAPITAL_EMPIRE_LEVY_MULT, OUTSIDE_LEVY_MULT
- Added COURTIER_EVENT_PROCESS_OFFSET define, which determines how often courtiers check MTTH events. Set to 50, as compared to 20 for rulers
- Plots now support "join_allow", with the target as ROOT, the person potentially joining as FROM, and the plot leader as FROMFROM
- Added a "portrait_tier" trigger, which can be used in portrait GFX files. Equivalent to "tier", except works in this context
- Added day_of_birth, month_of_birth and year_of_birth triggers (as well as some scripted triggers, such as "is_born_in_january_trigger = yes")
- Added GetWesternZodiacSign custom loc
- Added on_quest_success and on_quest_failure on_actions
- Notification type events can now have options. If options are added, one will be chosen by the AI using the ai weights defined for the options. This also means that "after" can be used for notification events
- Added set_creation_date effect for artifacts. Dates at or before 1.1.1 will be shown as "Unknown Date"
- tribal_opinion and unreformed_tribal_opinion now work as character modifiers as well, not just as a province, hospital, and focus modifier
- The "charinfo" command will now also show character variables
- Added "global_levy_size" and "global_garrison_size" so that one can apply levy size modifiers to characters
- Fixed the holding-specific levy size modifiers being localised as regular numbers rather than percentages
- The game will now log any instance of custom_tooltip that doesn't have a text key defined, or where the defined key isn't defined in localisation (use the -debugscripts launch parameter to get this kind of logging)
- The game will now log references to cultures and religions (and groups) that don't exist for the following triggers and effects: culture, culture_group, religion, religion_group
- The game will now log references to non-existent traits in add_trait, remove_trait, and create_character
- The game will now log character and dynasty IDs equal or less than 0
- The game will now log characters with a dynasty that isn't defined
- The game will now log event IDs that are too big for being in a namespace (there's 100k event IDs per namespace)
- The game will now log references to static dynasties that haven't been defined for the "dynasty" trigger and effect
- The game will now log references to non-existent traits in character history
- The game will now log if character history tries to remove a trait not present, or add one the character already has, or add one the character has the opposite of
- random_list entries now support a trigger. Equivalent to using a modifier with a factor = 0 but doesn't require you to use inverted logic to achieve your blocking of the random entry.
- The game will now in most cases log references to undefined titles in triggers and effects
- The game will now log whenever undefined localisation is invoked
- Hidden modifiers will now no longer show up in attribute tooltips and the like, now stating "Unknown Sources" rather than revealing that the character is in a specific secret society or similar
- Fixed it not being possible to select characters controlling a religion with investiture on the character selection screen, even if they're feudal
- custom_tooltip now ignores newlines at the end/start of the tooltip, instead adding one of its own
- Made the event flag list shown by "charinfo" far more compact
- Fixed the same random seed being used for all sub-effects within any_ scopes and the while effect; before this would cause all randomness to have identical results for the targets
- The game will report events with no options defined (unless they're notification events or hidden)
- The game will now report loc keys that haven't been defined for event options, descriptions, and titles
- The "abdicate" effect can now take a "move = no" parameter. This will ensure that the character keeps the same liege if they end up unlanded
- The game will now report loc keys that haven't been defined for opinion modifiers
- Fixed "END" not being a valid shortcut key
- Added "scaled_by_influence" parameter for the "change_society_currency" effect and "society_currency" trigger. It will reduce the amount of currency consumed (or given, but is intended for the former) by 70% when the society is at 100% influence, going linearly from 0% at 0%
- Added an on_focus_selected on_action
- Added tooltip_info_modifier for event options. Works like "tooltip_info = trait", except it takes an event modifier instead of a trait
- "tooltip_info = yes" will now highlight the event option without adding to the tooltip, allowing a more specific explanation to be added using custom_tooltip instead
- Added a new_artifact scope
- Added artifact_owner and original_artifact_owner scopes
- Added set_artifact_original_owner effect
- The error log will no longer complain about missing titles for hidden narrative events
- Got rid of a number of unused defines: PRESTIGE_LOSS_ON_SEND_GIFT_DECLINE PIETY_FROM_CHURCH_GIFTS MONTHS_PER_SUCCESSION_CB DIPLO_FRIEND_OPINION_THRESHOLD DIPLO_RIVAL_OPINION_THRESHOLD CROWN_LAW_REVOLTRISK_INCREMENT MAX_AGE_BEFORE_BETROTHAL_BREAKS NOMINATE_CROWN_BISHOP_PIETY_COST NOMINATE_CROWN_BISHOP_REL_AUTHORITY_CHANGE AUTHORITY_FROM_CROWN_LOYALIST AUTHORITY_FROM_CHURCH_LOYALIST POPE_DIPLO_TO_AUTHORITY_DIV REPUBLIC_CITY_TAX_BONUS REPUBLIC_COASTAL_CITY_TAX_BONUS REPUBLIC_CAPITAL_CITY_TAX_BONUS CONTROLLER_MONTHS_BEFORE_OWNER_CHANGE REVOLTRISK_REDUCTION_PER_YEAR HOSTILE_RELIGION_SUPPLY_MOD DIFFERENT_RELIGIONGROUP_SUPPLY_PENALTY MUSLIM_MUSLIM_PROVINCE_TAX_MOD MUSLIM_NONMUSLIM_PROVINCE_TAX_MOD REVOLTRISK_REDUCTION_PER_YEAR LEADER_MARTIAL_DAMAGE_BONUS FOCUS_BONUS IDEAL_YEAR_AHEAD_PENALTY NUMBER_OF_PROPERTIES POPULATION_BASELINE REVOLT_AGGRESSION_FACTOR REVOLT_DISTANCE_FACTOR REVOLT_OTHER_INDEP_RISK REVOLT_OTHER_INDEP_RISK_CAP COALITION_PROVINCE_MULTIPLIER COALITION_TROOP_STRENGTH_PROTECTION_RATIO COALITION_INFAMY_MULTIPLIER COALITION_DISTANCE_MULTIPLIER COALITION_SMALL_THREAT_MULTIPLIER CAMERA_MIN_DIST_FOR_ROTATE TIME_UNTIL_ROTATE CAMERA_SPEED_START CAMERA_SPEED_ROTATE
- Fixed the AI selecting the first event option if all options have an ai_chance of 0, and the trigger for the option is invalid; it will now select the first option where the trigger is met instead. It'll only fall back to the very first option if there's no valid option whatsoever
- Fixed tag switching via the console sometimes resulting in the game being impossible to unpause
- "dynasty = none" now works as a way to make someone lowborn. Before it only worked in "create_character"
- Fixed council members being unable to back the Elective succession faction even if the council was discontent or the realm lacked the law that prevents councilors from joining factions
- IMPORTANT: Moved custom_localisation to the "localisation" folder. It no longer affects the game's checksum
- custom localisation can now reference loc strings that themselves contain custom localisation
- added artifact_type_owned_by trigger (see game/common/artifacts/artifacts_script.info for more info)
- <religion>_opinion now works for all character modifiers, not just traits
- <religion>_opinion now works for all religions and religion groups rather than those hardcoded in
- Added <culture>_opinion effect. Works in all character modifiers. Also works for culture groups
- Added "society_decisions". These will only be evaluated for characters in societies
- Added "is_in_society" quick-trigger for targeted decisions. This ensures evaluation will quickly stop for characters not in a society
- Fixed "aggression" for ambitions not working. Note that it needs to be a non-negative number
- Added error logging for events that reference GFX or SFX that hasn't been defined
- Added a "murder_plot_power_modifier" modifier. Defaults to 1, and is multiplied with a character's plot power when it comes to murder plots
- The "realm" decision filter can now target the character taking the decision, and the top liege
- Added an "obedient" option for opinion modifiers. The AI will accept all diplomatic interactions from the other character. Also makes the trigger with the same name return true
- Added a "non-interfering" option for opinion modifiers. The AI will not take hostile action against the other character. Also makes the trigger with the same name return true. Non-interference is considered a subset of "obedient", so any obedient character is automatically non-interfering as well
- Added global variables. Any variable prefixed with "global_" will be stored globally rather than in a character/province/landed title
- Added an "easter_egg" history effect for characters. Currently all it does is prevent the character from being assigned to a society at game start
- Added targetted decision filter 'society'
- Added effect 'clear_education_trait'
- Added new modifier definitions:
build_cost_city_modifier
build_cost_castle_modifier
build_cost_temple_modifier
build_cost_tribal_modifier
build_time_city_modifier
build_time_castle_modifier
build_time_temple_modifier
build_time_tribal_modifier
local_build_cost_city_modifier
local_build_cost_castle_modifier
local_build_cost_temple_modifier
local_build_cost_tribal_modifier
local_build_time_city_modifier
local_build_time_castle_modifier
local_build_time_temple_modifier
local_build_time_tribal_modifier
- added is_in_society = yes/no as an event quicktrigger
- is_in_society = yes will restrict the event to people who are in a society
- is_in_society = no will restrict the event to people who are not part of a society
- added has_quest_target = yes/no as an event quicktrigger
- has_quest_target = yes will restrict the event to people who have a quest with an actual target
- has_quest_target = no will restrict the event to people who either don't have a quest or with a quest that doesn't have an actual target
- Added On Action 'on_society_bi_yearly_pulse'
- Added character text variable 'GetBrotherSister'
- Changing between the unreformed and reformed version of a religion will no longer invalidate religious traits, though the trait "potential" will still be rechecked
- The listed events for job actions is now filtered by has_dlc and lacks_dlc in the event's pre-triggers; events that can't trigger due to the DLC pre-triggers will not be listed
- Societies can be used in localisation, and have the promotions GrandMaster, NextGrandMaster, and Player. They have the properties GetName, GetTitledGrandMasterName, GetTitledNextGrandMasterName, GetCurrency, and GetNameCap
- society_currency can be exported to variables using export_to_variable
- Added console commands join_society, leave_society, society_rank_up, society_rank_down, show_all_societies, society_currency, and set_society_grandmaster
- Added console commands add_artifact and destroy_artifact
- Added event effect 'show_portrait'
- Added set_artifact_flag / clr_artifact_flag effect (see game/common/artifacts/artifacts_script.info for more info)
- added artifact_type trigger (see game/common/artifacts/artifacts_script.info for more info)
- added is_artifact_same_type_as trigger (see game/common/artifacts/artifacts_script.info for more info)
- Added the "feminist = yes" parameter for cultures. It functions identically as for religions
- WARNING: "filter" in decisions now actually restricts who the player can use the filter against, just like "ai_filter" does for the AI
- The scopes random_playable_character and any_playable_character are now considerably less resource intensive
- added is_indestructible trigger. Scope is an artifact, returns true if an artifact is indestructible, returns false otherwise
- Added copy_name effect.
- Added unit_is_in_combat trigger.
- Added is_navy trigger.
- Troop and relative troop (ie light_infantry, heavy_infantry, etc) triggers should now work in the unit scope.
- Added any_controlled_unit effect.
- Added random_controlled_unit effect.
- Added any_controlled_unit trigger.
- Fixed trait icons not showing on event options when caused by trigger_switch effects
- Added damage_unit effect.
- Added damage_unit_morale effect.
- Added flank_has_tactic trigger.
- Added set_flank_tactic effect.
- added realm_character_percent trigger:
- scope is a character
- retursn true if the percentage of character in scoped character's realm fulfilling the condition is higher or equal than the target:
if = {
limit = {
character_realm_percent = {
target = 0.05
has_trait = genius
}
}
event = 1234
}
- Added support for specific portrait properties to hide specific portrait property layers. Conditions for hiding can be scripted. Example:
1 = { # prisoner
factor = 100
modifier = {
factor = 0
prisoner = no
}
hide_layers = {
# Shave all prisoners and confiscate headgear
1 = { always = yes }
4 = { always = yes }
5 = { always = yes }
}
}
- Added a has_portrait_property trigger. Example: has_portrait_property = { layer = 6 index = 1 }. This would check if the character has the "prison" overlay. This can be used anywhere, but should be especially useful for portrait modders
- combat scope change should now properly scope to a combating flank from a flank leader scope in addition to the functionality to scope to the flank from a subunit leader.
- Added is_visible effect for traits and modifiers. This determines who will be able to see the effect of the trait/modifier and its presence
- Added society_plot plot-filter. When the conditions within are met, the plotter will be able to invite members of their society to the plot
- The realm_characters_plus plot filter now includes the character's society mission target character, if one is available
- Added effects set_discovered_society and clr_discovered_society, check common\societies\societies.info for more information
- Added triggers is_society_discovered and is_society_discovered_real, check common\societies\societies.info for more information
- Added scope switch quest_target, check common\societies\quests_script.info for more information
- The game will now log the ID of events with no options in error.log
- Added DynastyTree_ZoomedInCharacterOffset, DynastyTree_ZoomedOutCharacterOffset, DynastyTree_ZoomedInBranchOffset, DynastyTree_ZoomedOutBranchOffset positions for the dynasty tree gui.
- Added add_society_modifier effect, check common\societies\societies.info for more information
- Added support for timed modifiers in societies
- Added support for putting a cap on static modifiers that get stacked such as timed modifiers in societies, check common\static_modifiers.txt for more information
- Added 'religious_head' filter to Targetted Decisions
- Added custom tooltip support for society rank modifier and added it to the tooltip for rank icons in societies view
- Added power desc to tooltip for rank icons societies view
- Added effects for artifacts
- Added triggers for artifacts
- Added effects for quest (secret societies missions):
any_quester_targeting_this : takes the current scope and finds all characters with a quest targeting it.
- the scope for the effect being executed is the character having the quest
set_quest_target = { # scope is the entity being targeted (can be a character, a title or a province). if the quest exists, the target is changed, otherwise the quest is created
id = quest_id
society = optional_society_name
holder = quester
}
clr_quest_target = { # scope must be character having the quest, target of the quest is cleared but quest still exists
id = quest_id
society = optional_society_name
}
set_quest = { # scope is the character who gets the quest
id = quest_id
society = optional_society_name
}
clr_quest = { # scope is the character who has the quest. will remove any quest with that name (and from that society, if the society name is present)
id = quest_id
society = optional_society_name
}
any_quester_targeting_this = { # scope must be a character, landed title or province. will apply the effect to all characters who have a quest targeting the current scope, and who fulfill the limit
limit = { # the scope in the limit and applied effect will be the character who is targeting
is_landed = yes # example
}
wealth = 100 # example
}
random_quester_targeting_this = { # scope must be a character, landed title or province. will apply the effect to a random character who has a quest targeting the current scope, and who fulfills the limit
limit = { # the scope in the limit and applied effect will be the character who is targeting
is_landed = yes # example
}
wealth = 100 # example
}
any_quester = { # will apply the effect to all characters with a quest, who fulfill the limit
limit = { # the scope in the limit and applied effect will be the character who is targeting
is_landed = yes # example
}
wealth = 100 # example
}
random_quester = { # will apply the effect to one random character with a quest, who fulfills the limit
limit = { # the scope in the limit and applied effect will be the character who is targeting
is_landed = yes # example
}
wealth = 100 # example
}
- Added triggers for quest (secret societies missions):
any_quester_targeting_this # scope must be a character, landed title or province, returns true if any character with a quest targeting the current scope fulfills the condition
any_quester # returns true if a character with a quest fulfills the condition
is_quest_target = yes # scope must be a character, landed title or province, and returns true if the current scope is targetted by any quest
is_quest_target_of = character # scope must be a character, landed title or province, and returns true if the current scope is targetted by any quest the character has
has_any_quest = yes # scope must be a character, return true if scoped character has one or more quests
has_quest = quest_name # scope must be a character, return true if scoped character has a quest with the given quest_name
num_of_quests = 3 # scope must be a character, return true if scoped chararacter has at least (in this example) 3 quests

###################
# Database
###################
- Added more female names for the Sindhi culture

###################
# Bugfixes
###################
- An educator will no longer get the option to teach their student about their area of expertise if the student is dead
- Fixed crash due to vassal opinions being read and modified in parallel
- Fixed one case where the game could crash while observing
- Fixed the tax modifier for holding a tribal settlement of the wrong religion and/or culture being an absolute modifier rather than a relative one (E.G., -0.25 instead of -25%)
- Fixed the title interactions in the title right-click menu in some cases causing out of syncs
- Fixed a crash that could occur if the AI had no standing army raised, but had a standing navy raised
- Changed the name of the Jain holy scripture to "the Angas Sutras", which used to be "the Mahabharata"
- Fixed the cooldown on a law change as a result of the council rejecting it persisting longer than stated
- Fixed it being possible to bypass the carousing cooldown at the end of carousing by starting a new round of carousing before interacting with the "end" event
- You can no longer create the kingdom of Hungary more than once
- Feudal elective succession should no longer disappear on succession just becuase you as a Muslim/Indian revoked Full Council Authority
- Fixed the game crashing if a quote-sign made it into a save, for example via a player name. Won't fix old crashing saves
- Fixed the game not being properly seeded in single player, leading to some outcomes on game start always being identical
- Reduced (but did not eliminate) the size of the small lag spike on the daily tick
- Fixed the opinion bonus from Business Focus and Theology Focus getting applied twice
- Fixed a cross-platform OOS caused by newborn characters ending up with different names on different operating systems
- Fixed some buildings being incorrectly removed at game-start (E.G., Constantinople's fancy walls)
- Fixed War Elephants not having an on-map icon if the person raising the troops isn't of an Indian culture
- Fixed the "usurp" console command crashing the game if no arguments were provided. Now it'll simply state that the wrong number of arguments were provided
- Fixed one way on-map holdings (provinces/baronies) could end up with no holder
- Fixed grammar errors in one of the War focus events
- Fixed winning a tyranny liege as the liege not resulting in vassals that joined the revolter getting imprisoned
- Removed a number of conflicting traits from character history.
- Removed invalid buildings from Värend province history.
- The Spymaster can no longer perform the "Sabotage Province" job while in seclusion
- On player inheritance, the concubines of the previous character are no longer automatically purged
- Fixed an issue with some refresh rates at some resolutions
- Fixed characters in some cases ending up your direct vassal upon granting them a title when there's still an appropriate intermediary vassal to serve as their liege
- Fixed units sometimes not being able to move after having "retreated" from a won battle
- Fixed sieges sometimes continuing to tick down during combat
- Fixed the succession for the Fraticelli Papacy sometimes not giving the Papacy to the Preferatus
- Fixed unit numbers in some cases ending up negative
- Fixed it not being possible to ask the Pope for a Crusade if he's your vassal and you've got full King's Peace
- Fixed rulers sometimes ending up with no AI
- Fixed patricians sometimes losing their house as a result of losing their capital county
- Fixed patricians sometimes becoming feudal upon gaining a county in war
- Fixed it being possible to inherit a coalition in such a way that you end up with two entirely separate coalitions against you, only one of which actually functions
- Fixed that sometimes when you pushed someone's claim on your liege, they'd become a vassal of an unrelated realm
- Fixed the "heir is infatuated with vassal's spouse" event sometimes picking characters who aren't married to one another
- Fixed some pilgrimage related event flags not being cleared upon finishing the pilgrimage
- Fixed an event allowing you to call your liege into your war
- Fixed prisoners sometimes being reassigned to other characters' prison as a result of gaining a title
- Fixed subjugation destroying your own titles if done on the liege you're rebelling against
- Concubines should now correctly change courts together with their men
- Enforce Peace will now end if you inherit a title where the council can't vote on Enforce Peace, and it becomes your primary title
- Fixed nomads sometimes ending up with no nomad capital due to having no free holding slots. They'll now replace an existing holding instead; a tribal one if possible
- Fixed the game crashing in rare cases as a result of dynamic titles not quite being properly cleared out upon resigning
- Fixed wars invalidating sometimes resulting in rebelling vassals becoming independent rather than becoming regular vassals once more
- Fixed some cases where wars could end inconclusively upon someone usurping the target title even if there was no apparent need for it to end
- Fixed the "dynasty member asks for kingdom" event sometimes resulting in them becoming a vassal of a different realm rather than independent or your vassal
- Fixed dynasty members sometimes asking you to push their claim against someone in your own realm
- Fixed it being possible to spawn to Carousing chains at the same time by starting a new one when receiving the event starting the party
- Fixed so that a regent would stop being a councilor when the regency ended
- Fixed landless religious heads being able to declare non-Crusade wars
- Fixed gender succession laws not being available to Muslims when the Gender Equality rule is set to "All"
- Fixed nomad relations sometimes not loading correctly in saves
- Fixed the daughters of Muslims being automatically assigned guardians with Conclave enabled. Now only happens without Conclave
- Fixed several events (RIP.4300-RIP.4305) concerning Prosperity, which would always select the same county
- Improved tooltip for councillor job entries
- Fixed it sometimes being impossible to raise a liege levy for no apparent reason
- Fixed the ultimatums for some of the Overthrow factions being impossible to send
- Added a settlement decision for when a holding is held by a dead character, which gives it to the county owner instead
- Fixed it sometimes taking far too long to progress with the "plot" part of the learning scenario
- Fixed the learning scenario bugging out if you acquire the "Bedridden" modifier
- Fixed the "max_tech" console command affecting wastelands
- Fixed characters with no titles sometimes ending up not belonging to any court
- Fixed it sometimes being possible to siege your own provinces, which would result in repeated sieges as you wouldn't end up as the controller
- Fixed it sometimes being possible for nomads to end up hostile to their own vassals for other reasons than looting
- Fixed it sometimes not being possible to join a war due to the target also being at war with someone you're hostile to
- Fixed council voting positions sometimes changing upon saving and reloading
- Fixed an issue where it wasn't possible to raise a vassal's liege levies if their capital was occupied yet they still had unoccupied provinces
- land for hospital decision require player to own Reaper's Due
- Fixed Viking traits being lost upon reforming the Norse faith
- Fixed usurping a vassal's title sometimes causing some of their vassals to become independent
- Fixed the "vassal limit" game rule having no effect, as it would use the option of the "demesne limit" game rule instead
- Fixed the Seize Trade Post CB being unusable if the target republic isn't independent
- Fixed game rules in saves sometimes not being applied. Especially common if a previously enabled mod was disabled
- Fixed prestige and piety province modifiers causing tech to be applied multiple times to characters
- Fixed some instances of traits being placed in the wrong scope for a few Prosperity events
- Fixed issues with you not getting an heir correctly to your patrician family as a Muslim Merchant Republic
- Marshal will no longer complain about losing an arm when he has in fact lost another limb.
- Fixed it not being possible to grant honorary titles to children, even in the case of the few titles where this is supposed to be possible (E.G., Despot)
- Tribal reformed pagans are now able to change to gavelkind
- Feudal characters should now never regress to being Tribal if they convert to Islam
- Dead children should no longer be treated for being sickly
- Court Physicians should no longer ask you to punish them when they mistreat themselves
- New Friends/Rivals in the 'last laugh' event are now required to be alive
- Made some fixes to the 'Meddling Mother' events - No longer will she dislike herself if she is your spouse or councillor, or try to seduce herself
- If a law is added by event with a cooldown, it will cancel any ongoing law vote of the same type (normal law/dejure law)
- Fixed patricians in revolt against their merchant republic ceasing to be patricians if they end any unrelated war
- Fixed a crash caused by having many thousand living dynasty members
- Viceroyalites can no longer use the decision to create the Kingdom of Léon, to prevent them from becoming feudal
- leads_faction trigger should now properly handle yes/no on as a parameter (right-hand-side value).
- Targetted Decisions: the filter is now checked for the player's potential Decisions too
- Added missing localisation for the "declared_independence_nomad" opinion modifier
- Removed a few cases of leave_court_effect, to avoid having courtiers end up in the player's court only to be killed immediately
- Norse characters will not get the special event were they encounter the Aztecs (TOG.403), if the Aztecs already arrived in Europe
- Updated event ZE.12024 slightly, so the targeted courtier won't become your rival if you step up in the last minute
- Removed Dull as an opposite of Quick
- Added the missing text for the option in event WoL.10207
- Fixed an issue with Malcontents voting yes on increasing the Vassal Declaration War laws
- Fixed an issue in event RIP.20012, being tortured by cold exposure, were the victim could get a permanent cough
- Fixed two invalid death reasons in the gamebook events
- Blocked event 1030 (remove temperate) and 1037 (remove envious) for prisoners, as the text didn't make sense in the context
- Added a missing martial trigger for your friend in event 100400
- Ai no longer risks getting an infinite event loop when choosing minor deity
- Fixed a possible crash in the Wars page of the ledger
- Fixed some modifiers appearing blank in tooltips
- Fixed wealth transfer effects not having the gold icon in tooltips
- Fixed dead people's age being off by one year if they were born later in the year than they died
- Fixed a missing colon in the nomad population tooltip
- Fixed army names sometimes ending up as "Norwegian Norwegian Company" or similar
- Fixed the tooltip of the "Publish Findings" opinion in the "Breakthrough" event sometimes being larger than the screen
- Fixed on-map CoAs in some cases not updating correctly upon winning a revolt, leaving you with the revolt CoA rather than your new primary title's CoA
- Fixed "threat decay speed" modifiers having an extra colon
- Fixed the Declare War interaction not telling you when realm peace is stopping you from declaring war; instead being grayed out with no explanation
- Fixed the sea being somewhat dark in the Defensive Pact map-mode, and being the same color as unaligned land if you saved the map using F10
- Fixed the title history not saying "Installed by Faction Demand" if a ruler gave into Overthrow Ruler
- Fixed title rank not being localised by language in a few cases
- Fixed having the intrigue tab open in some cases drastically slowing the game down
- Fixed "dynastic_refused_title" lacking localisation
- Fixed renaming the adjective of titles named after dynasties not working
- Fixed people eligible to be advisors sometimes not showing up in the advisor selection window
- Fixed the "next song" button not showing the currently playing song if the song was already playing from a previous campaign rather than having started in the current campaign
- Fixed retinues in getting split apart into sub-units upon succession if the dynastic successor and the successor for the primary title aren't the same person
- Fixed scrollbars not being visible in some cases where they should be
- Fixed the tooltip when hovering over the cost of a settlement you can't afford flickering if you hover over the cost icon rather than the cost text
- Fixed some instances of missing localisation
- Fixed the tooltip for special units not showing what bonuses (E.G., tech bonuses) apply to them
- Fixed "grant title" incorrectly claiming you'd get reduced tyranny if it would result in the vassal becoming your liege's vassal instead
- Fixed the "confirm law change" window sometimes not being big enough to contain all the text on it
- Fixed the "pause" message setting having no effect for the close family and special interest characters
- Fixed the "pause" message setting not working for low priority and log alerts. It will still do nothing for disabled alerts
- Fixed there sometimes being a mismatch between the vassal limit in the top-bar and the one in the tooltip when hovering over it
- Fixed councillor actions continuing to be greyed out if the reassignment cooldown expires while the council screen is open
- Fixed fort level tooltips and similar not always showing the source of each modifier
- Fixed terrain modifiers not showing up properly in tooltips
- Fixed the predicted morale gain for units almost always being slightly wrong
- Fixed Merchant Republics sometimes using gold overlays in the UI for religions that use a different UI
- Fixed the "Raise Fleet" button in some cases flashing when selecting a province
- Fixed the "fort" icon briefly showing in the "build settlement" view even when no fort is present
- Fixed people sometimes ending up with titles such as " of Title Name" rather than "Duke of Title Name"
- Fixed the Hospital buildings showing up in the tech tooltips even without Reaper's Due
- Fixed the tech tooltip occasionally showing an empty "Buildings unlocked" section
- Fixed inconsistent use of newlines in the tech tooltips
- Fixed the outliner having mismatched borders for Indians
- Fixed some events using the default event image rather than the image that'd originally been intended
- Fixed one way on-map realms and borders could lag a day behind actual realms/borders
- Fixed a rare crash that could result from the deletion of dynamic titles with a dejure liege
- Fixed a rare crash that could happen when a character died during war, and that death invalidated that very same war
 

Vaarna_Aarne

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"But gee whiz Pope, if you try to stop us we'd have to use our evil satanic powers on you."



(Pope's fucked btw, since the only thing that can stop evil satanic powers is a mountain lion, or a SPAS-12 shotgun)
 

Barbarian

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Jun 7, 2015
Messages
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I will play this game again once it is finished I guess, and I hope they have only one more dlc on tap.

I thought it was quite lazy on their part to not include the new society features to the holy orders(and they admitted it was the original plan to do so). The "modders will fix it" design philosophy strikes again it seems.
 

Barbarian

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(Pope's fucked btw, since the only thing that can stop evil satanic powers is a mountain lion, or a SPAS-12 shotgun)

Medieval fedoras(cathars and general devil-worshippers) were no match for the dogs of God(Dominicans). At least historically, I don't know how it all goes in swedish strategy games.

saintdominic.jpg
 
Last edited:

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Big sale right now. Which DLCs would you recommend? I got CKII gifted to me by Paradox, as a compensation for my stupidity to preorder EUIV :) and since then I have not bought any DLCs for CKII.

I have played and enjoyed a lot of torrented CKII+DLCs though.
 

Ludovic

Valravn Games
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Joined
Mar 7, 2016
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The Holy Prepuce was an actual thing, mostly in areas that had penis cults in pagan times. From what I remember, there were actually several churches in the low countries claiming to have THE Holy Prepuce, but not 100% on that.

What should be in the game, though, is VÖLSEN, which was a scandinavian (mostly Swedish) horse penis cult, mentioned in Saxo Grammaticus and the so-called "Völsetåten" (a poem of some kind, I think).
 

Turisas

Arch Devil
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Messages
9,926
What should be in the game, though, is VÖLSEN, which was a scandinavian (mostly Swedish) horse penis cult, mentioned in Saxo Grammaticus and the so-called "Völsetåten" (a poem of some kind, I think).

Gonna start a pagan game tonight, guess we'll see. Hoping they haven't put all the goodies into the big religions - not sure what the point of holy relics is when you aren't eligible (for the activation conditions) to get gainz from them. Doubt Odin would be very impressed if you gave him a sacrifice of some jew's foreskin.

hSa68AV.jpg


:kwafuckyeah:
 
Joined
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Checking the files, Norse appear to have 3 artifacts while other pagans have 1 each. Rest of the religions look to have 5+ as a minimum. Of course there's tons of artifacts that are not religion specific.
 

Turisas

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Big sale right now. Which DLCs would you recommend? I got CKII gifted to me by Paradox, as a compensation for my stupidity to preorder EUIV :) and since then I have not bought any DLCs for CKII.

I have played and enjoyed a lot of torrented CKII+DLCs though.

Sunset Invasion and Conclave. And Viking Metal.
 

AwesomeButton

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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Nah, I hated the SI for being so ahistorical, and I like choosing my own medieval tracks to listen to while I play.
 

vonAchdorf

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Sep 20, 2014
Messages
13,465
In the end you gotta get them all ;)
The usual suspects are the Byzantines expansion for retinues, Old Gods if you want to play pagans and / or have an earlier start date.
 

Vaarna_Aarne

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What should be in the game, though, is VÖLSEN, which was a scandinavian (mostly Swedish) horse penis cult, mentioned in Saxo Grammaticus and the so-called "Völsetåten" (a poem of some kind, I think).

Gonna start a pagan game tonight, guess we'll see. Hoping they haven't put all the goodies into the big religions - not sure what the point of holy relics is when you aren't eligible (for the activation conditions) to get gainz from them. Doubt Odin would be very impressed if you gave him a sacrifice of some jew's foreskin.

hSa68AV.jpg


:kwafuckyeah:
I was worried we'd lose the +2 Axe which was previously an event thing.
 

Barbarian

Arcane
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Jun 7, 2015
Messages
7,307
Way to ruin it. I have looked at the files and they have several magical weapons whith colored glow and stupid shit like that.

Also no historical swords in the files.
 

Vaarna_Aarne

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Well you know how it is on the Codex, you gotta play at least seven times before you can be sure...
 

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