Crusader Kings II - 1.111 PATCH RELEASED - Checksum MLYP- NOT for problem reports!

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Doomdark

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This hotfix should fix all major outstanding issues, including broken 1.103 save games.

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

All save games should be compatible, except pre 1.11 saves that you loaded up in v1.11 and then saved again.

CHECKSUM: MLYP

CHANGE LOG:
MAJOR
- Fixed the delayed event bloating of save files.
- Pre 1.11 save games will now load correctly without trait corruption
- Fixed CTD when a Portrait DLC did not have a beard for the culture
- Fixed CTD when immediately resigning after loaded save game with pending plots

INTERFACE
- Fixed a glitch after resign where the on-map shields would still be shown
- Fixed so you don't get a pop-up if the plot auto functions are used
- Disabled customization of dynasties without the DLC

GAMEPLAY
- Fixed a bug where vassal merchant republics could sometimes become independent on succession
- The Military Jesus and Speaking in Tongues modifiers are no longer instantly removed from characters
- Fixed an issue where you could suffer more than Max attrition
- Now possible to pick the Hellenic religion in the Ruler Designer again
- Can now correctly grant independence to Merchant republics
- Can now correctly transfer vassal Merchant republics
- Character beards and hair now don't immediately snap back when using the customization tool
- Fixed an issue with new Patricians sometimes getting game over incorrectly on succession

CONVERTER
- Fixed issues with exporting HRE with absolute crown authority.
- Now young rulers get appropriate stats
- Now players should always be exported as a vassal if he is in CK2
- Fixed problem where muslim personal unions were not exported at all
- The Azores and Madeira can now be colonized
- Now localization files on Linux always get UTF-8 encoding
- Changed some file names in conversion table for nations
- Fixed so tengri can get higher tech groups
- Tweaked what is considered high-tech to increase chance of becomming western
- Now natives no longer should spawn in africa

2013-08-13: v1.11
-----------------------
GAMEPLAY
- Added auto-invite function to plots
- Added auto stop plot functionality under intrigue tab.
- Added Siege leader trait
- Added so bastard dynasties are generated when the first bastard is born.
- Fixed so holy orders can use their special units in a defensive war where they are the primary defender.
- Fixed CTD occured when starting between 1184-1185
- Fixed Duke Dafydd II of Gwynedd invalid state in history files
- Slowed down fleet movement
- Increased movement time for armies onto or off fleets

INTERFACE
- Added Favorite IP table to multiplayer menu
- Added an approve button for laws so you can change your mind later if you initially ignored the law.
- Fixed so you can see what characters has had a plot proposal sent to them.
- Now support to select ship-exclusive using ALT key.

MODDING:
- It's now possible to read additional data into existing landed titles in mods
- It's now possible to read additional data into existing religions in mods
- Added 'intermarry' parameter to religions, so you can specify if members tend to marry those of specific other religions
- Exported EXTRA_NR_OF_CHILDREN_FOR_PLAYERS to defines
- Fixed custom tooltip trigger and effect always returning true
- Exported ARMY_LOAD_UNLOAD_MOVE_COST to defines
 
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I know that that there is no mention in the change logs but were these things addressed in the patch?
- Gavelkind bugs (crown laws reverting back to Gavelkind, Gavelkind in one kingdom prevents you from destroying duchies in another)
- http://forum.paradoxplaza.com/forum...-maps-1.10&p=15551201&viewfull=1#post15551201 (paragraph two); Every custom map needs at least a portage. I've mentioned this in the thread of the last patch as well as personally to Groogy
 
And then half of the forum users had their games crash over and over again.
 
The "intermarry" parameter is used for a grand total of 2 religions, the versions of the Norse pagan faith. It wasn't even added to the other pagan religions. Disappointing.
 
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Thanks for a patch.
Anyway I am a bit disappointed for lots of bugs reported and not fixed yet :(
I expected more..
 
This patch has caused me a problem. Every single character of my dynasty has been blinded in one of my saves and I'm pretty sure I would've noticed this happening when I saved the game before the update. Does anyone know what's causing this or what could solve it?
 
This patch has caused me a problem. Every single character of my dynasty has been blinded in one of my saves and I'm pretty sure I would've noticed this happening when I saved the game before the update. Does anyone know what's causing this or what could solve it?

It says in the OP that old saves will be 'affected' by the new patch but there is a thread (link in OP) where you might be able to fix these issues.
 
This patch has caused me a problem. Every single character of my dynasty has been blinded in one of my saves and I'm pretty sure I would've noticed this happening when I saved the game before the update. Does anyone know what's causing this or what could solve it?
The Born in the Purple trait now has the ID of the Blinded trait. There's a fix in the "Savegame 1.11" thread.
 
It says in the OP that old saves will be 'affected' by the new patch but there is a thread (link in OP) where you might be able to fix these issues.

The Born in the Purple trait now has the ID of the Blinded trait. There's a fix in the "Savegame 1.11" thread.

Sorry, I was blinded by rage and did not read the thread properly. My bad.
 
- It's now possible to read additional data into existing landed titles in mods
- It's now possible to read additional data into existing religions in mods

What do these two imply??

Indeed I'm wondering the same - what do those mean?
 
It says in the OP that old saves will be 'affected' by the new patch but there is a thread (link in OP) where you might be able to fix these issues.

The Born in the Purple trait now has the ID of the Blinded trait. There's a fix in the "Savegame 1.11" thread.

They should put this in the OP:

To fix your blinded/syphilitic/[random trait] court; either by mod:
http://forum.paradoxplaza.com/forum/showthread.php?708249-Saves-and-1.11/page2&p=15937132#post15937132
I've tossed together a quick mod that makes the necessary changes. I'll also make a thread for this over in the mod subforum.

View attachment 87753

or manual editing:

http://forum.paradoxplaza.com/forum/showthread.php?708249-Saves-and-1.11&p=15936808&viewfull=1#post15936808
I would mod the game instead. Move the trait 'siege_leader' from 00_traits.txt to be last in 02_traits.txt instead.