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Thread: Crusader Kings II - 1.103 PATCH RELEASED - Checksum WQLL - NOT for problem reports!

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    Game Director Paradox Dev Team Doomdark's Avatar

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    Crusader Kings II - 1.103 PATCH RELEASED - Checksum WQLL - NOT for problem reports!

    The GamersGate version is up now, though it might take a while for it to show in the launcher. (GamersGate Mac version)

    All v1.10x save games should be fully compatible.

    CHECKSUM: WQLL

    CHANGE LOG:

    INTERFACE:
    - Fixed incorrect AI reasoning text string "X is my lover"
    - Fixed a tooltip bug in the effect 'gender_succ'
    - Corrected some text bugs
    - It is no longer possible to start building Theodosian walls outside of Constantinople
    - Wikipedia links should now work on linux

    GAMEPLAY:
    - Changed the way levies reinforce (to fix a rounding bug.) This will overall reduce levy reinforcement rates a bit.
    - Tech spread no longer gets stuck at 5
    - Patricians with no landed holdings now correctly get some random courtiers (which they can, for example, marry)
    - Euboia is no longer "Ocean" terrain
    - Westfriesland is no longer "Ocean" terrain
    - You can no longer become a truce breaker from failed imprisonments or title revokations, or wars from events, plots or factions
    - 867: Gave Almos, the ruler of the Magyars, and his son Arpad scripted traits
    - 867: Slightly strengthened the initial Magyar army
    - Kingdoms with a king can now also de jure drift into empires
    - Independent kingdoms can no longer drift out of their de jure empires
    - Added Zoroastrian Crusade target weights to appropriate titles
    - Human played vassals of the Magyars now get to keep their Ukrainian lands when Hungary forms
    - Added level three Castle Fortifications to Constantinople
    - Boosted the heavy infantry morale bonus given by the Aztec Jaguar Warrior Lodge
    - Fixed a crash with deleted characters in a title's previous holder list
    - The Seljuks now appear a bit further south, in Dashhowuz rather than Kyzylorda
    - Fixed a bug where creating a kingdom or empire would not always initialize Crown Laws correctly
    - Fixed raised armies being counted twice for max troops calculations used by some interfaces and some AI calculations
    - Fixed an issue with save game corruption after loading a game and saving before unpausing

    AI:
    - Fixed a bug where patrician AI would go braindead for a long time after resign/reload
    - Fixed an issue where, in many cases, under Gavelkind the AI would not create a second duchy even to form a kingdom
    - Fixed a bug in the diplo AI where it would consider other lowborn characters to be its own dynasty
    - Tweaked cross-religion Pagan marriage acceptance
    Henrik Fåhraeus

    Abusus non tollit usum

  2. #2
    General Grumpalodian Aardvark Bellay's Avatar
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    Great, thanks. All that while most of scandinavia is being on holidays i guess.
    Questions will follow later...
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    This will ruin my holiday ;-) prepare to launch ck2 yet again :-P

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    ɹǝʞʎɹʇSuoſ JonStryker's Avatar
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    Cool, finally the de jure drifting mechanic and the levy bug are fixed. Yay!

    Still, the problem that all custom created maps need a portage to properly load up should eventually be addressed.

  5. #5
    good job have a nice day!

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    Committed Anti-P'doxian Sleight of Hand's Avatar
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    @Doom

    Are you aware of the bastard dynasty problem? Any thoughts?
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    Game Director Paradox Dev Team Doomdark's Avatar

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    Quote Originally Posted by Sleight of Hand View Post
    @Doom

    Are you aware of the bastard dynasty problem? Any thoughts?
    I take it you refer to scripted bastards creating new dynasties? There won't be a hotfix for that, but perhaps something in the future.
    Henrik Fåhraeus

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  8. #8
    Thanx!
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    Major kingsword's Avatar
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    Thanks, much appreciated fixes there. GJ as always.
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    Committed Anti-P'doxian Sleight of Hand's Avatar
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    Quote Originally Posted by Doomdark View Post
    I take it you refer to scripted bastards creating new dynasties? There won't be a hotfix for that, but perhaps something in the future.
    Yeah, that's what I meant. All right, thanks for responding anyway.
    For awesome CK II graphical stuff please click here and here.

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  11. #11
    General Grumpalodian Aardvark Bellay's Avatar
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    The german localisation had problems again with some text not fitting in the boxes in 1.102.
    The same issue that had happened in earlier patches and was once resolved already.

    Neither Ashtray nor me have posted a bug report on this again as far as i know.
    Are you aware of anything like that and have you in such case fixed it ?
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    Game Director Paradox Dev Team Doomdark's Avatar

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    Quote Originally Posted by Aardvark Bellay View Post
    The german localisation had problems again with some text not fitting in the boxes in 1.102.
    The same issue that had happened in earlier patches and was once resolved already.

    Neither Ashtray nor me have posted a bug report on this again as far as i know.
    Are you aware of anything like that and have you in such case fixed it ?
    I am aware that some translations do not quite fit, but I don't think it's ever been fixed.
    Henrik Fåhraeus

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    General Grumpalodian Aardvark Bellay's Avatar
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    Quote Originally Posted by Doomdark View Post
    I am aware that some translations do not quite fit, but I don't think it's ever been fixed.
    I think it did. Anyway, i will discuss this further in the german subforum then and maybe post a bug report.
    Thanks.

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  14. #14
    ɹǝʞʎɹʇSuoſ JonStryker's Avatar
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    @Doomdark

    I see that you give answers to user questions here. Please tell me you guys are working on this:

    Quote Originally Posted by JonStryker View Post
    Still, the problem that all custom created maps need a portage to properly load up should eventually be addressed.
    (and forgive me if it is already fixed and not mentioned in the patch notes. I didn't check it with the new patch)
    Last edited by JonStryker; 04-07-2013 at 15:59.

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    Ruler of My Little Empire niallmcfc's Avatar
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    Quote Originally Posted by Doomdark View Post
    - Independent kingdoms can no longer drift out of their de jure empires
    I'm not sure I completely understand this. For example, does this mean that Venice can't become independent of the Byzantines anymore? I kinda liked that feature.
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    Second Lieutenant Witto's Avatar
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    Oh man, another dilemma. Do I update and fix the annoying as hell bugs while losing all my mods, or do I play on a bugged version but with my mods intact .
    Anyway, thanks for the patch guys, ESPECIALLY the annoying "X is my Lover" bug!
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    Field Marshal Demi Moderator Korbah's Avatar
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    Quote Originally Posted by Witto View Post
    Oh man, another dilemma. Do I update and fix the annoying as hell bugs while losing all my mods, or do I play on a bugged version but with my mods intact .
    Anyway, thanks for the patch guys, ESPECIALLY the annoying "X is my Lover" bug!
    If the mods you're playing are compatible with 1.102 they should be compatible with 1.103.
    The biggest culprit when it comes to CTDs in mods are changes in the interface folder. The interface folder was untouched between 1.102 and 1.103.
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  18. #18
    Second Lieutenant Witto's Avatar
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    Quote Originally Posted by Korbah View Post
    If the mods you're playing are compatible with 1.102 they should be compatible with 1.103.
    The biggest culprit when it comes to CTDs are changes in the interface folder. The interface folder was untouched between 1.102 and 1.103.
    Oh really? So I am guessing I can continue to play Elder Kings. Well that's great, updating on Steam right now. Thanks!
    By the way: "Tech spread no longer gets stuck at 5" - well I wasn't aware of that bug, that explains quite a bit. I always though it's just my bad technology spread rate
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  19. #19
    Game Director Paradox Dev Team Doomdark's Avatar

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    Quote Originally Posted by JonStryker View Post
    Cool, finally the de jure drifting mechanic and the levy bug are fixed. Yay!

    Still, the problem that all custom created maps need a portage to properly load up should eventually be addressed.
    I am not sure what you mean.
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  20. #20
    ɹǝʞʎɹʇSuoſ JonStryker's Avatar
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    Quote Originally Posted by Doomdark View Post
    I am not sure what you mean.
    Basically this thread: http://forum.paradoxplaza.com/forum/...stom-maps-1.10

    All custom maps that worked fine with 1.09 stopped working with 1.10; The addition of traversable rivers added the possibility to edit in portages and major_rivers in the adjacencies file. The problem is that you NEED a portage for your map to work. If you have a map that doesn't contain a portage the game won't properly load. This is the reason why there are plenty mods that struggle(d) to update to 1.10. You basically have to draw in a piece of navigable river and a lake or two separete major rivers to make it work.
    In my opinion this isn't necessary: The engine should be able to work fine even without any of this (but of course I don't know your code).

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