Crusader Kings III - PDX-Trinexx
Greetings!

Come one, come all! The grand tournament awaits your attendance - your steeds have been readied and your entourage assembled for the journey ahead! It’s time to show the world your graciousness as host and worth in the arena… but to get there, we’re better off routing our journey around the treacherous mountain passes of Stipon, as I hear they’ve been crawling with highwaymen since your, ahem, dalliance with Duke Andronikos’ wife during his son's wedding. Then there’s the matter of your unruly vassals: perhaps it’s time for a royal tour?

Read more about Dev Diary #118 on our forums!



The life of a ruler was always active - there were many things to attend to, and most courts at the time were itinerant, roaming from place to place constantly. Tours and Tournaments aims to give rulers plenty of things to do, especially during times of peace, by introducing new systems of Travel and Grand Activities!

As mentioned in the Floorplan Dev Diary, we want to reinforce the connection between character and map - after all, the game is played on a beautiful medieval map, and no longer will the only time your ruler leaves the safety of their capital be when you’re at war. There’s an entire world out there to explore, filled with both great opportunities and adventurous obstacles.

By assembling an entourage, selecting options for your travel, and hiring a caravan master, you are ready to set out on the road and travel to activities across the world. The Travel system is an integral part of activities, with both the host and guests traveling to reach them - creating a stronger feeling of place as you see your route being plotted and your character moving directly on the map.


[Image: The Duke of Bohemia setting out on a Tour]

So what are these activities you can travel to, you ask? There’s plenty - firstly we’ve updated and revamped Feasts, Hunts, and Pilgrimages completely - the bread-and-butter of activities. There’s now a reason to hunt in a specific forest within your domain, as a ferocious wolf or legendary stag might have been spotted there - or a reason to hold a feast in a holding with leisure palaces, as you might need to impress a particularly unruly vassal. Pilgrimages will now be epic journeys, potentially taking years if you’re going far - making it necessary for a regent to rule in your stead. All activities have dedicated interfaces with easily-accessible information and beautiful art to set the scene.

Of course, there are Grand activities that are even more impactful - each of them different in their own magnificent way! They have Options and Intents which affect rewards and what type of content you might encounter. Our aim is to make each activity have a clear purpose and be interesting in its own right, therefore we chose to make Grand Tournaments, Grand Tours, and Grand Weddings - three vastly different activities with vastly different executions and purposes!


[Image: Example of Activity Types, initial step]

Grand Tournaments are where you go to test your mettle: spectacles to be announced far and wide, with rewards ranging from precious trinkets to fabulous prizes! Grand Tournaments aren’t only for martially-inclined characters - while there are contests such as melees and jousts, there are also more cerebral ones such as recitals or erudite board games. You can join your knights in slippery wrestling, eagle-eyed archery, dangerous horse racing, and vicious team melees - all clad in gleaming armor brandishing your coat of arms for the masses to see! Participating and winning in these contests will see your characters and knights grow in skill and receive prizes; living the life of a frequent tournament-goer is a valid path to take. Exploring the tournament Locale and choosing the right Intents might help you out in other ways as well, be it finding friends or dispatching rivals. If you’re in need of renown, hosting tournaments yourself will grow your standing significantly, as rulers from foreign realms come flocking to the fateful grounds, eager to compete!


[Image: Snapshot of part of the Tournament UI. Tournaments, unlike other Grand Activities, have an extra special interface - more on that in the Tournaments Dev Diary]

Grand Tours see you assemble your entire court and set out to visit vassals in your realm - an activity commonly undertaken by medieval rulers. This is a way to assert your overlordship, while also enjoying the hospitality your vassals have to offer. There are various paths to take: Intimidation, Majesty, or Taxation, all affecting the rewards and opinions of your vassals. At its core, Tours are a tool for realm stability - and something a newly-ascended ruler should undertake quite early to avoid factions and revolts. You also get to choose between ways of approaching your vassals individually; you might want to tour the grounds, observe a cultural festival, or simply have a private dinner hosted for you.

Grand Weddings allow you to marry above your station… if you’re willing to pay the cost! They also provide ample opportunity for diplomatic shenanigans, such as impressing neighboring rulers into becoming vassals, forming hard-to-get alliances, or creating favorable matches for your children. Of course, these spectacles come with everything you’d expect out of a medieval ceremony - revelries, drama, and even a bedding ritual at the end. Or you can invite a group of mercenaries to color the halls crimson with the blood of the other House, should you desire it.


[Image: Planning a Grand Wedding]

As some of you managed to cleverly figure out, there’s also a brand-new regency system where we’ve made sure that it’s both interesting to have and to be a regent. Loyal regents help you by dutifully fulfilling their Mandates, and being the regent of your liege gives you opportunities to (with varying degrees of bloodshed) seize the throne for yourself, should you be doing a “good” job.

There’s also a myriad of other changes which we’ll go into in future dev diaries - smaller systemic updates to buildings, knights, vassal opinions, and so on - all to support a more interesting and living map, where your choices matter more.

So take to the road, ruler - great opportunities await!

Tours and Tournaments will be released in late spring, and until the release we will have weekly Dev Diaries.

Don’t forget to wishlist:
Wishlist on Steam

Crusader Kings III - PDX-Trinexx
Hello everyone!

My name is Jens and this is my first appearance on this forum. I’ve got the opportunity to share some details with you on my probation project for CK3, which is making it all the way into the upcoming release (because that’s where I pushed my changes, lol)!

I’m happy at least one of you caught on to the subtle hint in the previous DD. I was like “Wokeg, did you use my new thing to set up the screenshots?” Well yes, because all of a sudden most assets and characters have become way more accessible. So what is it I’m talking about? At this point, most of you have probably guessed it - but yes, we have upgraded our old friend the Barbershop.

Read more about Dev Diary #117 on our forums!



I’ve scrambled through the webs looking for feedback and wishes of what you would like and expect from such a tool. Heck, no mediocre fix would do: I want only the best for you! I distilled the info down, looking for the essence of how you’d want to use the tool, set up the tasks, prioritized them, and spent the last few weeks going through them all. Well, I’ll spare you the fluff. Let’s get into some details.

First off, we have expanded the Barbershop into two tabs. The first is focused on changing the appearance of your character. Additionally, I’ve added a fuzzy search box next to the drop downs, in case you already know the name of what you’re looking for.


[Image: Barbershop, tab for changing appearance]


In the second tab, we’ve added drag and drop support for the portraits, so you may click, drag and place them wherever you want. You can also rotate them 360 degrees and we’ve also got 4 different zoom levels for you to play around with. Every character has their own dropdown of poses and animations and we’ve also added a wide variety of backgrounds. The only limit now is your own imagination.


[Image: Barbershop, tab for placing characters in the scene]


One of the big reasons we play is to create stories and make memories. I took a deep dive into the forum history and found out some of you want to use the Barbershop to relive past events between characters, dress up a serious ruler in a funny outfit or take family photos. To support this I’ve added presets. The “Custom” preset lets you import characters simply by pinning them. Another preset I really wanted in (based on a comment) was an easy way to view your entire Council, so for that end I present to you:


[Image: Barbershop, easily view your council]


Also, note the council preset supports modding if that’s your thing.


[Image: Barbershop script]


With only a few polish tasks left, people have already begun discovering this tool in-house and started trolling and meme-ing each other. I hope you guys will enjoy the new Barbershop as much as we do. Let me know if you have any last minute requests and I will see what I can do. Now, our Game Director also has something in store for you.


---

Greetings! In addition to the above we also want to show some additions to our collection of Map Modes - namely the introduction of the Control and Economy map modes! These two new tools are very useful in managing your realm… and planning your conquests.


[Image - New Map Mode Buttons]


The Control map mode is very straightforward, showing you exactly what you’d expect. It spans from a dark purple (denoting very low control) to a light yellow (showing just a slight lack of control), and a bright white shows where there’s Absolute Control.


[Image: Control Map mode Example]


The Economy map mode is a little bit less straightforward - but we aspired to make it as useful as possible. The nebulous concept of ‘economy’ is a bit harder to represent, but we decided to include what most of us thought were key factors in making informed decisions.


[Image: Economy Map mode Example, Southern France]


Similar to the Development Map mode, the color spans from dark purple to bright yellow; bright yellow indicates an area is quite rich. The area colors are based on Counties, including income from Cities, Bishoprics, and so on - for an overall approximation of the County’s use to the player (of course, Counties with more Castles might be better in the eyes of some, but we had to make a call and thought that this was the most useful overall). This coloring is relative to the state of the world, meaning that the most brilliant yellow County is the richest one in the world at that moment. This map mode doesn’t care about the current Control Level of the County, which makes it useful for planning conquest targets.


[Image: Economy map mode, showing India]


Something else that you no-doubt notice is that Special Buildings are shown on this map mode! They’ve been hidden away for much too long, and we decided that this was an excellent time to reveal them… and maybe add a handful of new ones. Getting Special Buildings in your domain was always a fun goal for the player to achieve, and now it’s not only possible to see where they are - but also whether you can use them, if they are already built, what they provide, and so on!

As an added bonus, we’ve added an absolute ton of new mines strewn around the map, and we’ve also revised the system for founding Universities - now it’s no longer a decision, but rather the institutions are constructed as normal special buildings (and in many more places than before!), with the same rewards on offer.

This means that there are many, many more great capital locations strewn across the world, and it’s now easier than ever to find them!

---

That’s it for this time! But stay tuned… our spymaster sends word that what’s next for Crusader Kings III will soon be announced! Make sure to mark Monday next week, March 6th, in your calendars and visit this link!

Crusader Kings III - PDX-Trinexx




... Anyone watching? No? Good.

Ok, just you and me. Great, because I've only got a few wee lil morsels today and I don't want to share them with too many people. So let's all just keep this quiet and, if anyone asks, the dev diary was about how we research thirteenth century agrarian techniques in rural France. Got it? Good.

Read more about Dev Diary #116 on our forums!



I want you to tell me what this historical character...


... this historical character...


... and this historical character all have in common.


Figured it out? Yes? No? Waiting for someone else to scan through every character in the game before you hazard a guess? Ok, well, to be a bit fairer, it's got something to do with this:


Hint 1: The list includes all the interactions in a particular category. You would not see all of them at the same time like this.
Hint 2: :D This has nothing to do with Wards & Wardens.

Finally, none of them are directly connected to this chap:



Alright, that's all I've got for you today, but I expect to be going over that list again soon. And in detail. If anyone asks, remember: rural France, agriculture, thirteenth century, yada yada.

Till next time!
Crusader Kings III - PDX-Trinexx
Hello and welcome to this dev diary where we will be looking into some new map visuals that’ll be added in the future. As the team grows, we’ve had the opportunity for our new artists to warm up by sprucing up the map a little. Among the things we’ll show off today, chief is the Canterbury Cathedral and its evolution over time: made by our new Environment artist Joel, who’s written about his process and the research involved.

Read more about Dev Diary #115 on our forums!



Building a Monument – Canterbury Cathedral

The Original Church - Tier 1​
When creating the first tier of the Canterbury Cathedral, which references the Anglo-Saxon church extant in the 867 & 1066 start dates, it was important to acknowledge the lack of available visual reference material. Historically speaking, the Anglo-Saxon church was burnt down in 1067, but we do have some conceptual renditions and blueprints of the estimated building layout to work from, courtesy of the archeologists (our heroes).



Sometimes luck strikes and blueprints or estimated ones can be found.

From this, I created a fairly basic interpretation of the church that serves well as the first/starting stage for the Canterbury Cathedral. Additional geometry, like pillars and an external house, was added to the building to create a more compelling in-game silhouette.


The original Anglo-Saxon church - Tier 1

The Norman Cathedral - Tier 2​
After the first fire, a second church was built in its place, distinctively making use of the Romanesque style. As we move forward in history, more references become available, and fortunately the church foundations are described as rather similar to the church of today. The more significant differences to modern Canterbury Cathedral are, for example, the front and main towers: they are still Romanesque.


Canterbury Cathedral - Tier 2

Romanesque and Gothic
If this happens to be your first time coming across these terms, some explaining might be in order. Romanesque and Gothic are two styles of architecture which defined buildings and churches throughout the Medieval era. Romanesque, the older of the two, emerged sometime around the year 1000 and lasted until around 1150. It’s a style arising from and defined by Germanic, Byzantine and old Roman influences, favoring circular Roman arches and a more solid-looking facade compared to later churches.


Romanesque Abbaye de Lessay

From the Romanesque emerged the Gothic in the 12th-13th centuries. In Gothic architecture, Roman arches find themselves replaced by Gothic ones; we also see elaborate ribbed vaults, towering flying buttresses, and church interiors brightened by large stained glass windows.


Chartres Gothic Cathedral

Modeling
I technically started with the third tier of the structure of the Canterbury Cathedral, rather than the second tier. Because we work with modular pieces and texture atlases, I find it easier to work from the complete cathedral, then remove any additional geometry. It also meant that the last tier would have most of the same layout as the modern cathedral, minus some of the later additions.


Modular pieces used for building the Cathedral

With the modular pieces ready, it was then just a question of assembling the cathedral.


The Gothic Cathedral - Tier 3​
We could see in the final version of the Cathedral that a lot of areas had been raised since the time of the second, so I simply made minor tweaks to the height of some walls and roofs, while preserving the original UV. The back of the cathedral had also been extended and rebuilt, with the addition of two new structures. The south-west tower was rebuilt, but not the north-west tower as of yet: that happened later historically.



The cathedral with the towers in the front. The main tower however was a new construction past CK3’s timeline.


Canterbury Cathedral - Tier 3

The third tier takes on a Gothic style, with flying buttresses along the length of the cathedral, and it also puts a golden angel on the pinnacle of the main tower.


Basing and Decal
In order for us to be certain that our holdings will be placed correctly on the map, we extend the ‘basement’ of the mesh into the ground to accommodate for the map’s height differences.
This ensures we have no areas free flying in the air. Usually this is a bigger issue for holdings than monuments, as monuments have a single specific place on the map where they exist.


Decal texture in Substance Painter

We also create decals that show a more interesting ground variation around the structure. In my case, I painted out some roads to give life to the area. Some color variation to the grass to better blend in with the rest of the map, and darker areas where the cathedral would be located. The decal plane is on average twice the size of our building.


Anglo-Saxon church , Romanesque Cathedral, Gothic Cathedral T1 - T2 - T3

After all the buildings were done and I was happy with the progression from tier 1 to tier 2 and tier 3, I could finalize the UV’s. We use two UV maps to layout the textures: one is for the ambient occlusion that we bake in, and the other for the texture atlas. The texture atlas lets us reuse textures to save on performance. I did the baking in marmoset with a low poly to low poly set up. Normally you have a high poly to bake down to the low poly mesh, but I was only after the ambient occlusion.

Bonus Bridge Update​
A new set of cultural stone bridges will be added over the world, replacing some of the old wooden bridges and overall making it a bit clearer where the safer river crossings are. We will be adding a total of four standard bridge types, for Western Europe, the Mediterranean, the Middle East, and Indian regions.



These bridges have been based on historical examples sampled from these regions. The Western and Mediterranean bridges are based on arched bridges from Europe, with the appropriate local flairs. The Middle Eastern bridge is based upon Sassanid designs like the Marnan and Kohneh bridge, among others, and are mostly found in the regions around modern Iran and Iraq. The Indian bridges take their inspiration from the Athernala bridge in eastern India.

Crusader Kings III - PDX-Trinexx
Greetings!

The polls are closed, and the winner is…

Wards and Wardens

Read more about Dev Diary #114 on our forums!



Which I’m very excited about! Not only because it was the theme I personally liked the best, but because there’s a lot of interesting history to explore! We’ll definitely aim to make both rearing and playing as children more historically immersive, while also adding timeless content such as the (sometimes tenuous, sometimes wholesome) relations between parent and child.

As mentioned in the previous Dev Diary, this event pack will be worked on later this year, after the next expansion is finished. For now, we will slowly start drawing out plans of content we’d like to make, and areas that’d be fun to explore - and here you can help!

If you have a specific topic you’d like to see made into an event, or a situation you’d like to see expanded upon, please reply in this thread!

For example, a specific topic might be 'I’d like to see an event about one of my foreign wards missing their home' or ‘I’d like an event where I as a child can become best friends with a vassal child’.

Examples of situations you’d like to see improved could be ‘I’d like to have the ability to impose a specific personality trait on a ward’, or ‘I’d like if educating another ruler’s child would have more diplomatic benefits/complications’.

Finally, I’d like to leave you with another small teaser for the expansion. Last time some of you came extremely close to the truth, to the point where we had the artist of the image giggling with excitement… we’re hoping this one will throw you off a bit.

Crusader Kings III - PDX-Trinexx
Later this year, after our next big expansion is already released, the Dev Team will begin working on a new event pack… one chosen by you! Vote now on our official forums between three different event pack themes to determine which area will become more fleshed out in the game next.

Read more about this poll and cast your vote on our forums!



Potential Event Pack Themes



Wards & Wardens

Take a deep dive into what being a child in the Middle Ages was actually like, and explore what guardianship meant in practical terms. Wards & Wardens would feature events revolving around childhood, being a guardian, children at court, and more.





Love & Lust

Let your love life take the reins! While lovers and spouses take on a larger role in Love & Lust, explore events related to more intimate relationships, expanded seduction, married life, and more.





Villains & Vagabonds

Leverage your fearsome reputation and learn what it truly means to be dreaded. Villains & Vagabonds will feature events embracing the consequences and opportunities of being a tyrant, while considering contrasting themes of fairness and honor.



Have ideas for how these themes could be thoroughly explored in CK3? Share them with us and the rest of the community—we’d love to hear what you think! Not yet sure which theme to choose? Feel free to discuss the pros and cons you see for each choice, just remember to cast your vote by January 27, 8am CET when the poll closes.


The choice is yours, so vote now on our official forums!
Crusader Kings III - PDX-Trinexx
Greetings!

We’re all back, gathered from the holidays, and ready to set sail for 2023! Actually, most of us have been back for a few weeks by this point, working away on this year's big release, but we're not going to be talking about that just yet. That's not to say we're not going to in the future, but until we are ready to, we want to give you something to dig your teeth into as a community. This is the first of a small series of Dev Diaries about some more minor things, teasers, and today, about a brand-new community initiative!

But first, here’s a small teaser of something coming in the expansion:




Read more about Dev Diary #113 on our forums!



Later this year, after we’ve released the next big expansion and before we start working on the next large project, we’ll have a period where we have the time and opportunity to work on an event pack. For the last event pack we chose ‘friends and foes’ as the core theme, as it was something practically everyone in the team felt strongly about, and something that needed more content in the game. Since then, we’ve had so many ideas for future event packs, both from within the team and outside, and this time it’s harder to choose…

Therefore we’d like to invite all of you to help us decide which theme to pick! We have three themes that we’ve curated, which means a few things; each theme has designers on the team that are passionate about them, and we know roughly what free feature we’d like to add to the update that will accompany the event pack: generally we'll be aiming for something with a similar size and impact as Friends & Foes' Memories system, which heavily ties into the events we're making but is relevant across the game as a whole.

We don’t have final names for the event packs yet, but as we enjoy alliteration here’s what we’re calling them and a very brief description of each:

Wards & Wardens - Anything childhood-related, with themes such as: playing as a child, being a guardian, handling children in court, and so on. A deep dive into what being a child in the Middle Ages was actually like, and what guardianship meant in practical terms.

Love & Lust - An exploration of more intimate relationships, with themes such as: expanded seduction, romance, married life, and so on. This would be a great time to allow lovers and spouses to take on a larger role in the game.

Villains & Vagabonds - Events and content around Dread and Tyranny, exploring what it means to be dreaded, leveraging your fearsome reputation, making dread more visible, and the consequences and opportunities of being a tyrant. It’d also be interesting to explore the other side of the coin from Dread - fairness, and honor.

Even though this event pack is something we’ll work on later this year, it’s good to get your input now - this way we can start working on it without delay as soon as the next big expansion is out! As we have a lot of talented event-crafters on the design team, we feel quite confident that we can adapt to whatever theme you, as a community, choose.

If this turns out to be a popular activity, it is possible that we will do it again in the future! The themes that do not get chosen this time will likely make a comeback, alongside some new challengers.

The poll to vote is located in a separate forum thread here. Voting will begin today and you will have until January 27, 8am CET to discuss the different themes and cast your vote. We’re looking forward to seeing which theme you like the most!

Crusader Kings III - Mossy_Artist
A minor Update, 1.8.1, is now live.

The main improvements are:
✔️Tooltips close as expected
✔️Height maps render correctly
✔️Heresies no longer forced on player's character
✔️Truth is Relative perk works as intended
✔️Localization in order

See the full Changelog on the forums.
Crusader Kings III - PDX-Trinexx
Greetings!

The wintery season is upon us, and soon most of us will be joining our friends & family (or friends & foes?) for the holidays - this is an excellent time to reflect on the year that has gone by, and look at all that we’ve done. I also wish to leave you with a small teaser of things to come (nothing major though, as mentioned before that communication will begin sometime in Q1 next year!)

Read more about Dev Diary #112 on our forums!



Early in the year, we released Royal Court, the first major expansion for CK3. With kings squabbling over who has the grandest court, impressive artifacts being crafted and displayed, court position holders scheming, and cultures diverging, hybridizing, and shifting - to name only a few things that were in the update - it’s safe to say that the game got a shakeup with lots of new things to do. We also drew a lot of good learnings from it, both from the process (which was undoubtedly troubled, seeing the state of the world at the time) and the reception. Good lessons that we’ll bring with us in the future.

The Fate of Iberia followed and breathed new life into the Iberian peninsula. With content such as bonds of friendship stronger than iron, titles changing hands over a game of chess, and the revival of lost faiths (if you’re observant enough…) The Struggle, a central mechanical core surrounded by flavor, struck a balance that was enjoyed by many - a winning formula that we’re more than likely to follow in the future.

Friends & Foes was an experiment that played to the strengths of the game - by adding dramatic content, and proved how it’s always a nice thing to have more of it! Not only did it seem to be an appreciated format, but it was very motivating for us to make. For more news on this, stay tuned early next year…

And to round the year off we released the Robe update, which focused on adding graphical variety and fixing issues. It revamped the bookmark screen, added a full set of art for tenets, and made custom rulers saveable, in addition to balance and AI fixes. We will always strive to make sure the game is in a good, healthy state.

---

Now, some of you know the above already, and want to see something new! As we won’t be back with Dev Diaries for a while (they’ll start back up sometime in January) I want to leave you with something that can be discussed for a while. We’ve seen a lot of discussions regarding Nicknames, or rather the lack of them, and have taken your feedback to heart!

In an upcoming update, we’ll be adding in a new system for gaining nicknames passively, not too unlike the system in CK2, but vastly improved (in CK2, it was just a highly obfuscated system with little-to-no fanfare at all). These nicknames can be earned at any point during the game, and will reflect your character’s status as well as they can. They can be bad or good, with most (if not all) being overwritable by more prestigious nicknames should you do something extraordinary (such as uniting the Spanish Thrones, or Uniting Africa, etc). Gaining a nickname comes with a small boon or penalty to prestige and opinion, just enough to make it matter.


A positive nickname, celebrated by a good friend.


A negative nickname, gained while in prison, with the news delivered by someone who’s not exactly a fan of yours.

This system focuses on nicknames that aren’t particularly active, it won’t give you ‘the Conqueror’ for example. It will, however, pick one of 200+ appropriate passive nicknames. These are in part existing nicknames in the database that didn’t exist outside of historical characters (‘the Fat’, ‘the Poet’, ‘the Brave’, ‘the Tyrant’, etc.), nicknames adopted from CK2 (‘the Zealot’, ‘the Lucky’, ‘the Resilient’, ‘the Strange’, etc.), historical nicknames that were never used before (‘the Desired’, ‘the Idle’, ‘the Wrathful’, ‘Longsword’, etc.), and community suggestions (‘the Navigator’, ‘the Berserker’, etc.). All of these nicknames have triggers so that they only appear where logical, for example; you can only gain ‘the Tyrant’ if you have a certain amount of tyranny opinion, and you can only gain ‘the Fat’ if your character is of the heavier persuasion. A lot of these also take your prestige or piety levels into account, so having a high prestige level can ‘protect’ you from gaining poor nicknames. There’s also a game rule that controls the frequency.


Some examples of nicknames you can get through this system.

We aspire to keep most nicknames in line with history, or what would be plausible. That said, feel free to suggest more nicknames! Who knows, perhaps you’ll suggest something that’ll make it in… just remember that they shouldn’t be too ‘active’, so no ‘the Conqueror’ or ‘the Destroyer’.

To make nicknames a bit more… spicy than they are, we’ve also added a small new feature that allows you to see what a nickname actually means! Charles the Bald, for example, wasn’t without hair but rather without a suitable crown for most of his life. By hovering over nicknames, you can now see an explanation.


Charles wasn’t so bald after all, and now you know why.


Quite self-explanatory, but still informative.

Finally, a word from our community manager Pariah about a QnA session we will be having with some of the devs on our Discord server:

#Discussions_QuoteBlock_Author
As the holiday season approaches, we will also be holding a QnA session where you can feel free to ask any burning questions or just anything on your mind about the game. While we can’t give away any company secrets or tell you exactly what we are working on next, it will be a chance to sit down and discuss things with members from most if not all disciplines of the game!

The QnA session will be taking place on our Discord server on Tuesday December 13 from 16:00 - 18:00 CET, which is a terrific place to help supplement these Forums. The Discord is filled with tons of your fellow Crusader Kings community and always a good place to find knowledge and conversation. If you are not already part of our terrific Discord family and would like to get in ahead of the QnA, you can find a link HERE!

That’s it for this year - we’ll see you in 2023! Have a God Jul and a Gott Nytt År as we say here in the frigid north!

Crusader Kings III - PDX-Trinexx
Hello everyone!

I’m Henrik – nice to e-meet you – I’m a crazy plant person and producer at Paradox Interactive. I'm here to let you know that we have a release coming up for you today:

1.8.0 “ROBE” FREE UPDATE

The update should be rolled out to a store near you some time during the day. I promise to keep this short because I understand you’re here for the changelog. As my dear colleague, and ambassador of horchata, Hugo presented last week, we’ve taken some time to put together an update that, apart from a couple of new features, focuses a fair bit on improved stability and bug fixes. We hope you are as excited as we are to continue the endeavours as rulers of lands and kingdoms (hopefully) both beautiful and prosperous.

But enough me chit-chatting – to the details!

Read more about this update on our forums!



1.8.0 Changelog
Free Features
  • You can now save and load Custom Rulers! Create templates you can easily re-use everywhere on the world map. All the attributes besides the Dynasty and the Coat of Arms are saved.
  • Completely reworked the Bookmark Screen; its now reorganized to allow more room for bookmarks, and they are now sorted by the year they belong to (867 and 1066). This comes with new and improved art for elements and buttons, as well as showing which DLC you have active.
  • Added new and unique illustrations for every Tenet currently in the game!
  • Added 17 new Custom Faith icons for use when creating new faiths, ranging from Ankhs and Boromian Circles to Doves and Chi Rhos!

Hardware
  • Added support for Vulkan rendering on Macintosh hardware

Game Balance
  • Disinheriting is now free for children with a disputed heritage or known bastard. There is however a global opinion penalty which is always applied when taking the interaction
  • Mozarabs can now use a strong hook to force/coerce the pope into binding with rome
  • Updated the consequences for revoking hostile Holy order, it now adds Fervor to their Faith, and potentially a negative county modifier
  • Literalism is legal for all faiths to adopt
  • If the game rule "strict regional heresy" is activated, the Mozarab faith will only appear in Iberia and North Africa
  • Added additional reward to forming the Kingdom of Aragon
  • Rulers will no longer be deposed if they happen to inherit a tyranny war from a lower tier ruler
  • Added gold cost to the "truly special board" in the board game event “A Stroke of Luck”
  • Breaking away from Rome now requires you to be in poor standing with your HoF
  • Properly set low obligations on Custom Rulers who are vassals of the HRE
  • ‘A Beautiful Specimen’ will be only triggered for lovers and soulmates now; not powerful vassals
  • Iberian Conciliation achievement is now classified as "Hard" instead of "Medium"
  • Auto-fire the Court Chaplain if they are excommunicated, except if you are also excommunicated yourself
  • Contracting Assistance is now scaled by army size.

AI
  • Fixed a case where a raiding unit could not find a path to go home in case when the capital was moved. In that case the unit will be disbanded
  • The AI will not try convert children of a vassal with religious protection anymore
  • The AI will marry young men to old women less often: the weight of alliances and the impact of age has been rebalanced
  • The AI will now send fewer requests for chess challenges
  • Blocked the AI from sending two interactions simultaneously, which could cause UI issues
  • AI characters are a lot less likely to accept a war assistance contract against you if they are allied with you

Interface
  • Fixed issue with change/revert buttons in interaction lists only being responsive on a small part of it
  • Fixed so the Army Reorganization scroll area no longer scroll to the top when unit is moved
  • The bookmark lands of Emir Yahya now match the actual in-game shape

  • Holy orders no longer cause "Grant to..." button to disappear in the county capital
  • Offer Guardianship notification and window now use the ‘Offer Guardianship’ title instead of ‘Send Proposal’
  • Unselectable beneficiaries will now be shown in the list with a tooltip explaining why they cannot be selected
  • Adultery events (adultery.2001 & adultery.2002) now have improved texts for duels

  • You can now always open the list of potential agents, even if none will accept to join the scheme. This can be used to, for example, plan who to seduce or fabricate hooks against to further your interests.
  • Vassal contract modification window now warns when current liege is not the rightful liege
  • Activated Regnal numbers for Count-tier characters to avoid non immersive lineages
  • The "Is imprisoned = no" condition for all court positions is now hidden
  • Court positions no longer display requirements that are the opposite of what they seek
  • Added a section for showing the DLCs that are installed and active. It can be found in the main menu and the bookmark area

Bug Fixes
  • Fixed issue where players couldn't accept/decline artifact gifts
  • Fixed issue with event learning_theology_special.1001 where doctrines from the same group wouldn't be removed before applying the new one
  • Fixed German court grandeur tooltip for being above expected level
  • Fixed issue where achievements would still be enabled after creating a custom ruler and not starting the game as them
  • You no longer get "the Thief Slayer" nickname if you already have a positive nickname.
  • Fixed issue where artifact repair cost would show wrong value in the repair window, now shows same value as in the repair button tooltip
  • Fixed issue where ironman would reset when going into select any ruler
  • Fixed issue where overwriting same ruler multiple times would block achievements to be enabled
  • Bestow Royal Favor chancellor task is now canceled if the target vassal declares war on you
  • Fixed an issues that would cause some hedonistic sins to be incorrectly categorized as virtues or vice versa
  • Created missing localization for threatened_by_buildup_opinion
  • Petitioning liege in Russian now uses correct localization macro
  • Struggle messages will now only be shown for interlopers and involved characters
  • Fixed chinese localization doing infinite recursion on localization macro
  • Moved the locators for special buildings in Tenerife to spawn buildings on landmass rather than in the water
  • We now properly communicate in advance that the Subjugation war is only available once per lifetime
  • Notifications for struggle endings are no longer sent to every single player in the lobby, instead selecting those either involved in the struggle or within a certain proximity of the region.
  • fp2_struggle.2021.a.a is no longer blatantly misleading
  • The tooltip of Invite to Activity displays a proper explanation when none of them is available
  • "Desires of the Flesh" now checks what world region you are in before selecting a faith for you to follow
  • Properly handle Duchy and Kingdom Holy Wars within the Struggle
  • Removed duplicated check that were done for characters joining some factions
  • Holy Wars properly deactivated after the Detente ending for the relevant cultures
  • Fixed namespace issues with fp2_Struggle.2024 (now martial_chivalry.4001)
  • Explicitly say that a Faith or Culture needs to control 80% of the counties to get involved within the Iberian Struggle
  • Fixed issue where FP2 3D assets were being overwritten by their generic counterparts.
  • We now display the right cost for the "Invite to Activity interaction"; it used to be swapped
  • Head of Faith titles can no longer be granted to vassals
  • Prevent players from cloning their mercenary armies
  • Fixed localization in invitation to lieges council letter for Spanish
  • Character info is now hidden for the thief in fp2_struggle.2009
  • Player now receives heresiarch trait when converting to Adoptionism
  • The Found an Empire is now blocked for Involved and Interloper of the Iberian Struggle. The new condition is however only displayed for characters with an involved Faith or Culture, and living nearby
  • Fixed parsing issues with fund_inspiration.2080
  • Fixed an issue where multiplayer got out of sync when a player hot joined the session
  • Offering Relief events no longer gives you an improved opinion towards yourself. With that fixed, it's still important to remember to love thy self, you're doing good, keep it up!
  • Expanded acceptance criteria for christian bones, christian syncretists can now display christian bones in their court. Finally allowing Basque pagans to equip and enjoy christian bones.
  • Added the word “been” to “I have riding” to result in “I have been riding” in fund_inspiration.6001

Other
  • Updated name of "Reconquista" cultural innovation to something more historically accurate
  • Added the Sayyid trait to some characters from the Hammudid house who were missing it
  • Added new outcomes to boardgames
  • Fixed line breaks in select Chinese localization keys
  • Aragonese now speak the Oc´Romance language
  • Set Wanda as a daughter of Krak I as it should be in 867
  • Tabletop Warriors now has a more natural reading description
  • Fixed the dynasty reference for the Chinese Xue Dynasty
  • Clarified the consequences of Dissolution faction
  • Added new localization for creating a new faith that keeps the former pope as the new pope
  • Refresh factions against liege after player character change
  • Fate of Iberia: the Struggle Ending Achievements now have greater clarity as to what ending they refer to
  • Zandaqa can now be rejected when pledging submission to a caliph

-HR (Not Human Resources)
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