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Crusader Kings 3 Dev Diary #75 - In the Event of Court Events

Welcome comrades! In today’s (not at all late shutup SHUTUP) dev diary, we’ll be going over the new court-type event; many of you will likely have seen them a bit already in a few preceding dev diaries, but for the rest, allow me to formally introduce court-type events:
001.PNG


This new event type is seen exclusively within the court view, where they replace standard character-type events.

We added these because one of the major design limitations with character-type events is that they’re uhh… they’re small. Really, really, really small, and having comparatively little space to work with means they impose a lot of restrictions on their use.

Those of you who mod, or have dabbled at modding, will likely know what I’m talking about: generally, a character event can only fit about three paragraphs of copy and 3-4 options before it starts to look a little naff. Less if there are characters or titles involved with very long names, or if you have to do a lot of paragraphing.

There are good reasons for them to be this small - they get in the way less when popping up, it encourages concise delivery of information, and it frames the portrait characters in each event nicely.

For the court scene, these considerations are (generally) moot, so we wanted to play around with a more liberal event format. We don’t need to worry about framing characters in the traditional sense since we show them in the scene, the player always opts into a court-type event and thus can’t have one pop-up unexpectedly, and though information (and options) still need to be reasonably concise, it’s nice to have a little room to flex the meaning of “concise” somewhat.

002.PNG


From a player’s perspective, you’ll mostly interact with court-type events through the not-at-all-confusingly-named court events pool. Similar to random yearlies, court events reflect the life of your court just existing, with all the petty drama and courtly intrigue you’d expect from a medieval monarch’s household. They primarily involve characters consistently within your court (rather than far-flung vassals or guests), and often tie into court grandeur and your different levels of amenities.

003.PNG


Other than their tone, size, and occasional number of options, the biggest differences that players will notice are their usage of different camera shots instead of backgrounds and portraits…

004.PNG

005.PNG

006.PNG


… and their optional nature. Unlike yearly events, court events are opt-in, meaning that you don’t have to take them if you don’t want to, in which case their default (neutral-ish) option will be selected after a long-ish time-out period.

To open a court event, you simply click on a button that’ll appear floating over one of your court’s relevant characters. Whenever you’ve got court events you could be checking, you’ll be notified via the Royal Court button in the right-hand panel.

007.PNG


From a scripting perspective, court-type events share a fair amount of DNA with character-type events, but differ mostly in the form of their court_scene block.

Usually, I’d go on to explain everything in a bit more depth inside the dev diary itself, but since court-type events can be tricksy to script till you get the hang of ‘em, we’ve included an example court-type event inside one of the event files that breaks down their make-up:
008.PNG


^^ Hopefully, this should be a solid annotated example, but just in case, here’s a few pre-emptive clarifications:
1) Every court-type event must have a button character, even if that character is just your character, so that must always be set up.
2) The group parameter defines which spot in the scene that character stands in. These groups themselves are scriptable (with a bit of work) elsewhere, so you can arrange characters inside the court however you like. The groups shown in the example actually contain multiple different preset positions within the court scene, one of which is selected randomly for each event when it tries to fire.
3) For animations, we can access all the standard ones, plus a slew of new animations created specifically for the court scene.

Finally, just for fun, let’s have some more court events:
009.PNG

010.PNG

011.PNG


Oh, right, yes, I titled the dev diary “and friend” too, didn’t I? Welp, the new court-type isn’t the only event type we’re adding with this expansion (just the most exciting). We also have the new duel event type!

Duels were added as part of our first flavour pack, but I’m sure you’ve all noticed that the space for ‘em is pretty limited, and the animations don’t work so well for this context. Welp, we’ve revamped both of those with this new type, giving duels a face-lift:
012.PNG


… Naturally, the weapon held by either character does correspond to their signature weapon type, or whatever weapon artefact they have equipped (if they’ve got one).

And that’s all from me, folks. As ever, I’ll be around in the comments for an hour or so to answer questions, but otherwise, see y’all next diary!
 
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Metz

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Could there be meetups and exchanges of usual information when you hold feasts or go carousing? Maybe each lifestyle would give you an option to meet with people in different ways.
 
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BrotherJonathan

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Seems like this will open up a lot of possibilities for modding if nothing else. Good!
 

Riamus

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Overall, I'm liking what I'm seeing. As others have said, this offers a lot of potential for modders. It also gives us some stuff to do during peace when it can be dull. Graphics in the court scenes definitely needs some work - mainly lighting, clipping (or clothing moving in weird ways like that cape that appears tucked in), and camera positioning, but overall it's not bad. Some more variation in how the courts look would be appreciated so they don't all look the same in the same region - I'd rather not have every game where I play in Europe show the exact same court no matter who I play as. Maybe artifacts will help by having differences in wall hangings and displays and such, but I'd like to see some changes to layout of the room itself.

Regarding duels in the middle of battles, I have always been opposed to the current design choice to not allow them. I liked having those in CK2 and miss them in CK3. Sure, in MP it might be a problem, but I'm sure you can decide on a way to handle that problem other than just remove these entirely. Maybe that's just removing them in MP but leaving them for SP or maybe something else. Either way, they are a nice addition that is sorely missing in CK3 right now.

I'd love seeing some animals in the court scenes at some point. I remember a DD quite awhile ago mentioned crocodiles going on a rampage IIRC and would love to see that appear perhaps as a very rare easter egg type event where they appear in court so those of us who saw that old DD/dev post can get a laugh out of it. Even without something like that, just having certain animals that would potentially have been present in a court would add to the already great display. Maybe something like a caged bird (parrot, etc.), a dog by the ruler's throne, a peacock even. Having it be whatever pet you might have gotten in the game would be nice too, but it doesn't even have to be an actual pet but just the regular animals often seen in courts back then. I'd love to see Glitterhoof make an appearance... maybe an event where your courtier brings his horse through the court because he got lost on the way to the stables and you see the horse standing there.

It would also be nice to see the "court" that is displayed adjust based on events. Labyrinthine Halls suggests that the event is in the halls and not in the court itself. Would it be that difficult to change the display to make it appear that you're in a hallway instead of the court itself? You could accomplish that with just a camera position that puts the camera closer to the wall so that you only see a small part of the floor and just the wall and the two people standing there. It would still be technically in the court, so no new graphics work needed. It would just need a different camera position. It might be a "cheat" way of doing it, but it would work pretty well. Otherwise, the event text should be changed to not suggest you're in a hallway while showing you in the court.
 
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PabloSugo1991

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The new weapon models are getting me hyped! Some questions though...

1: Will there be gunpowder artifacts? Considering how bombards are an innovation, I'd like to see if we could have all kinds of pre-1453 gunpowder weapons, from arquebus to flintlocks!
2: Will it be possible for soldiers in the court room to equip said weapons in their own pose if gunpowder's added?
3: Battlefield combat when?
 
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JaRlIrOnDiCk

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Welcome comrades! In today’s (not at all late shutup SHUTUP) dev diary, we’ll be going over the new court-type event; many of you will likely have seen them a bit already in a few preceding dev diaries, but for the rest, allow me to formally introduce court-type events:
View attachment 760580

This new event type is seen exclusively within the court view, where they replace standard character-type events.

We added these because one of the major design limitations with character-type events is that they’re uhh… they’re small. Really, really, really small, and having comparatively little space to work with means they impose a lot of restrictions on their use.

Those of you who mod, or have dabbled at modding, will likely know what I’m talking about: generally, a character event can only fit about three paragraphs of copy and 3-4 options before it starts to look a little naff. Less if there are characters or titles involved with very long names, or if you have to do a lot of paragraphing.

There are good reasons for them to be this small - they get in the way less when popping up, it encourages concise delivery of information, and it frames the portrait characters in each event nicely.

For the court scene, these considerations are (generally) moot, so we wanted to play around with a more liberal event format. We don’t need to worry about framing characters in the traditional sense since we show them in the scene, the player always opts into a court-type event and thus can’t have one pop-up unexpectedly, and though information (and options) still need to be reasonably concise, it’s nice to have a little room to flex the meaning of “concise” somewhat.

View attachment 760581

From a player’s perspective, you’ll mostly interact with court-type events through the not-at-all-confusingly-named court events pool. Similar to random yearlies, court events reflect the life of your court just existing, with all the petty drama and courtly intrigue you’d expect from a medieval monarch’s household. They primarily involve characters consistently within your court (rather than far-flung vassals or guests), and often tie into court grandeur and your different levels of amenities.

View attachment 760582

Other than their tone, size, and occasional number of options, the biggest differences that players will notice are their usage of different camera shots instead of backgrounds and portraits…

View attachment 760583
View attachment 760584
View attachment 760585

… and their optional nature. Unlike yearly events, court events are opt-in, meaning that you don’t have to take them if you don’t want to, in which case their default (neutral-ish) option will be selected after a long-ish time-out period.

To open a court event, you simply click on a button that’ll appear floating over one of your court’s relevant characters. Whenever you’ve got court events you could be checking, you’ll be notified via the Royal Court button in the right-hand panel.

View attachment 760586

From a scripting perspective, court-type events share a fair amount of DNA with character-type events, but differ mostly in the form of their court_scene block.

Usually, I’d go on to explain everything in a bit more depth inside the dev diary itself, but since court-type events can be tricksy to script till you get the hang of ‘em, we’ve included an example court-type event inside one of the event files that breaks down their make-up:
View attachment 760587

^^ Hopefully, this should be a solid annotated example, but just in case, here’s a few pre-emptive clarifications:
1) Every court-type event must have a button character, even if that character is just your character, so that must always be set up.
2) The group parameter defines which spot in the scene that character stands in. These groups themselves are scriptable (with a bit of work) elsewhere, so you can arrange characters inside the court however you like. The groups shown in the example actually contain multiple different preset positions within the court scene, one of which is selected randomly for each event when it tries to fire.
3) For animations, we can access all the standard ones, plus a slew of new animations created specifically for the court scene.

Finally, just for fun, let’s have some more court events:
View attachment 760588
View attachment 760589
View attachment 760590

Oh, right, yes, I titled the dev diary “and friend” too, didn’t I? Welp, the new court-type isn’t the only event type we’re adding with this expansion (just the most exciting). We also have the new duel event type!

Duels were added as part of our first flavour pack, but I’m sure you’ve all noticed that the space for ‘em is pretty limited, and the animations don’t work so well for this context. Welp, we’ve revamped both of those with this new type, giving duels a face-lift:
View attachment 760591

… Naturally, the weapon held by either character does correspond to their signature weapon type, or whatever weapon artefact they have equipped (if they’ve got one).

And that’s all from me, folks. As ever, I’ll be around in the comments for an hour or so to answer questions, but otherwise, see y’all next diary!
I wonder,will there be like a mistress systm ? like common ladies with looks traits and stuff that you can do this or that,and the fact that you get adulturer rank or somethinf if you have a lover,which is kinda wrong since kings had sometimes hunderds of lovers,and the fact you get a massive debuff because of it is a but dumb and extremly unhistorical
 

Batu the Bold

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Welcome comrades! In today’s (not at all late shutup SHUTUP) dev diary, we’ll be going over the new court-type event; many of you will likely have seen them a bit already in a few preceding dev diaries, but for the rest, allow me to formally introduce court-type events:
View attachment 760580

This new event type is seen exclusively within the court view, where they replace standard character-type events.

We added these because one of the major design limitations with character-type events is that they’re uhh… they’re small. Really, really, really small, and having comparatively little space to work with means they impose a lot of restrictions on their use.

Those of you who mod, or have dabbled at modding, will likely know what I’m talking about: generally, a character event can only fit about three paragraphs of copy and 3-4 options before it starts to look a little naff. Less if there are characters or titles involved with very long names, or if you have to do a lot of paragraphing.

There are good reasons for them to be this small - they get in the way less when popping up, it encourages concise delivery of information, and it frames the portrait characters in each event nicely.

For the court scene, these considerations are (generally) moot, so we wanted to play around with a more liberal event format. We don’t need to worry about framing characters in the traditional sense since we show them in the scene, the player always opts into a court-type event and thus can’t have one pop-up unexpectedly, and though information (and options) still need to be reasonably concise, it’s nice to have a little room to flex the meaning of “concise” somewhat.

View attachment 760581
The new system in events is nice. But this camera angle is not pleasant at all. It's as if the characters appear in 2D from this camera perspective and are glued in there. When you look at some characters, it doesn't look dwarf in terms of posture, but you said dwarf. For example, why is the priest here so short? The perspective needs to be looked at again and adjusted.
For example, in these two photos, there is a black bar line right behind the main characters when viewed from the perspective. It does not look like a shade. If there is a shadow, the shadows of the other characters are reflected to the other side. That's why this perspective is so wrong from every angle.
Finally, I will talk about the new event style, the duel mode. A good direction has been taken here. But why do duelists look like they just got out of bed? I know they're going to duel by swinging swords? Or pillow fight? Why didn't they wear their armor? These also definitely need to be addressed.
 
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Ckopcepeo

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It is useless to ask the release date of the patch and dlc. All the same, they do not speak and will not say, I think that no one should consider themselves deceived, otherwise they will promise, they will say in the end they will not have time and the accusations will begin that everyone was deceived and did not live up to expectations. Personally, I have not played since summer because knowing what will be in the update the game will become more interesting and until that moment, there is no point in starting new or continuing old save games. Every week convulsively wait for the diary in the hope of hearing something about the exit, and they tell 3 diaries about the events! We'll see everything when we start playing!
 
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I've gotta say, the more I see of it, the more I'm certain I absolutely despise the court view.

In the base game events and character screens, the character models look great in front of oil paintings which lend the game a classy reserved aesthetic. There's just enough abstraction I feel like there's a scene behind which I'm filling in mentally, but enough going on that it's quite pleasant to look at. It's delicately artful and genuinely lovely to look at.

Taking these SAME character models and dropping them in awkward poses in what's obviously a room inside a video game is three steps backwards and striking your head on a low doorframe. It looks grossly artificial. What works as a pose in front of a painted scene does NOT look natural from multiple angles in what's supposed to be a believable breathing room. An idle animation which looks fine from the front will look bizarre and alien once dropped into a cube with textures painted on each side. You're at the point where you would have to have fully motion-captured people walking around, talking, eating, and using furniture. Furniture covered in uniquely 3D modeled food, silverware, rumpled tablecloths, dribbling candlewax... I don't think that kind of resources will be (or should be) committed to this.

And while yes, this is "in development," what I've seen has utterly failed to convince me any of these rooms are going to look even passably organic once they're done. It's been brought out of the abstracted paintings far enough your instinct is to expect more than empty breathing cycle-animating idle statutes of people, and perfectly-spaced cookie-cutter chairs at right angles on clean flat floors -- but not developed far enough to indulge realism. what's here is jarring. There is no signal to my brain this could possibly be anything but a video game -- a completely different feeling than the oil backdrops which are strangely lovely and evocative. It's being steered into uncanny valley territory.

What's worse, I'm sure it's eating up a huge amount of development time. This is a significant investment in labor which will ultimately make the game look worse. I can't believe this is a landmine this studio is stepping on, either. Throughout the development diaries, a resounding value of CK3 has seemed to be accomplishing more with less. More efficient code. Less cluttered mechanics and UI. The current system for event graphics is exactly in line with getting a huge amount out of relatively little. I'd have expected a few sets of oil paintings of courtrooms of various cultures from different angles, maybe with assignations to have the character models standing around in them (basically just a scaled up version of the sort of thing we see on the title screen). This could functionally accomplish the exact same role as the full 3D being developed for the courtroom, except you could fill the room with the delightful color and clutter and *character* of the events which has become an essential and defining part of the game's aesthetic.

This 3D courtroom view is a travesty. It's off-key. A sour note. A weird chord which is bothersome in an otherwise harmonious progression. It just doesn't fit. And while I'm sure there are going to be people so emotionally invested in CK3 being among their favorite games they'll convince themselves it's alright (or even good depending on their qualifications as emotional acrobats) -- aesthetically, this is wrong. When I look at the title screen, or any event, I get a little dopamine buzz because it's just lovely to look at. These courtroom views have me sucking air through my teeth. The new portrayal in full 3D is more expensive, louder, and weaker by every metric those qualities can be measured.

Paintings with superimposed animated character models would do so much more with less. It would require less from a PC's hardware and fit better with the rest of the game's aesthetic. They would look more organic, and be classier. I don't see the current trajectory having a graceful outcome. It's a horrible thing to consider at this stage -- but what's going on here on the graphical side is bad and should be reconsidered.
 
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Tiax

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Taking these SAME character models and dropping them in awkward poses in what's obviously a room inside a video game is three steps backwards and striking your head on a low doorframe. It looks so grossly artificial. What works as a pose in front of a painted scene does NOT look natural from multiple angles in what's supposed to be a believable breathing room. An idle animation which looks fine from the front will look bizarre and alien once dropped into a cube with textures painted on each side.
Strongly agree with this. The "surprised" pose, which already looks a little stilted in the event view, looks ABYSSMAL in the court scenes. Totally unnatural and out of place.

1632971009909.png


The "folded hands" pose, which looks okay in the event window, looks horrifying from the side.

1632971069867.png
1632971108288.png


I'm sure some of these can be cleaned up a bit...but they need more than a little bit of cleanup. I really think Paradox bit off more than it can chew on this.
 
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