Mar 27, 2017
Crusader Kings II - BjornB


Greetings!

Today I’d like to talk about the revamp of Secret Religious Cults that we’ve been working on for the past few weeks. At the launch of Monks and Mystics the system was entirely trait-based, i.e. if you were a Catholic in secrecy you would have a ‘Secretly Catholic’ trait. This system was clunky and hard to work with, so we decided to instead go for a code solution where both the ‘traits’ and the Cults themselves are automatically generated. Yes - this means that all religions (as long as they are present in the game at any start date) now have an associated Secret Religious Cult!

We also changed how the Secret Religion itself is displayed, instead of being a trait it is now displayed next to the characters real religion - as can be seen here:




You can also search for characters that are of the same secret religion as you using the new filter ‘Has Secret Religion’ in the Character Finder. If you do, their secret religion is displayed next to their age:




Another thing that we improved is the participation of your fellow members when you’re part of a Secret Religious Cult. They will now much more actively seek out to induce sympathy, induct and recruit other characters to the cult - for better or worse. To balance this increase in recruitment we’ve made it much harder to induct characters who are Zealous or of King/Empire tier. Also, your top priority should be to induct the Court Chaplain of the top liege, lest this will happen to you...




To provide ample opportunity for you to convert in secret we’ve added a whole bunch of new decisions to take, as well as a couple of new options in existing events. You can, for example, choose to convert in secret to the religion of a spouse, concubine or friend. You can also choose to secretly convert to the religion of one of your demesne provinces, or if you happen to own a Holy Site (of an existing, living, religion), secretly convert that way as well.






Not relating to Secret Religious Cults, but rather secrecy in general - if you as a Devil Worshiper isn’t careful enough, it’s possible for you to get attacked by Demon Hunters! This should motivate any dark cultists to stay in the shadows and not reveal themselves by blatantly using their power. As implied it’ll also be possible, if you aren’t careful, to reveal yourself as a Devil Worshiper by using your powers too often (especially if you are independent, as there’s no Court Chaplain that can hunt you down normally!). Note that there are many different Demon hunters that can track you down, and you might even have repeated run-ins with some of them...




Now I’ll hand over the keyboard to Magne “Meneth” Skjæran for a moment to talk about how moddable this new Secret Religious Cult system is:

We’ve designed this new secret religion system from the ground up to be highly moddable. One of our main goals was to reduce the amount of work involved in creating new societies, benefiting both our content designers, and modders in general.

To achieve this, the system is built around a rudimentary dynamic society system. This system is currently only available for religions. What this system allows is defining one or more society templates, which can then be instantiated by religions. This allows separate localisation for each religion’s cult, members, currency, etc., but means that the core of the society only has to be defined once.

We’ve also made a number of other script changes to make secret religions and cults easy to reference. For example, societies can now have a religion associated, and can be used in most places where you can reference a religion. They can now also be saved as event targets, as can religions and cultures. Secret religious societies in particular are especially easy to scope to; the identifier “secret_religious_cult” will now grab the secret religious cult of a character’s secret religion (or if you’re in a religion scope, it’s secret religious cult), and can generally be used anywhere that’d take a society or religion.

There’s also a number of new triggers and effects associated with secret religions, meaning you can now easily tell what someone’s “true religion” is for example, defined simply as their secret religion if they have one, and otherwise their public religion.

To sum it all up, here’s the relevant modding changelog items:

- 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 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 religons 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 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 convering 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

Read the original post


Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
Mar 27, 2017
Crusader Kings II - BjornB


Greetings!

Today I’d like to talk about the revamp of Secret Religious Cults that we’ve been working on for the past few weeks. At the launch of Monks and Mystics the system was entirely trait-based, i.e. if you were a Catholic in secrecy you would have a ‘Secretly Catholic’ trait. This system was clunky and hard to work with, so we decided to instead go for a code solution where both the ‘traits’ and the Cults themselves are automatically generated. Yes - this means that all religions (as long as they are present in the game at any start date) now have an associated Secret Religious Cult!

We also changed how the Secret Religion itself is displayed, instead of being a trait it is now displayed next to the characters real religion - as can be seen here:




You can also search for characters that are of the same secret religion as you using the new filter ‘Has Secret Religion’ in the Character Finder. If you do, their secret religion is displayed next to their age:




Another thing that we improved is the participation of your fellow members when you’re part of a Secret Religious Cult. They will now much more actively seek out to induce sympathy, induct and recruit other characters to the cult - for better or worse. To balance this increase in recruitment we’ve made it much harder to induct characters who are Zealous or of King/Empire tier. Also, your top priority should be to induct the Court Chaplain of the top liege, lest this will happen to you...




To provide ample opportunity for you to convert in secret we’ve added a whole bunch of new decisions to take, as well as a couple of new options in existing events. You can, for example, choose to convert in secret to the religion of a spouse, concubine or friend. You can also choose to secretly convert to the religion of one of your demesne provinces, or if you happen to own a Holy Site (of an existing, living, religion), secretly convert that way as well.






Not relating to Secret Religious Cults, but rather secrecy in general - if you as a Devil Worshiper isn’t careful enough, it’s possible for you to get attacked by Demon Hunters! This should motivate any dark cultists to stay in the shadows and not reveal themselves by blatantly using their power. As implied it’ll also be possible, if you aren’t careful, to reveal yourself as a Devil Worshiper by using your powers too often (especially if you are independent, as there’s no Court Chaplain that can hunt you down normally!). Note that there are many different Demon hunters that can track you down, and you might even have repeated run-ins with some of them...




Now I’ll hand over the keyboard to Magne “Meneth” Skjæran for a moment to talk about how moddable this new Secret Religious Cult system is:

We’ve designed this new secret religion system from the ground up to be highly moddable. One of our main goals was to reduce the amount of work involved in creating new societies, benefiting both our content designers, and modders in general.

To achieve this, the system is built around a rudimentary dynamic society system. This system is currently only available for religions. What this system allows is defining one or more society templates, which can then be instantiated by religions. This allows separate localisation for each religion’s cult, members, currency, etc., but means that the core of the society only has to be defined once.

We’ve also made a number of other script changes to make secret religions and cults easy to reference. For example, societies can now have a religion associated, and can be used in most places where you can reference a religion. They can now also be saved as event targets, as can religions and cultures. Secret religious societies in particular are especially easy to scope to; the identifier “secret_religious_cult” will now grab the secret religious cult of a character’s secret religion (or if you’re in a religion scope, it’s secret religious cult), and can generally be used anywhere that’d take a society or religion.

There’s also a number of new triggers and effects associated with secret religions, meaning you can now easily tell what someone’s “true religion” is for example, defined simply as their secret religion if they have one, and otherwise their public religion.

To sum it all up, here’s the relevant modding changelog items:

- 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 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 religons 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 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 convering 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

Read the original post


Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
Mar 24, 2017
Crusader Kings II - BjornB
Hi Guys!

We've just released another small patch in order to fix some important issues. We are still working on 2.7.1 which will contain some bigger changes based on the feedback we've gathered from you so far.


##########################################################
######################## 2.7.0.2 #########################
##########################################################
###################
# Bugfixes
###################
- Fixed custom localization crashing the game
- "Next/previous holding" in the holding build view will now also take you to your hospitals, not just regular holdings, trade posts, and forts
- Fixed Anglo-Saxons and female Germans using the wrong age portraits
- Messed up localisation is now less likely to crash the game
- Fixed the French version of the game crashing if you gained a specific character modifier (again)


Please do not report any issues with this patch in this thread. If you experience bugs, report them as proper bug reports in our bug report forum. Thank you!
Mar 24, 2017
Crusader Kings II - BjornB
Hi Guys!

We've just released another small patch in order to fix some important issues. We are still working on 2.7.1 which will contain some bigger changes based on the feedback we've gathered from you so far.


##########################################################
######################## 2.7.0.2 #########################
##########################################################
###################
# Bugfixes
###################
- Fixed custom localization crashing the game
- "Next/previous holding" in the holding build view will now also take you to your hospitals, not just regular holdings, trade posts, and forts
- Fixed Anglo-Saxons and female Germans using the wrong age portraits
- Messed up localisation is now less likely to crash the game
- Fixed the French version of the game crashing if you gained a specific character modifier (again)


Please do not report any issues with this patch in this thread. If you experience bugs, report them as proper bug reports in our bug report forum. Thank you!
Mar 20, 2017
Crusader Kings II - BjornB


Greetings!

In today’s Dev Diary we would like to present some of the information we gathered from the CK2 survey we did some time ago. The survey is based on a sample size of between 4000-5000 answers per data point. Note that we have not measured what you thought of any free features that came in the major patches, but rather this survey focused on the paid features of our various DLC’s. I won’t present all of it in this DD, but I will bring up some interesting points that might amuse you!


Amount of survey takers that both Owns and Plays a given DLC:

Sword of Islam - 90.8% Legacy of Rome - 92,36% Sunset Invasion - 71,54% The Republic - 89.32% The Old Gods - 96,17% Sons of Abraham - 91,92% Rajas of India - 82,29% Charlemagne - 91,66% Way of Life - 92,97% Horse Lords - 82,91% Conclave - 81,57% Reaper’s Due - 79,29%


The DLC’s that built the most hype before they were released:

The Old Gods
  • A total of 92,05% of the ones taking the test were excited for the DLC - and most impressively a whopping 64,01% were extremely interested!
The Reaper’s Due
  • A total of 80,87% of the ones taking the test were excited for the DLC - and of those 47,27% were extremely interested. While The Old Gods tops the charts for pre-release hype, The Reaper’s Due also significantly peaked the interests!
Way of Life
  • A total of 77,83% of the ones taking the test were excited for the DLC - and of those 42,38% were extremely interested.
While many DLC’s built a lot of interest before they were released, these three stand out from the crowd.


The DLC’s that built the least hype:

Sunset Invasion
  • A total of 34,3% of the ones taking the test were not interested in this DLC, with 33,10% being indifferent.
This leaves the Sunset Invasion as the only DLC that did not manage to build much interest.

The DLC’s that exceeded your expectations the most:

The Reaper’s Due
  • A total of 76,73% of the ones taking the test thought that it was better than expected - where 42,52% thought it exceeded their expectations by a landslide!
The Old Gods
  • A total of 82,53% of the ones taking the test thought that it was better than expected - where 41,91% thought it exceeded their expectations by a landslide!
This means that while The Old Gods is the overall winner, The Reaper’s Due had the most people being completely blown away.

And the other side of the coin, the DLC’s that did not live up to your expectations:

Sunset Invasion
  • A total of 26,97% of the ones taking the test thought that this DLC didn’t live up to their initial impressions, with a respectable 49,17% thinking it was just as expected.
This leaves the Sunset Invasion as the only DLC where for a lot of players it did not live up to the initial impression.

The DLC’s that has content you use the most often:

Way of Life
  • With a whopping total of 96,83% of the ones taking the test using content from this DLC in just about every game they play, Way of Life takes the unchallenged top spot. Of these, 85,57% use Way of Life content in every game they play.
The Reaper’s Due
  • A total of 89,69% of the ones taking the test uses content from this DLC in just about every game they play. Of these, 69,80% use The Reaper’s Due content in every game they play.
The Old Gods
  • A total of 89,95% of the ones taking the test uses content from this DLC in just about every game they play. Of these, 56,23% use The old Gods content in every game they play.

The DLC’s that has content you use the least often:

Sunset Invasion
  • A total of 61,97% rarely use any content from this DLC. Among them 26,69% never use any content.
Rajas of India
  • A total of 49,52% rarely use any content from this DLC. Among them 13,64% never use any content.
Sword of Islam
  • A total of 33,17% rarely use any content from this DLC. Though only 3,91% never use any content.

The most AND least well received feature, per DLC:

Sword of Islam
  • Most: Polygamy
  • Least: Decadence
Legacy of Rome
  • Most: Retinues
  • Least: Ability to Restore Rome
(Note that there were only 2 data points for this DLC, Restoring Rome actually scored quite high, but retinues has it beat by a landslide) Sunset Invasion
  • Most: Aztec Culture & Religion
  • Least: Aztec Invasion Event
The Republic
  • Most: Family Palaces
  • Least: Republic CB’s and war restrictions
The Old Gods
  • Most: Playable Pagans and Zoroastrians (This was the most well received feature of all features, with a massive majority of 92,55% rating this feature as great)
  • Least: Adventurers
Sons of Abraham
  • Most: Pilgrimages
  • Least: Restoring the Kingdom of Israel
Rajas of India
  • Most: New Playable Religions
  • Least: Jungle Terrain
Charlemagne
  • Most: Custom Kingdoms and Empires
  • Least: Zun Religion (This is the feature that interested the least players overall, with 46,22% rating this feature as uninteresting, narrowly beating Jungle Terrain by ~4%)
Way of Life
  • Most: Lifestyle Traits
  • Least: Character Focus
(Note that once again there were only 2 data points for this DLC) Horse Lords
  • Most: Silk Road Features
  • Least: Clan Politics
Conclave
  • Most: Reworked Laws
  • Least: Favors
Reaper’s Due
  • Most: New Maimed Traits
  • Least: Seclusion


The additions that you rate the highest in a new DLC:

  • New Events - With an overwhelming majority of 73,16% appreciating this type of addition very much.


  • New Starting Dates - With 51,53% appreciating this type of addition very much.


  • Reworked Previously Existing Features - With 44,25% appreciating this type of addition very much.


  • Expanded Map - With 38,94% appreciating this type of addition very much.


  • New Succession Laws - With 29,16% appreciating this type of addition very much.


  • Interface Skins - With 25,24% appreciating this type of addition very much.

We hope that this was interesting to you, even though it’s in a heavily condensed format - hopefully we’ll be able to present even more survey results in the future!

Read the original post


Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
Mar 20, 2017
Crusader Kings II - BjornB


Greetings!

In today’s Dev Diary we would like to present some of the information we gathered from the CK2 survey we did some time ago. The survey is based on a sample size of between 4000-5000 answers per data point. Note that we have not measured what you thought of any free features that came in the major patches, but rather this survey focused on the paid features of our various DLC’s. I won’t present all of it in this DD, but I will bring up some interesting points that might amuse you!


Amount of survey takers that both Owns and Plays a given DLC:

Sword of Islam - 90.8% Legacy of Rome - 92,36% Sunset Invasion - 71,54% The Republic - 89.32% The Old Gods - 96,17% Sons of Abraham - 91,92% Rajas of India - 82,29% Charlemagne - 91,66% Way of Life - 92,97% Horse Lords - 82,91% Conclave - 81,57% Reaper’s Due - 79,29%


The DLC’s that built the most hype before they were released:

The Old Gods
  • A total of 92,05% of the ones taking the test were excited for the DLC - and most impressively a whopping 64,01% were extremely interested!
The Reaper’s Due
  • A total of 80,87% of the ones taking the test were excited for the DLC - and of those 47,27% were extremely interested. While The Old Gods tops the charts for pre-release hype, The Reaper’s Due also significantly peaked the interests!
Way of Life
  • A total of 77,83% of the ones taking the test were excited for the DLC - and of those 42,38% were extremely interested.
While many DLC’s built a lot of interest before they were released, these three stand out from the crowd.


The DLC’s that built the least hype:

Sunset Invasion
  • A total of 34,3% of the ones taking the test were not interested in this DLC, with 33,10% being indifferent.
This leaves the Sunset Invasion as the only DLC that did not manage to build much interest.

The DLC’s that exceeded your expectations the most:

The Reaper’s Due
  • A total of 76,73% of the ones taking the test thought that it was better than expected - where 42,52% thought it exceeded their expectations by a landslide!
The Old Gods
  • A total of 82,53% of the ones taking the test thought that it was better than expected - where 41,91% thought it exceeded their expectations by a landslide!
This means that while The Old Gods is the overall winner, The Reaper’s Due had the most people being completely blown away.

And the other side of the coin, the DLC’s that did not live up to your expectations:

Sunset Invasion
  • A total of 26,97% of the ones taking the test thought that this DLC didn’t live up to their initial impressions, with a respectable 49,17% thinking it was just as expected.
This leaves the Sunset Invasion as the only DLC where for a lot of players it did not live up to the initial impression.

The DLC’s that has content you use the most often:

Way of Life
  • With a whopping total of 96,83% of the ones taking the test using content from this DLC in just about every game they play, Way of Life takes the unchallenged top spot. Of these, 85,57% use Way of Life content in every game they play.
The Reaper’s Due
  • A total of 89,69% of the ones taking the test uses content from this DLC in just about every game they play. Of these, 69,80% use The Reaper’s Due content in every game they play.
The Old Gods
  • A total of 89,95% of the ones taking the test uses content from this DLC in just about every game they play. Of these, 56,23% use The old Gods content in every game they play.

The DLC’s that has content you use the least often:

Sunset Invasion
  • A total of 61,97% rarely use any content from this DLC. Among them 26,69% never use any content.
Rajas of India
  • A total of 49,52% rarely use any content from this DLC. Among them 13,64% never use any content.
Sword of Islam
  • A total of 33,17% rarely use any content from this DLC. Though only 3,91% never use any content.

The most AND least well received feature, per DLC:

Sword of Islam
  • Most: Polygamy
  • Least: Decadence
Legacy of Rome
  • Most: Retinues
  • Least: Ability to Restore Rome
(Note that there were only 2 data points for this DLC, Restoring Rome actually scored quite high, but retinues has it beat by a landslide) Sunset Invasion
  • Most: Aztec Culture & Religion
  • Least: Aztec Invasion Event
The Republic
  • Most: Family Palaces
  • Least: Republic CB’s and war restrictions
The Old Gods
  • Most: Playable Pagans and Zoroastrians (This was the most well received feature of all features, with a massive majority of 92,55% rating this feature as great)
  • Least: Adventurers
Sons of Abraham
  • Most: Pilgrimages
  • Least: Restoring the Kingdom of Israel
Rajas of India
  • Most: New Playable Religions
  • Least: Jungle Terrain
Charlemagne
  • Most: Custom Kingdoms and Empires
  • Least: Zun Religion (This is the feature that interested the least players overall, with 46,22% rating this feature as uninteresting, narrowly beating Jungle Terrain by ~4%)
Way of Life
  • Most: Lifestyle Traits
  • Least: Character Focus
(Note that once again there were only 2 data points for this DLC) Horse Lords
  • Most: Silk Road Features
  • Least: Clan Politics
Conclave
  • Most: Reworked Laws
  • Least: Favors
Reaper’s Due
  • Most: New Maimed Traits
  • Least: Seclusion


The additions that you rate the highest in a new DLC:

  • New Events - With an overwhelming majority of 73,16% appreciating this type of addition very much.


  • New Starting Dates - With 51,53% appreciating this type of addition very much.


  • Reworked Previously Existing Features - With 44,25% appreciating this type of addition very much.


  • Expanded Map - With 38,94% appreciating this type of addition very much.


  • New Succession Laws - With 29,16% appreciating this type of addition very much.


  • Interface Skins - With 25,24% appreciating this type of addition very much.

We hope that this was interesting to you, even though it’s in a heavily condensed format - hopefully we’ll be able to present even more survey results in the future!

Read the original post


Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
Crusader Kings II - BjornB
Hi Guys!

We've just released a small bugfix patch for you. We are also working on 2.7.1 which will contain some bigger changes based on the feedback we've gathered from you so far.


##########################################################
######################## 2.7.0.1 #########################
##########################################################

###################
# Free Features
###################
- Made "add_artifact" and "destroy_artifact" console commands available in release

###################
# User modding
###################
- Fixed variable names no longer working as the second key for the variable effects and triggers. E.G., subtract_variable = { which = "A" which = "B" }
- Fixed an issue causing the any_friend scope not to work

###################
# Bugfixes
###################
- Fixed the council UI having an empty job action slot without Monks and Mystics
- Fixed the "direct vassals" map-mode being colored incorrectly
- Fixed a crash involving holdings in the outliner
- Fixed a rare freeze involving character interactions requiring you to be at peace
- Fixed a long-standing OOS caused by nomadic title ID mismatch
- Fixed an issue when the ai was evaluating the decision to found a secret religious cult
- Fixed an issue with Patricians not being able to join the Hermetic Society if they had no other titles beside that of their house
- The "gender equality - all" game rule no longer causes a penalty at game start for changing succession law
- Fixed an OOS resulting from different computers finding a different "shortest" path between two provinces
- Fixed the distance used for trade province cost in some cases using a sub-optimal path. This means that from now on some trade posts will be slightly cheaper
- Fixed monastic orders Miaphysite, Hindu, Jain & Buddhist not generating society currency from character stats
- Fixed the French version of the game crashing if you gained a specific character modifier
- Fixed a division by 0 crash
- Fixed an issue with the German Portraits now showing the lower part of the headgear correctly
- Fixed an issue where the Request To Rank Up within a society could get stuck in waiting if you left the society before your request was approved, or if the leader of your society died before approving it
- Fixed it being impossible to recreate destroyed titles

Please do not report any issues with this patch in this thread. If you experience bugs, report them as proper bug reports in our bug report forum. Thank you!
Crusader Kings II - BjornB
Hi Guys!

We've just released a small bugfix patch for you. We are also working on 2.7.1 which will contain some bigger changes based on the feedback we've gathered from you so far.


##########################################################
######################## 2.7.0.1 #########################
##########################################################

###################
# Free Features
###################
- Made "add_artifact" and "destroy_artifact" console commands available in release

###################
# User modding
###################
- Fixed variable names no longer working as the second key for the variable effects and triggers. E.G., subtract_variable = { which = "A" which = "B" }
- Fixed an issue causing the any_friend scope not to work

###################
# Bugfixes
###################
- Fixed the council UI having an empty job action slot without Monks and Mystics
- Fixed the "direct vassals" map-mode being colored incorrectly
- Fixed a crash involving holdings in the outliner
- Fixed a rare freeze involving character interactions requiring you to be at peace
- Fixed a long-standing OOS caused by nomadic title ID mismatch
- Fixed an issue when the ai was evaluating the decision to found a secret religious cult
- Fixed an issue with Patricians not being able to join the Hermetic Society if they had no other titles beside that of their house
- The "gender equality - all" game rule no longer causes a penalty at game start for changing succession law
- Fixed an OOS resulting from different computers finding a different "shortest" path between two provinces
- Fixed the distance used for trade province cost in some cases using a sub-optimal path. This means that from now on some trade posts will be slightly cheaper
- Fixed monastic orders Miaphysite, Hindu, Jain & Buddhist not generating society currency from character stats
- Fixed the French version of the game crashing if you gained a specific character modifier
- Fixed a division by 0 crash
- Fixed an issue with the German Portraits now showing the lower part of the headgear correctly
- Fixed an issue where the Request To Rank Up within a society could get stuck in waiting if you left the society before your request was approved, or if the leader of your society died before approving it
- Fixed it being impossible to recreate destroyed titles

Please do not report any issues with this patch in this thread. If you experience bugs, report them as proper bug reports in our bug report forum. Thank you!
Mar 13, 2017
Crusader Kings II - BjornB


Hi folks, I hope you all had a nice weekend!

Monks and Mystics has now been out for almost a week and we’ve been busy checking out your feedback and bug reports. As usual, some adjustments and additions will be made to the game in the upcoming patch 2.7.1, which should be ready in a few weeks (sorry, can’t be more specific than that.) It’s going to be a fairly substantial update… I can’t share the full patch log yet, but I can tell you about some of the bigger things we’re doing.

First off, there will be more risks and drawbacks to being a Devil Worshipper. As has been pointed out, they are a powerful type of Society and the rewards are great while the risks for members are rather low. Among other things, there will be more viciousness between members, a greater risk of discovery, and you’ll run the risk of giving your neighbors a reason to declare Holy War on you.

The Hunt Apostates is also being juiced up. The Court Chaplain will now be able to find more than just extremely suspicious characters and the penalties for being branded have been increased. For example, you now also gain a revocation reason on the target. When an apostate is dragged into your throne room, you now get to choose one of three options; let them go free, imprison them or burn them at the stake (something that the AI favors). It’s also possible, albeit rare, for your Court Chaplain to catch characters who are only a bit suspicious, secret members of another religion or - if the Court Chaplain isn’t the most talented - innocent.

Next up, the Hermetics will be given a proper use for all those strange Ingredients they can pick up. You will be presented with opportunities to spend various resources in order to improve the outcomes (or negate the negative effects) of a multitude of - mainly - Hermetic events.

Another issue related to Societies is that the subversive religious cults are too invisible. The AI will now handle both creating and running the Secret Religious Cults more effectively. Right now, it can feel as if you are the lone actor in the society, but with the patch your fellow AI members will make an effort to contribute. Also, the general costs of certain actions (like evoking sympathy) have been drastically reduced in order to make running the Society more manageable. We also aim to make the secret religious cult system more dynamic.

Then there’s the ability to give artifacts to other characters; it might not be something you folks have clamored for, but it was originally planned to be included in the expansion. It is a fairly simple action that gives you an opinion bonus from the more or less grateful recipient (similar to “Send Gift”.) You can only give away artifacts that are considered valuable by the recipient, so no Christian relics to pagans, etc (this is scripted in a new trigger in the artifacts).



Lastly, I think you will appreciate the Faction balancing and fixing that Alexander Oltner has been working on for a while on the side. No longer should you see everyone turn into Elective Monarchies and keep that succession law forever. AI characters will now also actually join Claimant factions as members. On a related note, the AI is now better at appointing powerful vassals to the Council.

- 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.

That’s all for now. Next week, there will either be a dev diary on the feature survey results or another one on the subject of patch 2.7.1. Oh, and don’t miss today’s CK2 livestreams, starting at 16:00 CET!

Read the original post


Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
Mar 13, 2017
Crusader Kings II - BjornB


Hi folks, I hope you all had a nice weekend!

Monks and Mystics has now been out for almost a week and we’ve been busy checking out your feedback and bug reports. As usual, some adjustments and additions will be made to the game in the upcoming patch 2.7.1, which should be ready in a few weeks (sorry, can’t be more specific than that.) It’s going to be a fairly substantial update… I can’t share the full patch log yet, but I can tell you about some of the bigger things we’re doing.

First off, there will be more risks and drawbacks to being a Devil Worshipper. As has been pointed out, they are a powerful type of Society and the rewards are great while the risks for members are rather low. Among other things, there will be more viciousness between members, a greater risk of discovery, and you’ll run the risk of giving your neighbors a reason to declare Holy War on you.

The Hunt Apostates is also being juiced up. The Court Chaplain will now be able to find more than just extremely suspicious characters and the penalties for being branded have been increased. For example, you now also gain a revocation reason on the target. When an apostate is dragged into your throne room, you now get to choose one of three options; let them go free, imprison them or burn them at the stake (something that the AI favors). It’s also possible, albeit rare, for your Court Chaplain to catch characters who are only a bit suspicious, secret members of another religion or - if the Court Chaplain isn’t the most talented - innocent.

Next up, the Hermetics will be given a proper use for all those strange Ingredients they can pick up. You will be presented with opportunities to spend various resources in order to improve the outcomes (or negate the negative effects) of a multitude of - mainly - Hermetic events.

Another issue related to Societies is that the subversive religious cults are too invisible. The AI will now handle both creating and running the Secret Religious Cults more effectively. Right now, it can feel as if you are the lone actor in the society, but with the patch your fellow AI members will make an effort to contribute. Also, the general costs of certain actions (like evoking sympathy) have been drastically reduced in order to make running the Society more manageable. We also aim to make the secret religious cult system more dynamic.

Then there’s the ability to give artifacts to other characters; it might not be something you folks have clamored for, but it was originally planned to be included in the expansion. It is a fairly simple action that gives you an opinion bonus from the more or less grateful recipient (similar to “Send Gift”.) You can only give away artifacts that are considered valuable by the recipient, so no Christian relics to pagans, etc (this is scripted in a new trigger in the artifacts).



Lastly, I think you will appreciate the Faction balancing and fixing that Alexander Oltner has been working on for a while on the side. No longer should you see everyone turn into Elective Monarchies and keep that succession law forever. AI characters will now also actually join Claimant factions as members. On a related note, the AI is now better at appointing powerful vassals to the Council.

- 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.

That’s all for now. Next week, there will either be a dev diary on the feature survey results or another one on the subject of patch 2.7.1. Oh, and don’t miss today’s CK2 livestreams, starting at 16:00 CET!

Read the original post


Useful links
Official Website
Crusader Kings II Wiki
Crusader Kings II Development Diary Archive
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