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Dev Diary #146 - It Started With a Cough...

Hello and welcome to the 146th Dev Diary for Crusader Kings III! I’m Matthew, the Code Owner on Legends of the Dead. From the highly anticipated Epidemics feature to the Black Death itself—and what happens after your land is ravaged and your family taken to the grave—today we’re going to be covering all things Death!

As stated in the Vision Dev Diary, we’ve wanted to include Epidemics for a long time now—doing them bigger and better than CK2 ever did.
Plagues should be an impactful part of the game, ranging from a mild illness in a localized area to the sweeping spread of diseases across continents. Not only should they cause death in their wake, but those who survive should have their trust in your rulership tested.

Every barony with a holding is susceptible to an outbreak of disease, and many factors can influence the chance of an outbreak:
  • The development of the county
  • Terrain of the province
  • Number of buildings
  • Specific buildings such as trade posts and markets
  • Cultural era
  • If there is a nearby epidemic already
  • Game rules

When an outbreak occurs, it will be one of three intensities: Minor, Major, and Apocalyptic.
The intensity impacts how much the disease can spread, how likely it is to spread to an uninfected province, and how long an infection in a province lasts.

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Each disease will leave the infected with a specific associated trait, and any character located in an infected province is at risk of getting sick.

All outbreaks will get a dynamic name. Some will be named after the culture of the area, while others will claim the name of the region’s ruler…since if they were truly a legitimate ruler, the Gods would not punish them with such disease, right?

Every ongoing epidemic can be seen on the map too, both as an effect in normal map modes or in its own dedicated map mode.

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If you zoom in closer then we hide the epidemic pulsing blood and instead show the desolate gray land now haunted by death…

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When there is an epidemic nearby or in your realm, you will be notified by the new HUD widget, which if you open (or switch to the map mode manually) will show you more info about ongoing epidemics.

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If you click an epidemic on the map, or from the list, then you’ll be able to see an overview of the epidemic for every province in your domain it has infected, as well as the vassals in your realm and other independent rulers.

This also shows you which provinces are at risk of being infected by the epidemic and what the chance of it spreading is.

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The chance of spreading to a neighboring province, as well as across two sea provinces, is influenced by many factors, such as how developed the provinces are, their buildings, cultural traditions, if they have immunity from prior infection, and more!

Speaking of province infection, you can see here that every province tracks how infected it is as a percentage. Different infection thresholds will cause different modifiers to be applied to the province and its holder.

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The maximum infection rate is reduced by Plague Resistance, which can be increased through various means.
You can preemptively increase it by constructing buildings that raise it, such as the new Hospices building chain or the Burial Site duchy building.

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You can also increase it by having your Court Physician work to Control Plagues using the new Court Position Tasks, or by taking the decisions to isolate in your capital or close the gates.

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Legends of the Dead also features three new illnesses that can take the form of Plagues. Measles, the Bloody Flux (Dysentery), and Holy Fire (Ergotism).
As mentioned before, Measles is especially deadly to children, lowering their health even more than everyone else’s. This uses two new modifiers we’ve added for child and elderly health respectively, most diseases are more deadly to the elderly by default.

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Of course it wouldn’t be one of my dev diaries if I didn’t also point out that all of these things are very moddable: you can create custom epidemics, change how they spread, outbreak, infect characters, even how their blood splatter looks on the map!

Both Plagues and Legends come with a handful of game rules for controlling how they play, as well as specific rules for the Black Death.

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Speaking of which, the Black Death holds a special place amongst the rest of the pantheon of epidemics, and as such, has some extra bells and whistles to go along with it.




The Black Death​

Hello all, @PDS_Noodle here to ask the old question: “ʟᴏʀᴅ, ᴡʜᴀᴛ ᴄᴀɴ ᴛʜᴇ ʜᴀʀᴠᴇsᴛ ʜᴏᴘᴇ ꜰᴏʀ, ɪꜰ ɴᴏᴛ ꜰᴏʀ ᴛʜᴇ ᴄᴀʀᴇ ᴏꜰ ᴛʜᴇ ʀᴇᴀᴘᴇʀ ᴍᴀɴ?”

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No history of the medieval world is complete without reference to the Black Death.

Killing up to half of Europe’s population over the course of seven years, the Bubonic Plague that swept across Europe, North Africa, and the Middle East in the 14th century altered the very fabric of society. Everyone - man, woman, adult, child, noble, pauper - found themselves at the mercy of the merciless pestilence. From the outset of development, we knew the Black Death had to be done proper justice.

This naturally involves a bit of a balancing act. On one hand, the Black Death should behave within the confines of the mechanics we’ve built, so that reaction to it is natural and swift. Presenting you, the player, with an unfamiliar new set of ways to deal with this unique event would be complicating matters for no real gain. After all, the plague itself is simply the scariest amongst a whole host of potential pandemics that could occur. On the other hand… It's the Black Death. Anyone should feel the fear of God and be reaching for their rosaries when they see that seeping dark mass wend its way on to their screen.

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As such, the tack we took involved a deeper look at how the plague rolled out across the land. Like any good movie monster, half the fear is in the anticipation of the reveal rather than the monster itself, after all. It’s one thing to be dealing with the plague, but consider instead the stormy horizon: first come the missives of death and devastation, then the bedraggled and petrified refugees staggering to your borders, and then all of a sudden your armpit begins to swell…

That is the frame of mind we want the player to be in when the plague erupts. When the scythe starts swinging there’s not a whole lot anyone can do, but the precious moments before that wicked blade reaps its harvest are the ones worth investigating.

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To move on from setting such an overly-elaborate scene, then, the actual mechanics of the Black Death follow the pattern laid out by other very large epidemics in-game. The notable difference is that - unless you’re incredibly unlucky (or have a truly massive empire, in which case I allow you no sympathy) and happen to have it take hold within your own realm - you’ll be getting fair warning of the coming storm.

As the panic mounts, you’ll be able to at very least begin to make provisions for protecting your realm, aided or hindered by a set of unique Black Death events that will give you opportunities to stock up some counties beforehand. These vary from calming panicking crowds right through to instructing your physician to dissect infected bodies to try and glean some meager information.

I won’t spoil those events any further here, but between them and the advanced warning a player can get, the Black Death becomes less strictly about waiting for the inevitable and more about a race against time. You will have to utilize all your options to the fullest to even withstand it, let alone escape relatively unscathed.

As with any Apocalyptic-level disease, the damage wrought by the plague can be mighty. More developed areas of your realm will suffer harder in comparison, and the sickness can wipe out entire branches of families. The issue with the Black Death in that case is its violent effects. Its modifiers are brutal, and its cocktail of lethality and infectiousness makes for the single greatest consistent threat to a realm in the entire game.

This is already getting rather lengthy, so I’ll leave it there. Hopefully you all have as much fun battling the Black Death as I did making it!




Funerals​

Of course, with Plague comes Death, and with that comes a time to mourn your lost friends and family:

And with all this desolation there also comes the opportunity to remember the dead. With Legends of the Dead, we're introducing a new type of Activity: Funerals.

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[Image: Decision to host a Funeral]

You can hold a Funeral for any deceased member of your family in the past 5 years, and a new specific intent "Mourn" is available as default, allowing you to lose some stress after going through the process of grief.

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[Image: Funeral planning]

The Activity Planner will suggest the best place in your realm to host a Funeral, prioritizing baronies with a temple, and high level temples within that; if you choose one of them you will get extra Piety as a reward.

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[Image: Selecting a place for your Funeral]

The different levels of the "Ceremonials" Activity Option also offer better final rewards for a higher gold cost, focused on Piety, Legitimacy and Stress loss.

The first phase of the Funeral is the Wake, the wait until the Burial, and it features all guests reminiscing about the life of the deceased, their memories together and their more characteristic traits. They may also interact with each other and even in these distressed times there will be someone waiting patiently just to get a hook… or increase the funeral numbers.

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The "Burial" phase has different descriptions and general flavor depending on your faith's tenets, and will reflect your religious traditions, not always being a burial per se.

All throughout the celebration, Active Pulse Actions (or APAs) will also inform you of what the other guests are doing meanwhile, bringing the activity to life (pun not intended).

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Funerals mainly reward your Piety and Legitimacy, as a moment to reflect on both the brevity of life and the legacy that we leave behind.




Disease Decals & How to Prevent Them​

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As part of this Core Expansion, we’ve also decided to implement more ways of showing the declining health of your ruler & their kin. Now, most of you might know the plague was already grotesquely displayed in the game prior to Legends of the Dead - and hopefully you’ll be excited to welcome two new diseases to the visual roster: Smallpox and Measles.


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[Image: Now might be a good time to remind the good player that this box can be un-ticked in the settings]

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And while we’ll mostly leave it up to you to figure out what to do with those diseases, as far as prevention and treatment is concerned, I think it’s safe to say you’ll definitely want to employ a court-physician. Fortunately, us from the character art team have been hard at work making that option as lucrative as possible - by adding some new sick physician clothes (along with a bunch of other new garments as well of course).




Achievements​

And last but not least we have the new achievements! As always, they are listed in order of difficulty.


Very Easy

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Legendary! - Complete a Legend

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You'll Never Take Me Alive! - Travel to a safe holding while your Capital is infected by a Epidemic


Easy

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Pay Respects - Host a Funeral for your Legend Protagonist

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Neverending Story - Complete your ancestor's Legend after their death


Medium

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Divine Right - Reach the maximum level of Legitimacy

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Canonized - Manage to make your Legend Protagonist a Saint

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Upward Mobility - Successfully claim your Liege's title while having a higher Legitimacy Level than them

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Local Legend - As a Count, complete a Mythical Legend


Hard

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Not Today - Contract, and recover from, the Bubonic Plague

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The Pharaoh Islands - As a Scottish character, complete a Legend claiming your descent from Ancient Egypt


Very Hard

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Can't Touch This - Have an infected Barony at the maximum Epidemic Resistance




Thank you all for reading! We hope you’re as excited as we are for the release of Legends of the Dead next Monday to kick off Chapter 3!
 
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Sometimes, Steam takes HOURS before they release the DLC after the official specified time.
It still hasn't showed any downloading here in my account. It's very sad seeing everyone playing and not being able to
 
Sometimes, Steam takes HOURS before they release the DLC after the official specified time.
It still hasn't showed any downloading here in my account. It's very sad seeing everyone playing and not being able to
If by everyone you mean the streamers on various platforms they have received a pre-release version a while ago and due to the embargo being lifted today they can finally show prerecorded content or stream freely

The game is released tomorrow for us mortals (aimed around 6PM CET), see the quote below:
Very roughly.

We don't guarantee release times; there's a lot of stuff that has to happen in quick succession for launch, which means lots of opportunities for things to get held up.

EDIT: Ah damn I should have left that for the Q&A
 
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there is no way to use intrigue to spread the plague to neighboring states and make up legends about Deviant trait of the parents of the neighboring ruler? bribing his vassals to spread it around and all that. sounds like a lot of fun for an online game
 
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Hello, I wonder if it will be possible to transmit our epidemic to our enemies, for example by sending infected vagabonds to their region?
Didn't there used to be an event in which you can launch infected bodies into enemy cities/forts with catapults? Whatever happened to it? I've only seen it once and that was 2-3 years ago. I don't think I had any mods installed at the time.
 
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Didn't there used to be an event in which you can launch infected bodies into enemy cities/forts with catapults? Whatever happened to it? I've only seen it once and that was 2-3 years ago. I don't think I had any mods installed at the time.
The event wasn’t related to warfare. A person who had a deadly disease recently died. You could either study the corpse, bury it, or launch it into a rival’s castle.
 
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I haven't seen this covered in DD, but is there some kind of information supposed to be there when a disease which has spread to your realm ends? Or is the only way to constantly monitor for the moment the graphical representation disappears? I expected some kind of information, like how many characters in the realm have been infected/died, like it was presented before the DLC. Is that gone or might it be abug that I received no such information?
 
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I haven't seen this covered in DD, but is there some kind of information supposed to be there when a disease which has spread to your realm ends? Or is the only way to constantly monitor for the moment the graphical representation disappears? I expected some kind of information, like how many characters in the realm have been infected/died, like it was presented before the DLC. Is that gone or might it be abug that I received no such information?
If you hit “P,” you’ll get that information for current plagues, but not for ones that have disappeared off the map. You can click on any of the listed plagues in that window for detailed information on which baronies are affected. You can also ‘go to’ the plague via one of the buttons, though I didn’t pay attention to which of the affected areas it took me to (playing observer mode so I didn’t care).

edit: “P” initially gets me the plague map and the Plagues window (on the right), but you can use hotkeys to switch maps while keeping the Plagues window open. I’m tired enough I’ve already forgotten some things—pretty sure control-p does something too, but can’t remember right now.

Hope that’s helpful, if not to you, then someone else. :)
 
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If you hit “P,” you’ll get that information for current plagues, but not for ones that have disappeared off the map. You can click on any of the listed plagues in that window for detailed information on which baronies are affected. You can also ‘go to’ the plague via one of the buttons, though I didn’t pay attention to which of the affected areas it took me to (playing observer mode so I didn’t care).

edit: “P” initially gets me the plague map and the Plagues window (on the right), but you can use hotkeys to switch maps while keeping the Plagues window open. I’m tired enough I’ve already forgotten some things—pretty sure control-p does something too, but can’t remember right now.

Hope that’s helpful, if not to you, then someone else. :)
Thanks for the effort and the helpful hint on the shortcut, but indeed I was specifically out for the information/data when a disease finishes/has finished (partly for gameplay reasons like switching my physican back from plague fighting to other duties, partly for desire to have see some final data)
 
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... I was specifically out for the information/data when a disease finishes/has finished (partly for gameplay reasons like switching my physican back from plague fighting to other duties, partly for desire to have see some final data)

What happened to me a couple of times: a plague is approaching, and I think to myself: "I should put my court physician on the plague task!" And then I go to the court position menu, only to find that he must have been fighting plagues since I put him on it 20 or so years ago, even though s/he might have been doing something more useful or less wasteful in the meantime... So I second the suggestion to add a small notification that the realm is plague-free.

Even better would be if the physician would automatically stop the plague task and revert to the default one once the realm is plague-free. And once a plague approaches, put up a notification at the top: "Court physician is currently not set on the plague task!" so that we are reminded that now would be a good time to consider it.

A deeper problem with the minor court position tasks is that the UX of that menu is still horrible. With the scroll status resetting all the time, it is already a hassle to keep the positions filled, but I am even less willing to do additional routine sweeps to see what the tasks are set to. I know that there is a "Court positions with tasks" (or whatever it is called) filter at the top, but for me, even when this is selected it shows lots of other positions as well. Not sure if that is WAD and I am misunderstanding it or whether it is bugged.
Either way, I still hope that the scroll thing will eventually be addressed.
 
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What happened to me a couple of times: a plague is approaching, and I think to myself: "I should put my court physician on the plague task!" And then I go to the court position menu, only to find that he must have been fighting plagues since I put him on it 20 or so years ago, even though s/he might have been doing something more useful or less wasteful in the meantime... So I second the suggestion to add a small notification that the realm is plague-free.

Even better would be if the physician would automatically stop the plague task and revert to the default one once the realm is plague-free. And once a plague approaches, put up a notification at the top: "Court physician is currently not set on the plague task!" so that we are reminded that now would be a good time to consider it.

A deeper problem with the minor court position tasks is that the UX of that menu is still horrible. With the scroll status resetting all the time, it is already a hassle to keep the positions filled, but I am even less willing to do additional routine sweeps to see what the tasks are set to. I know that there is a "Court positions with tasks" (or whatever it is called) filter at the top, but for me, even when this is selected it shows lots of other positions as well. Not sure if that is WAD and I am misunderstanding it or whether it is bugged.
Either way, I still hope that the scroll thing will eventually be addressed.
Would make a great suggestion! If either of you post one in the Suggestions subforum, would you be so kind as to post a link here so we can go upvote it? I don’t remember to check that section regularly.
 
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Would make a great suggestion! If either of you post one in the Suggestions subforum, would you be so kind as to post a link here so we can go upvote it? I don’t remember to check that section regularly.

Will do!

EDIT: Here you go!
 
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Even better would be if the physician would automatically stop the plague task and revert to the default one once the realm is plague-free. And once a plague approaches, put up a notification at the top: "Court physician is currently not set on the plague task!" so that we are reminded that now would be a good time to consider it.
This is probably the simplest and easiest way to do it. As a rule, I keep my Court Physicians working on plagues because the longest time my realm has been plague-free has been less than five years...
 
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Normally I wouldn't double post, but this is kind of ticking me off. I've got Plague frequency set to Rare, just finished with one plague about three months ago, and get his with another fresh Plague right now. Is there something wrong with the Game Rules? I've been getting plagues two to three times a year, every year, since game Start.

Another thing I don't like is that the Game doesn't really let me know if my kids have caught anything. So I sort of gave to manually check up on them every few months. Shouldn't the Game tell me if my Heir and Spare are ill with whatever plague it decided to attack me with?
 
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Normally I wouldn't double post, but this is kind of ticking me off. I've got Plague frequency set to Rare, just finished with one plague about three months ago, and get his with another fresh Plague right now. Is there something wrong with the Game Rules? I've been getting plagues two to three times a year, every year, since game Start.
Just looked through the files that determine the plague odds, and I don't see anything that immediately jumps out to me as "incorrect implementation." The only error I noticed is that Very Rare Plague Frequency doesn't decrease one of the values for spread chance for epidemics.
 
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This is true, just when I made the different funeral doctrines, I decided that it would be best to focus on representing the most broad funerary traditions from across the map. We don't actually have any faiths (to my knowledge) that use the ritual cannibalism tenet so it's only accessible via custom faiths and pagan reformation, so it was not considered a high priority. A unique funeral tradition would certainly add a lot of *ahem*- flavour- to the tenet though.
There are some reports of endocanabalism in parts of Nigeria which are on the map (but this seems to be slave trade era European propaganda). Also a small sect of Hinduism would go on to develop funerary cannibalism, though well outside the CK3 time frame.

But depending on how far you expand the map to the east in the future, there are the Fore people of Papua New Guinea who definitely practice funerary cannibalism. They also notably suffered from Kuru, a disease that was spread by eating the misfolded proteins that were heavily consentrated in the brain of those that were infected. Whether they get on the map or not. They could be good inspiration for what a funerary cannibalism doctrine might look like as their practice is pretty well documented.
 
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I totally get the idea of the funerals, but I feel like there should be a cheaper less rewarding version in case you're having problems with money or if you're at war, an option more quick and easier for you to also pay tribute to a lost one instead of waiting maybe 3 years to get in a better finacial/ deplomatic position.
I see myself playing the game and after my character dies I immediatly would like to make a funeral with my heir, but that probably wouldn't be possible in the early game, and even mid game I'm not sure either, since when your character dies there's always an increase chance of revolting and people plotting against you, or neighbouring relms preparing to attack, which would make this activity less used by myself.
In the end I would prefer to lower down the impact of a funeral or at least have an option to choose a smaller one or a grand one depending on the crisis I'm in, and also I would suggest it to be limited to closer family. I would very much prefer to make a funeral to my twin daughers who died mysteriously on the same year, instead to my 3rd bastard cousin, but worse is to have to wait 5 years to make the next one, that's just outrageous to the dead, poor rest their soul. Amen!!!
 
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