Crusader Kings III - PDX-Trinexx
Hello everybody! With Chapter III now available, we're releasing the instant unlock for the expansion pass, Couture of the Capets. We're also adding some models from our Content Creator Pack, North African Attire, as personal and court artifacts for Berber Cultures.

Existing save games should be fully compatible with this update, but any mods that add or alter clothing may need compatibility patches to function properly on this version of the game.




PC Update 1.11.5 Changelog​
  • Couture of the Capets - Added several new clothing items based on the fashions of High Medieval France.
  • North African Attire - Made some props available as personal/court artifacts for Berber cultures.




Write glorious new sagas of military conquest and romantic adventures with Chapter III.
This Chapter includes two expansions, one event pack, and one cosmetic enhancement. Enjoy new mechanics, new events, and new historical flavor to add greater depth to Crusader Kings III!

https://store.steampowered.com/bundle/38036

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Crusader Kings III - PDX-Trinexx
Interested in seeing what 2024 will bring to Crusader Kings III? Then be sure to check our YouTube channel on February 6 at 18:00 CET, where our Game Director will be giving a full breakdown of the next content drop for the game as well as an overview of all of the content releasing throughout the year.



Be sure to check out our social media accounts as well, where we're counting down to the reveal with a series of teasers. Join the rest of our community in deciphering the clues and see if you can discover what's coming up next!

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Crusader Kings III - PDX-Trinexx
Hello everyone! Today we're releasing version 1.11.4 of Crusader Kings III. This update brings in new cosmetics as part of our first Content Creator Pack, North African Attire. See the full changelog below.

As there are no script, code, or database changes, this version should be fully compatible with existing mods and save files.



PC Update 1.11.4 Changelog​
Content Creator Pack: North African Attire
Added new cosmetics focusing on North African culture.
  • 10 new clothing items
  • 16 new headgear items
  • New sword and dagger models
  • New cloaks, legwear, and patterns

A huge thank you goes out to Pierre "El Tyranos" Azuelos for this content pack; we're grateful for the opportunity to work with such a talented 3D artist and we hope we get to collaborate again in the future!






In the first cosmetic content pack made in co-operation with a member of the Crusader Kings III community, Paradox Interactive joins modder El Tyranos in a Content Creator Pack to add even more style for the game’s characters.

https://store.steampowered.com/app/2671030/Crusader_Kings_III_Content_Creator_Pack_North_African_Attire/

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Crusader Kings III - PDX-Trinexx
Hello and welcome to this developer diary introducing the Crusader Kings III Content Creator Pack: North African Attire, I’m Pierre “El Tyranos” Azuelos and you might already play with some of my work in the Community Flavor Pack mod.

I have been playing Crusader Kings franchise since 2012 and mod my favorite games since 2004. I naturally switched to CK modding as soon as 3D characters were announced. Since then, I have made over 260 models for my mod: headgear, clothes, artifacts, royal courts, ships, props, etc. I also broadcasted several video tutorials to help beginner artists to make their way inside the 3D engine.

Today, Paradox Interactive gives me the opportunity and immense privilege to release an official cosmetic pack for our favorite game, so let’s jump into it in detail!

Discuss Dev Diary #142 on our forums!



Introducing the Content Creator Pack
The Content Creator Pack is an initiative that started at PDXCON 2022 when I submitted the idea directly to the Game Director for CKIII, Rageair. The decision to make “North African Attire” came after a process where I pitched different concepts for a Content Creator Pack, developing the philosophy, expectations, interests, risks and scope for 4 options. We then had a meeting diving deeper into what a cultural clothing pack would look like, this time with regional suggestions, and North Africa stood out from the rest. I documented for a few weeks until the project was finally ready to enter production.

The key objective of the project was to create something that added value to the game compared to a mod and blend in seamlessly with the rest of the content. Over the last 4 years, Community Flavor Pack received about 6 original clothings, the remaining ones are vanilla model retextures. Over the 260-ish models from the mod, clothing only represents a dozen. Why? The time and energy investments are barely worth it when you’re doing this for fun and for free. For example, I submitted 8 turbans in this Content Creator Pack that I never did before, because of their complexity. I dedicated more than 2 weeks just to manage to make the first one, see illustration below.


[From left to right: first trial, understanding the workflow, final sculpt of one of the models]

The Content Creator Pack, which becomes officially part of Crusader Kings III, comes with a higher quality standard: more attention to visuals, better optimization, models have all their blendshapes, there is a lot more time spent per asset. Paradox provides Quality Assurance and will offer official support for the content as well.

Why am I saying this? Paradox Interactive trusted me with an ambitious project when I submitted something I still had to prove I could do. Our collaboration was honest and benevolent, my creativity was respected and I tried to do my best in return, they guided me to achieve better visuals all while supporting my initiatives. I've done my best to push the sliders as far as possible, with the weight of not disappointing the community that has always supported my work and within the inherent limit to a commercial project.

Character Art
The first thing to note is that documentation is woefully lacking, there is, to my knowledge, no surviving artifact but a pair of 11th century shoes. Another terrible fact is that medieval art shows almost no women and no other Berber than Andalusians… used in Fate of Iberia’s documentation!

Fortunately, Berber culture is very unique as it kept its own decorations and fashions all the way up from high antiquity all while being permeable to other cultures it met. This is the concept of “Berber permanence” (Gabriel Camps, 1987) and it helped a lot in the outlining of this DLC. Some simple examples: the traditional woman dress is a Greek peplum, the filigree silver work is Phoenician, the enamel techniques are Roman. Some geometric symbols can even be traced up to the Neolithic! There is obviously a deeper blending after Islamic conquests but no replacement, it is even considered that the Islamic art built upon the Berber abstracted symbols in its early stages.

What you will see below is only an abstract of the content pack, not everything is presented. As a matter of numbers, the production took 6 months - on top of my work and family life - and there are 33 new models added to the game.

I have done my best to represent an authentic version of the Berbers in the Middle Ages, with obvious biases due to the lack of sources. I hope you'll be able to get past my misinterpretations.



[Photos: Berber Arts Museum of Marrakech; “Berber memories: women and jewelry in Morocco”, Michel Draguet, 2020.]

This is a typical North African attire from the Atlas: the loubane amber necklace is prominent and the massive silver fibulas are holding the elhaf together, striking the eye with beautiful abstract engravings. The elhaf is a Dorian-style peplum and the appearance of this type of fibula dates back to the Bronze Age in the Maghreb (Camps-Fabrer, 1964). The tamizart cloak is stripped, similar to a 4-6th century BC artwork found in the Tumulus of Djorf Torba in Algeria (illustration).



[Photos by Michel Draguet, 2020; Illustration by Emile Galois, 1946]

At the royalty tier, the look is largely different. She wears a shirt under her elhaf, the fibulas are featuring enamel and complex silver filigree, representative of the Souss valley. The circlet is a talgamout with three hinged silver plates and glass cabochons, representative of the Tagmout tribe located in the central anti-atlas. Anti-atlas has always been a refuge against persecutions. It’s considered as a conservatory of the Berber culture as the weather is harsh and access is difficult, allowing vernacular forms of dress and ornamentation to survive. The top right image is a high-definition sculpture I made from the reference.



[Photos: Michel Draguet, 2020]

Imperial headwear (left) is a Taounza, again from the Souss valley while high nobility’s coin diadem is from Dadès valley in the High Atlas. As you can see the styles are completely different. Actually, there are so many styles with their own uniqueness and beauty that it was a nightmare to decide which one should make it into the project and at what tier.




Knights outfit was way more straight forward. It is based on a wall painting of Muslim knights during the conquest of Majorca, created around 1285 and conserved in Barcelona. The sword is a Tuareg takouba. Current learned opinion is that these swords are a distinct and entirely indigenous African type, although speculations of possible influence from Spain via the Almoravides in the 11th Century (Nicolaisen, 1997).



[Illustrations: Arab bearded scribe. He wears a turban tied around a conical cap. Cappella Palatina, Palermo, Sicily (1131-1140) and Drawing of Man with Lamp, Fustat, Fatimid Egypt, 11th Century. Keir Collection No. 75781]

Commoners wear a pointy hat with a tassel, held in place by a turban. Conical hats are widespread across North Africa, as seen on those paintings.



[Illustrations: Spanish Codices, 11th and 12th century; Men-at-Arms N°348, Osprey editions, 2001; “Costumes of Morocco”, Jean Besancenot, 1990]

Low nobles wear two kinds of wicker hats called tarazas. One is Algerian and the other one featured here is Moroccan. The hat is carried above the turban. This is a unisex fashion, and the oldest representations are in Andalusian art (Weiditz, 1530). The tunic is a jillaba, a long, loose-fitting unisex outer robe with full sleeves. Almost all djellabas of both styles (men or women) include a baggy hood called a qob. The hood has a different color and the cut is one of a city dweller, the most widespread.



[Illustrations: Sala de Los Reyes, Alhambra, 14th century]

This sultan carries a Tuareg tagelmust or litham with a golden plate showing his wealth, the litham became a distinctive sign of the Almoravids, meaning its wearer should be treated with honor and respect.
He also wears a kaftan based on the surviving marlota of Boabdil (Nasrid Dynasty). Interestingly, the modern “style of Rabat” kaftan looks a lot like it. In Morocco, the kaftan is a very old tradition, deeply rooted in the country's clothing habits. It is a unisex clothing that soon became a symbol of power and wealth among the moors, worn by royals, even up to the queen Isabella as she conquered Granada in 1492. However, the evolution and adaptation as a ceremonial dress for women has made it a very different garment from the Persian and Ottoman ones.



The pack finally includes a new feature (special_genes) which allows headgears to deform when a character has a long beard. It allows for models to get out of the way, reduces the amount of clipping and gives them a more organic look.



While I can only invite you to read and learn about this extremely rich culture, I hope you enjoy looking at characters’ garments during your next playthrough in North Africa.

Finally, I’d like to thank Paradox Interactive for the trust they put in this project as well as for the opportunity to bring my work to the next level. I extend all my gratitude to the members of the community, your support over the last few years helped me to continue working and honing my skills.

--Pierre




In the first cosmetic content pack made in co-operation with a member of the Crusader Kings III community, Paradox Interactive joins modder El Tyranos in a Content Creator Pack to add even more style for the game’s characters.

https://store.steampowered.com/app/2671030/Crusader_Kings_III_Content_Creator_Pack_North_African_Attire/

Join the conversation and connect with other Paradox fans on our social media channels! Official Forums Official Discord Steam Discussions Twitter Facebook Instagram Youtube
Crusader Kings III - PDX-Trinexx
Greetings!

For those of you who do not know - I am Rageair, the Game Director of Crusader Kings III, and as we’re coming up to the end of 2023 it's time to look at this year in review - and take a quick glance toward the year to come! I will share our reflections, learnings, and opinions on the content we’ve made this year, and - while this diary will not be a roadmap/floor plan per se - I’ll make sure to share as much as I can about 2024.

Discuss Dev Diary #141 on our forums!



2023 in Review
So, what have we done in 2023? Quite a few things, it turns out!


The Community Choice Poll
We started out the year by having a Community Choice Poll for the theme of the upcoming Event Pack, where among the three themes (Wards & Wardens, Love & Lust, and Villains & Vagabonds) the winning theme was Wards & Wardens, which gained 41.5% of the over 10,000 votes.

While it was fantastic to see all the engagement, we won't be doing another poll for this year's event pack - mainly because we want something that will improve and expand upon existing content as well as content we're introducing next year, and we already have the perfect event pack for that in mind!

We will instead continue reading your discussions, thoughts, and suggestions and focus on making content for areas that you would like to see expanded - it’s a more indirect way, but remember that you still have plenty of opportunity to affect what we do by simply discussing themes, ideas, or mechanics as you do normally.

That said, it’s not impossible that we’ll have another poll in the future, especially if there’s demand for it!


Tours & Tournaments
The highlight of the year was definitely Tours & Tournaments, our second Major Expansion. It made strides to connect the characters to the map, with travel, activities, and much more - and it’s obvious that the efforts were appreciated! While the expansion and its update leaned more towards roleplaying with its centerpiece Grand Activities, it also contained plenty of systems that enhanced the game overall, such as travel, regencies, MaA Stationing, etc. This combination made it a quintessential CK3 expansion that appealed to most (if not all) of you in the community, and we’ll definitely take a lot of learnings from the things we did right when looking into what to do for the future. All in all, we consider T&T a huge success!

Of all the features we developed, travel is the one that we didn’t necessarily expect to be as fun as it turned out to actually be - we knew that it would be good, and fill a void that has existed since the early days of CK, but it turned into a very versatile system that we’re very likely to keep developing and progressively weave into as many other systems that we can. Travel also provides a great and versatile foundation for all sorts of features that may or may not appear in future updates…

The expansion itself took a lot of time and effort to develop, over 10,000 days of work from various disciplines. During, and especially towards the end of the project, we started doing parallel development in order to up our cadence of releases, something which we’re successfully carrying with us into 2024. For those of you who might not be familiar with the concept, it means that we worked on several different expansions & updates with smaller teams-in-teams, all at the same time. During 2023 we have been working on roughly three different things at once, and at certain points as many as five! With the learnings we’ve gained from T&T, we’re keeping up the momentum as we want you to have a steady stream of content to look forward to - and we always want to make sure that we can make one Major Expansion per year!


Legacy of Persia
Persia is the first region we’ve expanded that is situated outside of Europe, which was an interesting and very fun challenge! At the start of the project, we sought out anyone at Paradox who was well-versed in Iranian history (it turns out there were quite a few individuals!) and started formulating plans for what content we would focus on making. Our goal was to make the content grounded and historical, while still enabling powerful player fantasies such as reviving Zoroastrianism. We knew that we wanted a central core system to connect flavor to, which is how the Iranian Intermezzo struggle came to be. Unlike the Iberian struggle, we wanted this one to have a much wider spread of plausible alt-history paths to pursue, as the history of the region could have gone in many different ways - and this is something that we’re sure you’re experiencing when you play. You never know who will be a powerful actor, which faith will dominate, etc.

While the historical ending is the Concession timed ending, we’re very pleased with the other ways in which you can conclude the struggle - from the community-favorite Iranian Resurgence where the Persian cultural identity and ideals dominate (be it as Zoroastrian or not!) to essentially breaking the very thought of Persian independence and empowering the Caliph to create another Dar-al-Islam with the Renewed Caliphate ending. The Intermezzo really sets the scene for how the rest of the game will play with large and sweeping effects on the region and beyond. This quicker style of struggle is something we’ve noticed that you in the community seem to like, so it’s something we’ll definitely keep in mind!


General Improvements
As some of you may remember, we have an ambition to continually update and change parts of the game to make them better over time - and in 2023 we managed to do a lot. While we did an absolute ton of stuff, such as adding a nickname system, rebalancing domain limits, changing how building slots are gained, added vassal stances, etc, etc, etc - we also got to some of the general areas that we outlined in the floorplan, so let's take an extra look at those!


Clans
In Legacy of Persia we got around to making Clans unique; previously they worked almost identically to how the Feudal government worked in CK2 - heavily opinion based, with angry vassals paying you nothing and happy ones giving you a lot. Now the economy of clans is heavily inspired by the Iqta system, with Tax Collectors assigned to Tax Jurisdictions, taxing them based on various Tax Decrees. Managing a Clan realm well gives you very clear advantages, and with the addition of House Unity you can also draw significant benefits from good old-fashioned nepotism!

House Unity, fundamentally a part of Clans, brings a chaotic and character-driven element to the stability of clans. If your family is Harmonious you will enjoy a period of peace and stability, while an Antagonistic family is driven to expand and compete. This makes Clans ebb and flow in power, with the potential to rise quickly, and fall as quickly - simulating how many of the areas dominated by Clans in-game behaved historically.

With these changes we feel like Clans are truly distinct from their Feudal counterparts, and playing them is an entirely different type of challenge. Feudal realms are generally more stable, while Clan realms have a much higher maximum potential.


Modifier Stacking
With the building slot rework followed Men-at-Arms Stationing, which aimed to curb the mono-unit type armies that dominated previously because buildings gave global bonuses to MaA types. This caused battles to be completely trivialized as long as the player started optimizing their buildings even a little bit - and this is obviously not fun. You want to be able to defeat the AI by putting in time and effort, you don’t want them to just roll over. With these changes the AI can now also field incredibly powerful units, and they will also tend to buy significantly more MaA overall than they used to - especially if they are Warmongers.

For next year we will aim to continually improve the game. In fact, we’ve set up a massive sheet internally where we detail areas of the game that are in need of balancing or reworking. Exactly what we’ll be tackling is still up in the air, but know that we still aim to continually improve the game!



What’s happening in 2024?
And now for the perhaps extra interesting bit of the Dev Diary - what have we got cooking for 2024? Also quite a bit, it turns out!


A New Experiment
At the beginning of next year, we’ve got another small experiment lined up. While I cannot go into detail about what it is, I can say that it has something to do with the game directly and that involves something we’ve never done before. We are very excited about it, and we hope you will be too - the idea for it actually came directly from the community itself, during a PDXCon where the Crusader Kings III team got to interact with some of you!

You will be able to get your hands on this experiment very early next year, before the release of the new chapter! Speaking of:


Chapter III
We will indeed be having another Chapter next year! Similar to this year the chapter will include four items, including one Major Expansion. One difference from Chapter II is that we have swapped out the Flavor Pack in favor of a larger type of expansion that we call a Core Expansion - I will clear up what this means in just a bit! Other than that, there will be an instant unlock to start Chapter III off, and an event pack to close the package.

So what is the difference between a Major Expansion and a Core Expansion? The new Core Expansion format refers to the core gameplay loop: it focuses on adding, changing, or updating mechanics that are applicable for most rulers and/or high-impact systems that affect large parts of the game world, unlike Flavor Packs which are strictly regional in nature. Major Expansions are ‘wider’, and will either apply sweeping updates to the world, give you new ways of playing the game (such as new playstyles), or both!

This means that Core Expansions are scoped in between Flavor Packs and Major Expansions. They are bigger and more impactful than Flavor Packs, but smaller with fewer sweeping changes than Major Expansions. Seeing how we want to shift towards more high-impact content that appeals to a majority of the community, we decided to up our pace and make a Core Expansion instead of a Flavor pack next year.

That said, I want to emphasize how excited we are for next year, and though I really want to tell you what we’re working on I must limit myself to obscure hints and extremely non-telling images for now…


Instant Unlock
The instant unlock will be similar to Elegance of the Empire, the one we had for Chapter II. This time we’re also aiming to make clothes that embody the very essence of royalty. Inspired by the couture of the French, they will be gilded and lavish - and as with all assets we make - they are real, well-researched, and historical! Here’s a little peek of a crown:


The gilded angel is a personal highlight.


Core Expansion
The Core Expansion will, among other features, introduce something that has been frequently requested by you in the community. Without saying too much, it will definitely make the game more challenging - and we’ve spent a lot of time making sure that it’s as dynamic and immersive as possible, while also presenting you with new ways to strategize. We’re also going to introduce a feature dripping with medieval flavor, a system that can be used by clever players to really make their mark on the world. All in all, this expansion will lean more towards the systemic side of the game.




Major Expansion
As with the Core Expansion, the Major Expansion will focus on several things that have been requested by you in the community for ages - some of what we’re choosing to do has been asked for since the early days of Crusader Kings as a game series. One of the feature sets comes up very frequently when we see you discuss what you’d like to see in expansions - and another is brought up now-and-again as a powerful player fantasy. No matter what, we promise that this expansion will provide several new and fresh perspectives, and should please you regardless of which style of expansion you prefer, systemic or roleplay-focused. We can barely wait until you get your hands on this one, and personally, I can say that it’s one of the expansions I’ve been wanting to make since my early days working on CK2 - its time will soon come!




Event Pack
As mentioned above, this time there will be no poll about the theme. Instead, we’ve been seeing an overwhelming amount of discussions about a certain well-liked feature for months. We’ve chosen to expand that feature with more things to do and experience, and this time we’ll be focusing on highly visible content!





That’s it for this year! We’ll be back in early 2024 with more updates, but until then we wish you all a fantastic winter holiday season, and a God Jul!



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Dec 11, 2023
Crusader Kings III - PDX-Trinexx
Hello everybody! We've got one more update before the holidays releasing today. It's a small one reenabling the OpenGL renderer for MacOS users. Please note that this renderer is still unsupported, we're just restoring the option to use it anyway.




PC Update 1.11.3 Changelog​
  • Reenabled OpenGL renderer for MacOS users. Please note that this renderer remains unsupported; we’re just restoring the ability to use it anyway for users who choose to do so.




This update should be fully compatible with 1.11.2.

Save files from this version and mods marked as 1.11.2 compatible should retain full functionality after this update.
Nov 30, 2023
Crusader Kings III - PDX-Trinexx
Hello everyone! Today we're releasing Update 1.11.2 for Crusader Kings III; With this update, we've focused on resolving several issues that have emerged since the release of Legacy of Persia to help ensure a smoother and more enjoyable experience.

This update also includes a couple of experimental fixes specifically for our Linux and MacOS players to improve stability and performance on these platforms. If you continue to encounter stability issues on these platforms after today's update, then please perform a clean reinstall of the game. Thank you to everyone who submitted crash reports from these platforms!

As always, we appreciate your feedback, support, and reports. Your feedback is crucial to helping us shape the future of Crusader Kings III, so don't hesitate to reach out with any thoughts or issues you have after today's update.



1.11.2 Changelog
Bug Fixes
  • Fixed issues with upper-case filenames causing stalls and crashes on certain platforms.
  • Added missing localization for locked "Rich in Diversity" achievement.
  • Added missing localization for not having specific combinations of culture ethos.
  • At least one Zoroastrian faith has to complete the Magi restoration decision for them to be able to create HoF titles.
  • Characters from Heresy outbreaks will keep the Heresiarch trait.
  • Converting a county resulting in Iberian Struggle catalyst will display the holder's name in catalyst history.
  • The Research Project event chain will now correctly add the Mural Sextant innovation as a reward if its path was chosen.
  • Event where you find a competent Quadi\Magistrate will properly check if they don't have any relations with you or are not an already picked competent Tax Collector.
  • Fixed a doubled "by" inside a tooltip when someone resigns from a tournament.
  • Fixed a typo in the Traveling Thinkers travel event causing a missing scope.
  • Fixed a typo in the names of cued music for East Europe events.
  • Fixed incorrect names of music cues in tax rivalry story cycle events.
  • Fixed missing custom tooltip text in an option for a tournament duel event.
  • Varangian Adventurers now correctly receive additional MaA if they have a culture of North Germanic heritage or are Estonian/Estonian heritage.
  • Removed unnecessary blockers from Communal Possession and Exaltation of Pain tenets, making them now possible to be picked during faith creation.
  • Sar-i Sang mines are now an economic point of interest.
  • Seljuk invasion will always spawn with an army and will be more aggressive as a vassal.
  • The Saoshyant nickname description uses the correct name of a god that could devour the light.
  • When trying to push your secret faith on someone, the game will now correctly look for any sad memory they have for you to exploit.
  • Winning an Independence war will now always result in getting a title revocation reason on all losing vassals.
  • Zoroastrians can bypass the decision to restore the Magi.
  • Fixed Seljuks trying to become your vassal if you have the same title tier in the opening Seljuk story cycle event.
  • Fixed a number of additional issues with the Seljuk invasion story cycle.

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Nov 23, 2023
Crusader Kings III - PDX-Trinexx
Hello everyone! We’re releasing Update 1.11.1 today to address a variety of issues reported to us by the community since the release of Legacy of Persia, as well as a few outstanding issues. Please check the changelog below for specific fixes and adjustments.



Update 1.11.1 Changelog

Balance
  • Removing a guardian will now only reduce unity once every three months, rather than every time.
  • Slightly increased the prestige reward for beating the Seljuk invasion.
  • Holding Court will now always grant a small amount of Court Grandeur at a minimum.
  • Fixed the Execute a Detractor/Supporter Iranian Intermezzo catalyst never firing.
  • It is now only possible to share a Spouse with a family member in Polygamous faiths if all parties believe in Unrestricted Marriage.

AI
  • Reduced the chance for Counts to declare war to levels similar to those before the Legacy of Persia update, both for immersion reasons (this gives Dukes+ more opportunities) and performance reasons (fewer wars)

Interface
  • Removes expiration information from timed character modifiers that do not have a set expiration.
  • Blocked the player from being able to deselect radio buttons in the interaction window.
  • Fixed invalid tooltip for Take the Vows option in the Negotiate Release character interaction.
  • Fixed you referring to yourself as your liege when changing stance during the Iranian Intermezzo.
  • Ethos is now correctly listed in the Cultural Pillar encyclopedia entry.
  • Character tooltips in Activity Window and Event Window have been adjusted to not block characters in certain resolutions.
  • Fixed trigger tooltips for options in Embellish Capital Decision.
  • The history of artifacts stolen during a siege is now correct.
  • Fixed AI acceptance tooltip to Request Incursion.

Art
  • Iranian rulers will now use Iranian clothes much more often.
  • Fixed Castles not showing a 2D icon when upgrading them.
  • Fixed incorrect lighting setup in one of the Zoroastrian temple event backgrounds.
  • Fixed an issue where Iberian Goatees were missing from the barbershop.
  • Fixed a graphical issue in the inventory with historical artifacts when their culture isn't set.

Localization
  • Fixed a typo in the Find a new Faith for Persia decision.
  • Fixed untranslated weapon type name in Exotic Arms event.
  • Shortened overly long event text in Travel: A Feast for Falcons.
  • Forming the Persian Empire should no longer mess up the names of the titles of all characters in Iran.
  • Adds missing localization for modifier affecting faction join chance regarding Detractor trait.

Game Content
  • Vassals now receive a message if their liege or above starts or succeeds in converting a county in their sub-realm.
  • Fixed a range of issues with the Seljuk Invasion, which should now behave more as expected.
  • Fixed an issue where landed vassals could sometimes become Viziers, which in turn resulted in a number of other issues.
  • You can now revoke all titles of a vassal that hold a Head of Faith-title, causing the Head of Faith-title to be destroyed.
  • Fixed an edge case where viziers would, under certain circumstances, reduce your tax gain from vassals rather than increase it.
  • Reverted logic for auto filling the Court Chaplain position to the one before the Legacy of Persia update, fixing a number of unintended issues related to the Court Chaplain position being empty for now.
  • Fixed broken text in the House Feud rivalry reciprocation event.
  • Fixed issues with sexuality, tooltips, and pregnancy in the Adventurer Inspiration event Lady/Lord X's Lover.
  • You won't be able to accuse servants of being the real father of someone else's heir when they are younger than the heir in question.
  • Made it harder to steal parents from their children's court, and impossible to steal unlanded guardians, court position holders, and councilors.
  • Fixed a bug in the Request Contract Assistance interaction so that it's finally usable.
  • Fixed all newly created faiths having the Full Tolerance doctrine set.
  • Prevented you from becoming your own tax collector after succession.
  • Fixed Dismantle Byzantine/Holy Roman Pretenders decision being available more than once per lifetime, which broke the war declaration.
  • Fixed war victory against same or higher tier ruler Iranian Intermezzo catalysts not firing.
  • Fixed wiping the Seljuk's invasion not allowing you to end the war, added war target title to its name, and disabled hostage peace options.
  • Religious heads are no longer given the option to embrace Jesus in the Wanton Desires stress event.
  • Fixed Canterbury Cathedral not being a Point of Interest when upgraded to level 2 and 3.
  • Fixed characters sometimes not being correctly added to entourage and court in travel events.
  • Fixed issue where accepting demands when negotiating to Challenge House Head would not make you the House Head.
  • Fixed inconsistencies in Iqta description.
  • Fixed an error when a dog seller leaves your court.
  • Removed stray modifiers if a Grand Wedding invalidates.

Databases
  • Marzoban Zahhak of Upper Ghur is now the uncle of Ghurshah Sūri of Ghur in the 867 bookmark.
  • Shazhou's culture is now Han rather than Sogdian in 867.
  • East Bantu Culture now properly has starting innovations.

General Bug Fixes
  • Fixed imperformant Casus Belli for the Azariqa rebellion.
  • Clarified that the Support/Detractor is killed Iranian Intermezzo catalyst only applies to rulers.
  • Critical failure in the Age of Knowing event will now correctly expose your secret faith to the world.
  • Fixed rare as hen's teeth crash where a ruler-at-war's yearly update coincided with their monthly. update with immaculate timing, where it would try to update knights on two separate threads at the same time.
  • Fixed rare out of sync where an invalid law could make it into a landed character's list of laws.
  • Fixed rare out of sync where an invalid law could make it into a title's list of laws.
  • Made sure that auto assigning taxpayers option is persisted properly.
  • Added missing names in credits.



While we don’t anticipate this update will cause compatibility issues with mods or existing save files, we do ask that you start a fresh campaign without mods enabled before reporting any issues to us.

A list of known issues as of Update 1.11.1 can be found here; if you encounter any issues not on this list, then please report them to us via the Bug Report board on our official forums.

Thank you for your continued support, and we hope that today’s update improves your experience in Crusader Kings III!


Join the conversation and connect with other Paradox fans on our social media channels! Official Forums Official Discord Steam Discussions Twitter Facebook Instagram Youtube
Crusader Kings III - PDX-Trinexx


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Nov 10, 2023
Crusader Kings III - PDX-Trinexx
Hello everyone! We're releasing a hotfix today to address some issues reported to us in the aftermath of yesterday's 1.11.0 release. Please check the changelog below for specific fixes!




1.11.0.1 Changelog
  • The AI will no longer try to claim your throne if it is not at least a count and has the appropriate personality
  • Only Powerful AI vassals will now try to claim your throne using the Iranian struggle rules
  • Iranian culture castles will now properly display the new Iranian Graphics
  • Fixed that Court Scholars were locked to owners of both the Royal Court DLC and Legacy of Persia. Just Legacy of Persia is now enough.




We hope this improves your experience with Legacy of Persia and the 1.11 "Peacock" Update released alongside it. If you encounter any issues after today's update, please let us know on our official bug report board here!
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