Hello everyone! Today we're releasing Update 1.9.1 for Crusader Kings III. A non-exhaustive list of changes introduced in this Update are listed below; please visit our forum for a complete list of changes, as the full changelog is too large to share via Steam.
Tours and Tournaments: Added a new set of clothing for Western High Nobility (male & female)
Free Features
Added "Points of Interest" to the travel system, which rewards you for going out of your way to visit interesting places around the world. Examples include Special Buildings, Kingdom/Empire Capitals, and Natural Wonders.
Added foreboding events, which make characters eligible to receive awful harm or death down the line
Added incapability harm events, which risk characters being forcibly made incapable after receiving a suitable foreboding event
Added death harm events, which risk characters dying before their time after receiving a suitable foreboding event
Added commander harm events, which puts characters commanding armies at risk of dying for reasons outside of combat (especially if they don't have a suitable commander trait for the terrain they're in, or are unhealthy
with how much health they need to be "healthy" going up as they age)
Added game rule for controlling the frequency of harm events: turn them down, turn them off, turn them up, turn them up but specifically at interesting characters, or turn them up and turn them up extra specifically at interesting characters
Added game rule for controlling targeting of harm events: just the AI, just the player, or both
Added a decision for Jewish cultural heads to adopt Hebrew as their culture's language
Converted the Kuzarite random event for faith reformation into a full "Break with the Old Ways" decision
Jewish faiths now have a Halakha authority main doctrine with 4 types: Rabbinic, Toraic, Kohenimic, Samaritan
Balance
Contemplative Pilgrimages now give 25% bonus Piety instead of 50%
Dynamic Gold Values used in Events, Decisions, and other content now have Max Caps based on Era. This means that, for example, the 'major gold value' will not cap out at 500 gold in the mid-late game where such a sum of gold could be trivial. This makes rulers with very high incomes both pay and receive relevant sums of gold in the mid-late game. The new values are: 25% less in Tribal era, unchanged in Early Medieval, 50% higher in High Medieval, and 300% in Late Medieval.
Grand Wedding Activity Option Prestige Rewards have been reduced by 25%
If a vassal acceptance of Tour demands now consider more factors, such as loyal/disloyal traits, opinion, honor, greed, etc.
Characters involved in the Iberian Struggle are now allowed to take the Hostility Ending if they completely control Iberia, and their primary title is at least a Kingdom they held for 5 years or more. This can be done regardless of the current phase.
Increased tyranny incurred from refusing Pay Homage by 1 to 2, and thus Vassal Opinion lost to 1
It's now valid to petition your liege for a fellow vassals capital title
Lowered Reward Prestige from Tours by 50%
Taxation Tours now give 50% less Reward Prestige, on top of the new 50% reduction
Lowered average Renown gain from Tours
Lowered the chance of becoming a drunkard in ep2_wedding.3400 significantly
Lowered the frequency of the 'Feral Child' event and made the cooldown on getting it again much higher
Made certain events where you get to recruit knights appear in more Locales during Tournaments
Players with the trusting trait will no longer give out hooks via feast APA's, as there is no way of avoiding them
Rebalanced the modifiers gained in tour_travel.3010 so that you don't get fooled by the green/red colors
Reduced the Vassal opinion gain from Number of Courses in Feasts (roughly -5 on each level)
Reduced the frequency of the 'A-pope-riate Clothing' Event and made the cooldown longer
Slashed Siege % Modifiers from Buildings in half, to reduce the speed of late-game sieges somewhat
Slightly reduced the Prestige gain from Dish complexity in Feasts (25%)
The Era cost increase for activity costs is now much sharper; unchanged in Tribal & Early Feudal, 50% higher in High Medieval, and 300% higher in Late Medieval
The Pilgrimage Piety bonus from the Humble or Ceremonial Options is now 100 instead of 250
The Pilgrimage Piety bonus from the Throng Option is now 250 instead of 500
There are now five Tournament Prize options; simple, decent, fine, good, and splendid, which control the rarity of artifacts given out by the tournament. The higher settings now cost a significant amount of gold, and Illustrious artifacts can only be gotten if one of the latter two options are chosen.
Tour Stop costs are now scaled in cost per era, as all other Activity costs
Tribal rulers can no longer go on Taxation Tours (other Tour Types are fine)
Windmills, Watermills, and Caravanserai Buildings can now only be constructed in County Capitals to avoid insane Development growth stacking
Windmills, Watermills, and Carvanserai can now be built in Counties where any County Province matches their terrain requirements
Workshops now give slightly less Siege Speed %
You can now petition your liege for claims held by subvassals
Reduced the general opinion thresholds required for characters to consider cheating to low positives or early negatives for somewhat honorable characters, added a second tier of honor checks for dishonorable characters so that they'll consider cheating at close to (but still a little reduced from) the old higher opinion thresholds, drastically lowered the threshold for any character to cheat regardless of honor in the high minuses
Reduced the health penalty on the incapable trait so that we can all spend a little longer enjoying the care of our regents :)
AI
The AI will no longer send children to university unless they're very rich
The AI will now very often revoke titles from traitorous vassals with less than 0 opinion of them that they have in their prison, unless they are very compassionate, non-greedy, and honorable
Vengeful rulers now more often revoke titles from vassal prisoners
Interface
The Activity Log will now properly display effects and modifiers associated with the entry
Activity Intent Target Selection Window will no longer show targets that will not accept the activity invitation, and will warn if they don't think they will get there in time.
Activity invitation confirmation has gotten updated visuals.
Add a setting to turn off realms being named after dynasties.
Added more appropriate memory icons for Tournament, Grand Wedding, and Tour memories
Added more portraits to culture conversion notifications to make them more informative
Besieging accolades will now properly show the source name in the tooltip
Caravan Master speed/safety contributions now show a breakdown when hiring
Court positions interface has been updated.
Current Caravan Master speed/safety contributions shown when hiring
Fate of Iberia Struggle Events now correctly send toasts instead of Feed messages
Fixed grand wedding activity backgrounds/animations resetting to use the travel graphics under certain circumstances
Fixed the Agent entry in Invite Agent not being clickable everywhere
Fixed tooltip inside the End Regency button
Hide and expand button in contestant leader board doesn't disappear when clicked in a contest anymore.
Holdings will no longer claim that there are a Tribal holding when trying to construct a new holding while not having enough Gold (it was only a UI bug)
If the activity invite details view tries to open an invalid activity, it will no longer display the estimated travel time as an arbitrarily large number.
Improved activity and danger map icon stacking and re-use to prevent flickering
Interface improvements to activity log.
Layout of acceptance has been updated.
Locale Activity Window Conclusion now looks more like the regular activity window conclusion screen.
Locale Activity Window now uses the same Activity Log Window as the regular Activity Window
Marriage proposal interface has been updated.
More traits gained through childhood will now be shown in the education finished event (such as Organizer or Forest Fighter)
Moved the Activity Log Window into the top layer
Names have been added below small character portraits in activity events.
The Appoint Court Position UI now shows personality, so it's easier to choose for example a loyal Bodyguard
The Host in Grand Weddings now use the Admiration default animation, rather than the Idle animation
The Locale Window now explicitly sets the background based on locale_background instead of background.
The War ended popup will no longer use white text on a light background, and not show a sigil when there’s no signature
Tournament invites will now state, in flavorful terms, what kind of prizes you can come to expect if you win
Travel Safety and Travel Danger aptitude for the Caravan Master no longer displays negative numbers. This had no effect on the gameplay.
We now show your designated diarch as the diarch-to-be in the interface
When planning a Tour, we now show vassal opinion and portraits on the map for easier decision-making
You can now hover the Aptitude value in the Appoint window
Fixed some cases where Glory would show up with a lot of decimals
Art
Added eyes to many animals on coat of arms
Added simpler variants of early era clothing for commoners and unlanded characters.
Made it possible to combine crowns with certain other headgear. For now only veils for female western characters. This will now happen dynamically in the game as well so that duchesses and queens will wear a veil combined with their crown
Made the Iberian helmets a bit more common, also made the HRE armor show up a bit earlier and the chainmail coif should now show up as well
Updated all bookmark characters to match better between the bookmark screen and the game. Improved the appearance of some of them and added DNA for most of the secondary characters, so that their appearance will not change between game versions.
Updated Boleslaw II the Bold with historically accurate beard with mustache.
Major update to Bookmark characters to use a bigger selection of accessories.
Multiple clothing, headgear, hairstyle, and cloak improvements to alleviate clipping issues.
Improved Zealous animation pose to alleviate clipping issues.
Added late era western war nobility legwear to Barbershop.
Added a new version of Female Western Era 3 clothes
Localization
Corrected two broken keys in african godname localization
Fixed a few broken death reason texts
Fixed loc issue in fp1_other_decisions.0022
Game Content
Added contest pivotal moment outcome tooltips, as these were not telegraphed before
Added “The Heroes of Our Time”, a feast event about acclaimed knights
User Modding
Activity Types now define triggered backgrounds explicitly for locale backgrounds as locale_background.
Added 'special_building_province' effect for faster special building lookups
Added activity 'special_guest' script list
All trait triggers and effects can now use a trait scope as well as a database key.
Allow portrait 'scripted_animation' being used in most places where 'animation' is allowed, including within scripted animations themselves
Fix all scope types reporting they can store variables.
Fix attending_character not obeying the specified activity state.
Fix toggle-all-AI console button & command
Prop genes are now specified for handedness: props_right, props_left, and animated_props.
Databases
Assigned Huesca, Sobrarbe, and Pallas to the Old Vasconia region
Correctly made Beatrice di Canossa a woman
Made Sancha Baiúo into Galician culture as Portuguese doesn't exist when she lives
Made several of the Zirid dynasty members Sayiids
Updated the Tournament Background image
Israelite cultures have had their languages updated: Ashkenazi
High German, Sephardi
Iberian Vulgar, Radhanite
Shaz Turkic, Kochinim
Tamil
Added the Bavlim culture to represent Israelite people in the Middle East
Kuzarite now begins the game as an Unreformed faith, and can become organized via the "Break with the Old Ways" decision
The Communal Identity doctrine is now given the unique "Chosen People" name and description when used by a Jewish faith
Esotericism is now named "Kabbalah" when used by a Jewish faith
All Jewish faiths except Samaritanism now begin the game with the Prophecy of Malichi special doctrine which prevents the Head of Faith title from being created through any means other than the Restore Head of Faith decision
All Jewish faiths now begin in 867 with Polygamy, with an event in the year 1000 to make Rabbinic faiths become Monogamous. Rabbinic faiths begin in 1066 with Monogamy
Removed the holy site in Ethiopia for all Jewish faiths except Haymanot
Rabbinic Judaism now has a holy site in Al-Hila to represent Babylon
Karaite Judaism now has a holy site in Hamadan to represent what is believed to be the tomb of Esther and Modechai
Samaritanism now has a holy site in Al-Hila
Added the new Merkabah faith to the Judaism religion
The Samaritan High Priesthood now exists in both start dates as a vassal of whoever owns Jerusalem
The Samaritan High Priesthood will become a vassal of anyone who conquers Jerusalem of above Duke rank, unless the Priesthood is a vassal of a Samaritan character or independent
This Dev Diary will talk about some of the extra content coming with our next post-release update, 1.9.1! The update will of course also include a ton of fixes and tweaks, as we’ve been monitoring all the ways you’ve been playing with the big 1.9.0 update and the Tours and Tournaments DLC.
Hi everyone! I am Daan, also known as Joror, and I am a programmer on the CK3 team.
It is I, le Joror
First off a little background info about me so we’re no longer strangers: I have worked at Paradox for over five years, and in a couple of different roles. First in our online department (DevOps) as a software engineer and Developer Relations specialist, then as a Clausewitz Engine programmer and tech lead, and finally I have been working in the CK3 team as a programmer!
Before joining Paradox I also dabbled in making mods and modding tools for Paradox games - which has helped me a lot in understanding how the games work from the outside, before moving to the inside. I am Dutch, like cats, fancy beers, the occasional Goth party, game-jamming, and in general games of all varieties!
Resurrecting Darlings
Making games is hard - it is a space where ideas are easy, but time is short, and success is measured by a graspable but fickle thing called ‘fun’. So when developing, we design, build, evaluate, and cut. Many ideas fall by the wayside during each of those steps, including some personal darlings. Often not because the ideas are bad, but because there is not enough time, or they would be too risky, or… one of many other reasons.
Luckily, we also bake various ways into our process that give us space for personal agency and creativity! And one such way is PDT - Personal Development Time. This is dedicated time in our busy schedule where every developer can work on improving their skills in an area of their choice. And (after checking with leads) we can also work towards adding ‘darling’ features or ‘pet peeve’ fixes that can make it into the game.
The “Points of Interest” travel system is such a feature! It’s also the reason why it is in a post-release update. Of course, it is not just a one person effort. Lovely icons and GUI elements were added by a crafty Artist, code was reviewed by discerning Programmers, the user experience checked for consistency and purpose by a UX Designer, its rewards evaluated for balance by a Game Designer, the end product tested by perceptive QA, while being supported by a whole range of other disciplines that make the work environment organized and smooth.
A Travel Carrot: Points of Interest
While working on Tours and Tournaments, one of the main systems I was involved in was the Travel system. For a little dev-insight, this is what route planning looked like early on in the process: A screenshot of an early state of development of travel route planning, with different colors and icons.
We added Danger as one of the main ‘friction’ mechanics of travel, where players get to make planning decisions and have reasons to change their route. But Danger is mostly a ‘Stick’ - a punishment if you will - and it would be nice to have a ‘Carrot’ as well - a positive reason to change your route!
Enter: Points of Interest - a small system that rewards you for visiting interesting places. These points of interest will give a reward the first time you visit them during your lifetime. The same also applies to your entourage, so bringing people along will also help them improve. An adjusted travel plan which travels through Pisa, a province that contains a Point of Interest.
Types and Rewards
These Points of Interest are not static locations - but grabbed from the living world of CK3.
All Special Buildings (if they are built) give a Point of Interest based on their type, and give different rewards depending on the Special Building type: Visiting the Pyramids is something to boast about.
Special building type rewards:
Walls and Forts: +100 Martial Lifestyle Experience
A part of a multi-province defensive structure (Hadrian’s Wall, etc): +25 Martial Lifestyle Experience
Universities & Places of Learning: +100 Lifestyle Experience in your currently selected Lifestyle
Religious Sites & Buildings: +100 Learning Lifestyle Experience, and +100 Piety if they are of your Faith
Palaces and Political Buildings: +100 Diplomacy Lifestyle Experience
Ancient Wonders & Natural Wonders: +100 Stewardship Lifestyle Experience, and +150 Prestige
Visiting Capitals of independent Kingdoms and Empires also gives Lifestyle experience, based on their Court Type (if you have the Royal Court DLC) or Diplomacy Lifestyle experience when they do not have a Court Type. Empire Capitals are more rare, and give +300 lifestyle experience points, where Kingdom rank Capitals give +100 points. The capital Points of Interest are updated monthly, so sometimes your information might be slightly out of date. The Byzantine Empire has an Intrigue Court - and will give Intrigue Lifestyle Experience when visited
Giving out these Lifestyle rewards is very narratively fitting for expanding the horizons of your character, but also substitutes nicely for the normal Lifestyle events you are not getting while traveling.
Some locations can also trigger a “Great City” sight-seeing event chain, which is actually hooking in a PDT project of another CK3 developer, TrinTragula!
When you visit, you get a message and the Point of Interest is marked as visited. To seek similar rewards, you will have to visit different places in the future! A point of interest has been visited, and the rewards given.
Once you have picked up the Traveler Trait, you also start getting a bit of experience towards the different tracks within that Trait. (Martial and Economic building Points of Interest give Seasoned track experience, where the rest give Wanderer track experience.) Getting ‘Seasoned’ travel track experience.
To conclude, here is a snapshot of the Points of Interest that exist in 1066: A zoomed out map showing Points of Interest in 1066
To note, this system is part of the Free Update - so no specific DLC required. Happy sight-seeing in Update 1.9.1.0~!
What’s the Harm?
Welcome comrades, to the Wokeg section of the DD! I’m afraid I don’t have anything quite as meaty for you as Joror. Instead of lovely new player carrots, we’ll be talking about the oldest and wackiest of all sticks with which to whack the player: death.
Something we’ve generally been a bit reluctant to do in CK3 is to just kill you. Luck plays a decent roll in the events you get and guiding your own luck is an element of many core mechanics, but we’ve been really reticent to have you just… die unexpectedly.
This was a stylistic design choice. It doesn’t really feel great when a random event pops and just kills you mid-run with no set-up or warning — it can be impactful every now and then, especially if it happens at a narratively dramatic time, but it’s just such a quit moment for so many people, and in wanting to provide an experience that felt fair, we over-corrected somewhat and scrubbed a vital element of friction from much of the title.
Whether you’re building your realm, planning marriage alliances, or carefully organizing your succession, these little shake-ups are needed to keep you course-correcting. They’re the firm, unexpected kick to the back of the knee that keeps you guessing and makes you react on the fly.
Not just that, of course, because random death and dismemberment were absolutely staple features of the medieval world too: you might be struck down by a virulent camp disease whilst marching, you might fall from the window of a tall tower, you might die in a house fire, you might be thrown from your horse whilst riding, you might be playing too roughly with another child, you might be old and just fall down the stairs, the list goes on. Paupers, kings, and clergy alike all have to walk the danse macabre eventually, and not everyone gets to go from the traditional big three of honorable combat, succumbing to wasting disease, or expiring from the ravages of age. Sometimes you just die.
The challenge we set ourselves, then, was adding in more ways for death to happen unpredictably without making for an irritatingly frustrating experience. Enter, the harm event.
Harm events are out to do one of two things: if you’re unlucky, they want to kill you, and if you’re lucky, they want to render you incapable. There generally isn’t a direct gameplay benefit to surviving them, and there’s always a stress cost. Their odds are generally pretty harshly against you, though depending on the event, high skill levels might give you a much better chance of success, and some traits will let you trade stress for negating a specific harm event entirely.
With these, there’s a whole variety of new ways to unexpectedly expire or be reduced to a bed-ridden shell! Fun stuff, y’love to see it. I did also say, though, that we were trying to avoid frustrating rocks-fall-PC-dies situations, and that’s still true. To avoid that, almost all harm events are partnered with a foreboding event — something that fires first and alerts you that hey, you are now eligible to… [spins tombola] … unexpectedly choke to death!
Rather than spring immediate death/incapability on you out of the blue, we alert you that you are now at risk of it. It can now just happen, at any time. In fact, just _getting_ a foreboding event gives you a 50% chance of getting the follow-up harm event within the next 4-8 years, though you’re also eligible to fire it forever after.
For example, here’s a foreboding event:
And its follow-up harm event:
The goal is to warn you that a new type of random harm is on the table, so that the notion is playing around at the back of your mind. Maybe it’ll come to nothing, maybe you’ll forget about it, maybe you’ve got just a few short years left to live. Do you want to make rapid preparations for succession? What if it never happens at all? What if you just pushed to do things a little bit faster so the realm’ll be ready for your heir? What if it happens sooner than expected? Lots of little questions to ask yourself. Or, if you’re one of the coworkers testing or playing on internal builds since we added these, lots of questions to menacingly direct to me when I’m making tea, demanding to know when they can stop being worried about impending doom. WAD, I whisper back to them, WAD.
There’s sixteen new harm-foreboding pairs for becoming incapable (well, fifteen pairs and one triplet: becoming incapable due to the march of time vs. your declining health sees your mind weaken, your body start to fade a little, then you risk becoming incapable), twelve new harm-foreboding pairs for dying unexpectedly, and six new events for dying/becoming incapable whilst on campaign.
Those last six aren’t paired with a foreboding event. Like I said, almost all harm events are, and the exceptions to this are the ones that fire for army commanders. Warfare could kill you quickly and unexpectedly without you ever donning your armor, and history is replete with examples of even fairly hale and hearty warriors succumbing to sudden unexpected disease, poor luck, or taxing environmental conditions, from John Lackland to Richard the Lionheart to Frederick Barbarossa.
Instead, opting to put yourself in charge of an army is your warning that you’re in a dangerous, taxing position, where poor luck might cost you dearly at any moment. High health will protect you from many of the potential ravages of campaigning (with the amount needed going up more the more you age), but the best way to stave off the risk of death outside of battle is to campaign in terrain you have the correct commander trait for.
Maybe you’re not too big a fan of this change - perhaps you prefer a more predictable world, or you want to have the occasional sudden death but mostly skate on by just fine. For you, we have the Safe & Illusion of Safety settings for the new Random Harm game rule, so you don’t have to deal with this stuff if you don’t want to.
Maybe, though, you’ve been waiting for something like this. Maybe you want more uncertainty in the world, or for life to be just that little bit more mean-spirited than most. For you, we’ve got the Tragic setting, making harm events much more likely generally. If you’d prefer that the tallest blade of grass be the first under the scythe, then we’ve also got the Spiteful setting, which specifically weights up the likelihood for harm events to target proportionally better or more interesting characters. And if you want both, welp, Tragically Spiteful, the single edgiest game rule we’ve added to date, has got you covered.
As long as you’ve got harm events set to anything but Safe, they do run on a cooldown. Players can’t be subject to a harm event more than once every fifty years, and the AI not more than once every thirty per house. These cooldowns help to reduce frustration whilst keeping the threat present, and mean that even playing on Tragically Spiteful, you can still thrive and survive. Just, with the occasional setback.
… and that’s it from me! Hope you like the harm events, I tried to cover a variety of types from historic references and common causes of death or severe injury either still present in the modern day or mitigated only in the last few centuries, and I’m very happy to be able to resurrect this particular darling for 1.9.1. Have fun with the update!
In lieu of a dev diary today, we're releasing Update 1.9.0.4 to resolve some issues reported to us by the community.
1.9.0.4 Changelog
Fixed some crashing issues
Fixed an issue that allowed a regent to accompany a ruler on their travels
Fixed an issue that prevented players from planning activities after they canceled travel plans for "Petition Liege" and "Pay Homage" decisions
Fixed an issue that got tournaments stuck in the "Waiting for Tournament to start" phase
Fixed alliances gained through the Diplomacy Intent in Grand Weddings invalidating on the next day
Fixed the AI inviting players to Playdates, Witch Rituals, and Blots, no matter where in the world they are
Grand Wedding promises are now inherited by the player heir
Fixed an issue that caused players to be blocked permanently from planning activities due to them waiting for the Tour of their Liege
Fixed buildings increasing activity costs rather than reducing them
Our team is continuing to work on addressing your reports, so keep the feedback coming! We hope you've been enjoying Tours & Tournaments and the 1.9 'Lance' Update!
To celebrate the release of our latest expansion, Tours & Tournaments, Crusader Kings III will be free to play until Monday, May 15th at 10:00 PST!
We're also discounting the base game and previous DLCs until Thursday, May 18th at 10:00 PST, so if you've been waiting to pick up some of our older content, now's the time!
Current Discounts
Crusader Kings III -50%
Fate of Iberia -20%
Royal Court -20%
Northern Lords -20%
Additionally, we're happy to announce that you can now adorn your Steam profile with some regal flair through our new points shop. Animated avatars, profile backgrounds, and a full CK3 themed profile bundle can be yours right now; check it out here!
Thanks to all of you for your continued support; it means the world to us to have such a passionate and dedicated community.
We're releasing hotfix 1.9.0.3 today to address an issue that could be caused by failing a hunt.
Thank you to all of you for sharing your feedback and reports—our team is working to address all reported issues. For updates, please check our Known Issues post.
1.9.0.3 Changelog
Players will no longer get soft-locked from progressing further into the game after failing to hunt the animal in the "Hunt: Softly, softly" event
We hope you've been enjoying Tours & Tournaments and the 1.9 'Lance' Update!
Tours & Tournaments is now available! Check out the full list of changes introduced with our latest expansion and the accompanying free 1.9 'Lance' Updatehere.
Let wanderlust overtake your ruler’s desires during a monumental Tour, and seek out your subjects in a realm that can be both dangerous and richly entertaining. Prove yourself in one of the many forms of gallant Tournaments, either abroad or at home, or use the festivities to murder a quarrelsome rival. Be the host of new Grand Activities, be it grand weddings or stirring falconry hunts. But beware! Many celebrations are the perfect cover for the dastardly scheme against foes… or family.
Features
Handpick your Entourage and customize your Route carefully. The road ahead might be long, but is filled with colorful characters, exotic cultures, and life-changing events.
Pay your vassals a visit and interact with them closely. Inspect their holdings, and get to know how your subjects live their lives in the most distant corners of your realm.
Manifest your benevolence and bestow gifts and rewards. Or, bring a horde of tax collectors and finally get your due from those conveniently hard-to-reach vassals.
Join Contests to win extraordinary Prizes and gain valuable experience in new skills.
Host a magnificent Tournament with all its splendor and festivities. Prepare yourself well by paying a visit to the blacksmith or gain some liquid courage in the local tavern.
Beguile your opponent with setting Intents, then bash their heads in or win the heart of your quarries with your excellent jousting skills.
Gain an edge in backroom diplomacy by organizing a Grand Wedding. Negotiate beneficial prenuptial Pacts, please your Courtly vassals, and gain favors at these new intricate ceremonies.
Bestow your knights with honors, allowing your warrior nobles to specialize, whether in politics or on the battlefield. Train them up, sending them to tournaments or war for even more experience.
Admire the new museum-worthy character art, showcasing in detail the evolution of armor and dazzling changes in western medieval clothing, from the early to late Middle Ages.
Today is the day when Tours and Tournaments and the accompanying 1.9.0 Lance Update will be released! To tide you over until then we’d like to share the full update log.
Added regencies, so that characters unable to rule for a short time (e.g., because they're traveling) have someone to watch their realm whilst they're gone
Added entrenched regencies, so that characters unable to rule for a long time (e.g., children) can be bullied by regents gone mad with power or sedately supported by regents who just want to do right by them
Added a baker's dozen new mechanical interactions around characters becoming regents or thoroughly abusing their power whilst they are regents
Added diarchies system, allowing mod-scriptable power sharing arrangements between two characters at a time (for the sake of sanity, you're restricted to only _one_ diarch at a time, so you can't have a regent and a Custom Modded Evil Prime Minister at the same time, but you could have either or contextually)
Added the Coups feature, allowing regents to, with some effort, overthrow their liege and steal all their shinies at the low, low price of extreme risk of death or imprisonment and an unpleasant nickname
Added trilateral interactions where intermediary can veto or allow the interaction before the recipient can accept or decline. This way liege can have a say if diarch wants to (ab)use their powers
Added the Travel System so characters now actually move across the map and through individual provinces when traveling to Activities, optionally with an entourage of other characters
Added 130+ events that occur while traveling, both dangerous and non-dangerous in nature
Added the Caravan Master court position that affects travel stats and organizes the logistics of their liege’s travel
Added several Travel Options which allow for customization of travel plans (e.g. hiring specialists to counteract terrain danger)
Added travel route editor so that you can place waypoints on the map to adjust your travel route
Every character now has a bonafide location on the map
Characters Paying Homage, Petitioning their Liege, and going to Meditate in Seclusion now travel to their destination
Added Vassal Stances, every vassal now has a stance based on their personality, various opinion modifiers that previously impacted any vassal/feudal vassal now impact only vassals of a given stance
Vassal Stances have a preferred heir, when succession happens they get a temporary opinion boost with the new ruler if it was their preferred heir, or an opinion penalty if not.
Men-at-Arms can now be stationed in a specific holding, most building modifiers that previously impacted all men-at-arms now only impact the one stationed at that province.
Revised the rewards and balance of practically all buildings in the game to account for Men-at-Arms Stationing and other new changes, more details in the ‘Balance’ section.
Significantly refined the game's economy; Building Slots now increase with time, many new Buildings have been added, Building Costs have been completely revised, Domain Limits have been lowered, etc. More details can be found in the Balance section.
Adult Count+ Rulers (excluding Mercenaries) now have a chance to passively gain nicknames such as 'the Able', 'the Fat', or 'the Terrible'. The chance to gain a nickname goes up with rank, age, and prestige/piety, and the types of nicknames you can get are based in large part on traits, skills, and circumstances. For example, 'the Careless' can be gained while in a civil war of your making, if you have low diplomacy and some tyranny. When you get a nickname, an event will tell you which one you got, accompanied by a small reward or penalty.
Added 75+ new Nicknames, most of which can be gained passively.
Nicknames can now have descriptions, visible when moused over, finally allowing the use of ironic nicknames without an immense amount of explaining.
Added descriptions for most historic nicknames and all in-game given nicknames.
Added a Game Rule to control the frequency of random passive nicknames appearing on rulers
Added a Game Rule to tweak the Domain Limit of all rulers; +1, +2, +3, -1, -2, -3
You can now offer to Pay Ransom for your courtiers, vassals, close family members, dynasty members, lovers, friends, or anyone who is married to a member of your close family or dynasty
Added the Economy Mapmode, accessible from the ‘Additional Modes’ menu or by pressing ‘Ctrl-S’. It shows income on a per-County basis, allowing you to plan your conquests properly. It also reveals the location of all Special Buildings in the game, whether they are constructed yet or not.
Added the Control Mapmode, accessible from the ‘Additional Modes’ menu or by pressing ‘Ctrl-F’. It reveals the Control levels of all Counties in the world and also shows where Absolute Control is in effect.
Added a Destroy Artifact button, which allows you to destroy any Common or Masterwork artifact you no longer want in order to recuperate some of the gold cost. If you are Iconoclast you can destroy Artifacts of any Rarity, and will get Piety for doing so.
Significantly updated the Current Situation widget to be more user-friendly and useful for both new and experienced players; we’ve updated several entries with more information, added several new situations, added icons to all entries, etc. More info can be found in the Interface section.
When hiring a Physician you can now see what Aptitude they will have directly in the Event Option
We’ve added a HUD Skin Selector which allows you to switch between any of the existing HUD skins, overriding the default. This means that you can, for example, use the Norse skin from Northern Lords when playing outside of Pagan Scandinavia.
The Outliner has been significantly updated to be more useful: Pinned characters show more info (health, powerful vassal status, if they’re in a faction), Armies now have icons that show what they’re doing (moving, fighting, embarking, etc.), Armies show more general info (quality, supply status, attrition), and finally the Outliner will remember your last settings (it will start open if you had it open last game, etc.)
Canterbury Cathedral has been added as a special building with a set of modifiers, three levels of upgrades, and new on-map 3D models for each stage
Traits can now have Tiers with individual xp bars; this is in effect for the new Traveler and Hastiluder traits, but has also been added to all of the older ‘tiered’ traits such as Reveler, Hunter, and Pilgrim.
The Barbershop has been updated to be Fullscreen with a host of new tools and settings: you can select which Background you want (which comes with appropriate lighting by default), which characters should be in the shot, which animations they should use, and at which zoom level all characters should be displayed. Characters can be moved around the scene with drag-and-drop, and can be rotated 360 degrees. We’ve added quick-access character presets (self-portrait, council, family), a screenshot button, and a ‘Hide UI’ button. You can also pin characters and bring them into the scene. All drop-down lists can be searched with ‘fuzzy’ text input. Several characters can be edited without closing the barbershop or resetting your scene in between. You can add dynasty/title shields and names to the scene, as well as character names, should you want to create a family portrait or similar.
Legwear is now accessible as a customization option in the barbershop
You can now pick your hair color using a color wheel in the barbershop
The rules for who you can edit in the Barbershop are now consistent with who you can edit the title/dynasty of, which means that you can now customize your vassals and subjects.
Added an event where your Realm Priest riles up your Zealot vassals against you
Added 5 Martial lifestyle events
Added 1 Wealth lifestyle event
And much, much more
The full changelog is significantly longer than we can fit into a Steam announcement, so please head to the changelog thread on our forums to read the whole thing!
Welcome to this Dev Diary, just ahead of the release of Tours and Tournaments! Today, we will take a dive into the senses: the music and the visual art you’ll spot throughout your travels and activities. And, at the end, we’ll reveal the achievements yearning for the completionist to try them out.
Once again, we have a Dev Diary too large to fit practically into a Steam announcement, so head over to our forums via the link above to read today's post!
Less than a week to the release of Tours & Tournaments!
On May 11, you will be able to travel through your realm to check on your vassals. Attend royal weddings to demonstrate your loyalty to a distant lord. Or, if you are brave enough, enter competitions of body or mind in tournaments. As always, there are no guarantees, and danger still lurks around every corner. But with great risk, comes great renown...
Take a look at the video below presenting the feature breakdown for Tours and Tournaments!
Alexander Oltner breaks down features included in Tours & Tournaments, as well as the Free Update 1.9.0 'Lance!'
Travel
Plan and plot your route to Grand Tournaments & Weddings
Assemble your Caravan & select a Caravan Master
Customise your route to avoid danger
New trait 'Traveller'
Tours
Visit up to 10 subjects
Go on a Majesty Tour, Intimidation Tour, or a Taxation Tour
A Regent will rule in your place as you embark on your Tour, select a Regent to rule in your stead
Tournaments
Locale screen to visit the Village, Tavern, Temple, Tent Camp, Artisan Quarters, and Tournament Grounds
Train for upcoming contests
Decide to compete in Recitals, Duels, Melee, and Jousts. These will improve your skills
Knights can gain an Accolade and provide you with special bonuses
Using intrigue you can sabotage events and win by alternative means
Bet on contests
Grand Weddings
Preform Diplomacy and Intrigue
Impress neighbouring rulers and gain them as vassals
Eliminate the other family in a Bloody Wedding
Reworked Activities
Activities have been massively reworked, from Hunts to Tournaments
Plan travel to get there and partake
Go on a normal Beast Hunt, Falconry Hunt, or a Legendary Hunt
Travel on a Pious Pilgrimage or a Worldly Pilgrimage
Choose an intent for each activity, if you succeed or fail you can select a new one whenever you like
Grand Weddings allow you to marry above your station
Armour
All Armour has been improved
Coat of arms appear on armour
Armour will evolve over the era, from early Armour to full Plate Armour
Hello and welcome to the 126th CK3 Dev Diary. I’m Matthew, one of the programmers on the team, and today we’re going to be covering changes to modding support coming alongside Tours and Tournaments as well as how modding activities themselves can work.
Activities are fully moddable, and as I mentioned in prior dev diaries they are composed of a variety of options and phases, where a phase is made up of a type and a location.
There are a lot of scripting options in activities so I’m going to also attach our info file on them for a more detailed overview. For this dev diary I’m just going to cover a handful of the bigger things.
Options
Options are one of the more simple things, they are grouped into categories with different options which can be shown and picked and it is scripted which is default. This default picking is a trigger so that different defaults can be set for different people, in vanilla we use this to make Hajj the default for Muslims so they go on that first.
Additionally every option can forcefully add characters to the entourage of the host and invited guests, it will pick from their court characters and allows a weight for selecting them and a maximum to pick from for player and AI. These invited characters also get an invite order, which I’ll cover in more depth shortly.
Lastly one option category can be set as the “special” category, this option will be picked first when planning an activity. In vanilla we use this for the special activity types like which type of Tour you are going on. It is fed into many triggers and scripted values in the activity setup for checking.
Phases
Setting up phases can be quite complicated, mainly centering around how the location of them should be picked.
You can think of there being two types of phases: Predefined and Pickable.
Predefined phases are always present and not removable, they can be selected either by the script picking a location or automatically set to the first or last phase.
For example, in a Tour the final phase is “Journey Home” is predefined and has a scripted selection of always taking you to your capital province so you return home.
For pickable phases the player instead selects a province themselves, phases can be repeatedly picked and have a max limit so you cannot go on a Tour to visit every vassal.
Every phase also has an order in which it happens, for a simple activity like a feast where all phases are predefined this just controls the order they happen. In more complicated activities where the player can pick things the order becomes more complicated, it will respect the order you script but also if the order is matching it will be the last one the player picked.
To take Tours as an example again in the above image you can see order is set to 2, and for the pickable phases where you visit different vassals the order is set to 1. So that means the Journey Home is always at the very end of everything, and for the vassal stops whichever you the player picked last will be towards the end of your journey.
Special Guests
Special guests can be selected in two ways, either a trigger which you then pick from all invited characters who match it or they can be automatically filled by an effect. This allows weddings to automatically set the bride and groom whereas in a feast you can pick your honorary guest.
Additionally, as you may have spotted special guests can be required or not, if required then the activity will not be plannable without them and if they decline then it will be invalidated.
Invite Rules
Every activity has multiple invite rules which control who can be invited, these rules are reusable and can be shared among different activities and are defined in their own files.
On its own an invite rule is just an effect which adds character to a list, how you get those characters from the host is up to you really.
When an activity decides to use those invite rules it can decide if the rule should be enabled by default and more importantly what order the invite rule should be applied. This comes into play when the invite rules are adding more characters then your activity can support, it will try to invite character’s based on the order and later less important characters will be skipped.
Special guests are always invited first since the activity to some degree revolves around them. Equally those you manually invite via interaction will be put to the front of the invite list.
Intents
Like invite rules our intents are defined in their own files and can be reused by different activities. The default intent for hosts and guests is defined per activity, the player and AI will pick their own specific one from there.
Every intent can optionally have a target character and they are scripted similarly to interaction targets. One thing to keep in mind when modding intents is the AI target usage, since every invited character is a target you should make liberal use of the AI target filtering we provide and put maximus on potentially very large groups of people.
Plugin Widgets
Due to the nature of activities wanting to display special information, and in the case of Tournaments basically showing its entire own window, we came up with a system of allowing the activity script to define what plugin widgets it would like inserted into the main window.
The format of these is that the left-hand side refers to the name of the plugin widget and the name of the file it will be in, similar to the event window widgets, all of which are found under the gui/activity_window_widgets directory.
The right hand side refers to the name of the widget in the main activity window they should be inserted under. We’ve got a few that we use already in vanilla but mods can expand and add more places they insert widgets and use custom widgets for their own activity information.
Leveled Traits
As shown off in some earlier dev diaries we now have leveled traits built into the game instead of needing to be handled purely in script.
Script wise they are very simple; any trait can define one or more tracks and what XP thresholds needs to be met for modifiers to apply. The modifiers are stacking so you always get the rewards of previous levels on top of them.
Any trait can be made into a leveled trait, for now we’ve done it to lifestyle traits where you can level them up. But we may apply this in the future to other things!
Currently unused in vanilla we’ve also added it so the trait XP can degrade over time which I am sure mods will be able to put to good use. The below will make the XP degrade by 5 every month, but only to a minimum of 20 so you don’t lose all your hard-earned XP.
Alongside this rework we also went through and added more documentation to traits and combined some properties that could never coexist and now give better errors.
Database Scopes
One larger rework that will be a work in progress over the next few patches is that now database types can be registered as scope types.
I’ve reworked our backend to support this better now and still keep things safe, mainly by disallowing effects to be run on these database scopes since they are not modifiable. So now for example traits and activity types are scopes which can be saved and used in script.
Currently the support is mostly in its bare minimum state, but in future patches I plan to make a variety of database types into scopes. This should hopefully improve mod compatibility and reduce down script duplication of manually checking over every single trait by hand.
Coming in the next release after Tours and Tournaments I’ve made traits fully integrated into this for both triggers and effects, so you could look for a random opposite trait of someone and then add it to your character for example.
For Tours and Tournaments we’ve mostly used this in the activity system to support alerts better, so instead of having a hard coded alert about activities you can host we can just check them like normal script.
So modders reading this I’d love to know what types you’d like added as scopes and what triggers and effects that take database keys you’d like to see take scopes. I’ve already got traits done for a future patch, so I am interested in others I can do!
Data Models
I’ve reworked the backend of how data models work, which now allows us to in gui script dynamically get sub-sections of a datamodel as well as set a datacontext to a specific item in the data model.
For example you can now limit a datamodel to the first three people: datamodel = "[DataModelFirst( ActivityWindow.GetCharacters, '(int32)3' )]"
Or you can get the skip the first few of them: datamodel = "[DataModelSkipFirst( ActivityWindow.GetCharacters, '(int32)3' )]"
There also exists a “Last” version of these which gets/skips the end and DataModelSubSpan which lets you do both an offset and desired size.
Using datacontext_from_model you can also get a specific item, oftentimes this will be the very first one so you can show the top scoring character, or first completed intent etc.
The index can also be dynamic so you can save a value in script and then get that character out of your data model.
Conditional Scope Change
As some of you eagle eyed people might have spotted, or if you’ve modded Vicky and see they released with our change first, is the new conditional scope change operator ?=.
Normally when you change to a scope you will get errors if it does not exist, but in many cases you know that the thing may not be set in which case you don’t want an error but to fail the trigger. The previous way of doing that is to add an exists trigger on the line above every time as that then returns false if they are not around, but that could be quite cumbersome.
Now you can combine that together so instead of loads of extra typing it's just one convenient ? being involved!
This also works for scope comparisons where it will return false if the left-hand side does not exist. When used in effects it will just skip running the effects in that scope change if the scope doesn’t exist.
And lastly as a little sneak peek of the patch notes here is the user modding section!
################### # User Modding ###################
Added character modifier, Men-at-arms Counter Resistance
Rename hidden_effect_new_artifact to hidden_effect_new_object
Add GetBaronyNameExplicitly and GetBaronyNameExplicitlyNoTooltip to provinces to get the barony even if it's the capital.
Add building_slot_add modifier for holdings.
Add prowess_no_portrait trigger.
Add trait modifiers based on faith doctrine parameters, analogous to culture
Added defines for simple text glow formats
Adds the hostile_county_attrition_raiding to modify the hostile county attrition of raiding armies. Will apply from both commanders and owners of armies. This IGNORES the regular lower limit of 10%, such that hostile county attrition for raiding armies can be reduced to 0. Go forth, land vikings! Pillage! Rule!
Adds the movement_speed_land_raiding to modify the speed of raiding armies moving over land. Will apply from both commanders and owners of armies.
Consistently use reference for triggered background/textures instead of sometimes duplicating with event_background.
Custom loc can now have the "all" type which lets it match to any scope type.
Interactions can now also set a cooldown on all other interactions in the same category via the 'category_cooldown' and 'category_cooldown_against_recipient' properties
Make province GetName and GetNameNoTooltip both return the county if capital.
Remove 'goto' field from 'send_interface_message' and 'send_interface_toast'
Remove GUI support for 'PlayerMessageItem' members 'GetGotoProvince', 'HasGotoProvince', and 'OnGoto'
Remove the add_building_slot effect, only use the new building_slot_add modifier.
Rework how open_view and open_view_data handle additional script provided data, the view_message field has been renamed to data and can be used in either of those effects it will now pass the additional data to the specific interface it is opening which will use it as appropriate.
The 'duel' script effect can now use multiple skills at once, averaging their value. Up to six skills can be compared.
Add diarchy_succession_character script list builder
Add effect change_diarchy_type
Add effect set_diarch
add trigger is_diarchy_successor
Per modder request, added some instructions (and a small correction) to on_actions.info to help newbie modders just getting started
Per modder request, added standardised cultural parameters for raiding overland and overseas to increase mod interoperability. Also made it easier to add dynasty modifiers, house modifiers, & cultural innovations that unlock raiding (either according to standard restrictions for non-tribals or, optionally, without restrictions)
Per modder request, replaced almost all instances of has_government with government_has_flag (and added relevant flags to each government type) to allow for easy hooking in of additional government types to vanilla content & systems, as well as better mod interoperability
Add function [Army.GetArmyStatusTooltip]
Introduce [Army.GetArmyStatusOutlinerIcon]
Renamed [Army.GetArmyStatusIcon] to [Army.GetArmyStatusIllustration].
add change_diarchy_power_level effect
add diarchy_has_parameter trigger
add diarchy_power_level trigger
add set_diarchy_power_level effect
Converted tribal imprisonment block to use a government flag for marginally higher mod compatibility
Added 'memory_creation_date', 'memory_end_date' and 'memory_age_years' triggers for Character Memories.
Add HasCharacterFlag datafunction for characters
Added IsDateAfter promote that takes a date and a target date.
Added IsDateBefore promote that takes a date and a target date.
Added IsDateBetween promote that takes a target date, a start time and an end time.
Added IsDateToday promote that takes a date.
Added GetDateAsTotalDays promote for Dates
Added promote HasFlag to the (Player) MessageType in order to allow specializations for message appearances.
Added effect start_travel_plan, which opens the travel planning window for the player and can take multiple (optional) input parameters like destination(s), companion(s), events/on_actions, et al.
New `*_neighboring_province` list can be used to efficiently get adjacent provinces in script
New `*_army_in_location` list can be used to quickly find armies in a province
The "Settings" window doesn't pop up anymore when reloading localization data
New expand auto-complete mode for console: Toggle via `settings` -> Tools -> Console auto-complete mode
Can kick out existing councillor "nicely" by using `remove_existing_councillor = yes` in `assign_councillor_type` effect
Interactions targetting artifacts can now directly open up a specific artifact
You can now actually generate a 'lowborn' character from character templates (`dynasty = none` is now correctly honored)
The PdxData data_binding 'macro' system now supported for mods too
You can attach character portrait assets to the root of a 3D entities via `at_root_of_entity` (same config location as `shared_pose_entity` / `node`)
New 'scope exists' script operator "?=" added, so we don't have to write "exist = bla bla = { stuff }" thousands of times and can just do “bla ?= { stuff }”
Scope exists operator `bla ?= {}` in effects will not execute effects inside scope if the scope `bla` does not exist
Added new 'ransomed' artifact history state
`set_location` effect now has `stick_to_location = yes` if you want to pin down someone’s default location to be different from their capital or court