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Development Diary #105: 1.7 "Bastion" Update

Hello and welcome to another Development Diary for Crusader Kings 3. Today I will talk a bit about the free 1.7 “Bastion” update and what new things it will bring to the game. Today we will not be talking about [REDACTED] which will be released together with the update.

The changes to Factions and AI have previously been covered in posts by @Servancour and @rageair and I will therefore not mention them again, but I recommend checking out their diaries if you missed them before: AI, AI, AI and Let's Talk Populist Factions

Character Memories:


While the characters often get up to quite memorable things in our games there has up to now not been a way to keep track of exactly what, when and with whom each character has had a particular experience. What we have done in the new update in order to show more clearly how alive the game world is, is to introduce memories to characters. Characters will remember things that happened to them, from important things like the births of their children, important battles, deaths of close ones, and succession, to more mundane things like the event interactions with other characters during their childhood.

Image - Log of the most recent memories of the player Maharaja

[Image - Log of the most recent memories of the player Maharaja]

At any time you can view the memories of your character as well as non-private memories of other characters. This lets you quickly get an idea of not only what a character is like, but also how they got there. One can think of it as a feature somewhat similar to the character history that we had in EU:Rome many years ago.

One important difference to a character history though is that over time some memories will fade away, while others will remain. For player characters and characters likely to become player characters we err on the side of keeping memories longer, mostly because you are more likely to have a need of them as the game progresses.

Memories can be viewed at any time by opening the Memory Viewer from the character window, via a button in the same place as the Kill List, Inventory, and Lifestyle.

Image - Log of the Public Memories of a non-player Character

[Image - Log of the Public Memories of a non-player Character]

Memories are not only there as a log for the player to enjoy, however. The new system allows us to make use of memories that a character has both to trigger content and to make use of in events. This means that you may now find memories used in content that previously had to be vague, an assassin might now actually cite a specific slight you committed against their employer, for instance.

What this also means is that we are now able to create new content that is based entirely on your character having a certain type of memory or sharing a memory with another character.
Last of all I should mention that it is possible to export the memories of a character to clipboard in order to share it outside of the game for those that want others to know of their character’s exploits.

Example of an exported memory list:
6 February, 1246 My mother Têcappukal died in childbirth. 15 April, 1262 I married Maharani Atittapatâriyâr. 13 October, 1263 My grandfather Sadashiva died of old age. 20 February, 1264 My first child Sangappai, a beautiful girl, was born. 16 November, 1264 My father Neetimarga died of heart failure. 16 November, 1264 I became the ruler of the Kingdom of Karnata. 14 January, 1265 I married Maharani Pertal. 20 February, 1265 I married Samrajni Lasthiyavva. 23 April, 1265 I became friends with Maharaja Maurayadhwaj of the Vigrahapalid Kingdom. 2 February, 1267 My grandmother Sattiyavvai died in captivity. 15 January, 1268 I imprisoned Mâtevapattan Chola. 15 January, 1268 I imprisoned Satyasraya Karhade. 15 January, 1268 I won a war against Mâtevapattan Chola. 24 March, 1268 I became the ruler of the Kingdom of Tamilakam. 29 August, 1268 My daughter Chandaladevi was born. 10 October, 1269 I journeyed to Kanchipuram on a pilgrimage. 30 January, 1270 I became friends with Akkadevi Akkadevi. 22 January, 1271 My carefully-written words guided Mahasamanta Mangalesi as he learned to read. 15 November, 1272 My friends Akkadevi and Maurayadhwaj threw me a surprise birthday party. 1 January, 1273 I married Samrajni Gandharavati. 12 November, 1273 My son Rachamalla was born. 5 June, 1275 My daughter Gayatri was born. 29 August, 1276 My son Butuga was born. 21 January, 1279 I became the ruler of the Kingdom of Andhra. 3 September, 1279 My son Jayasimha was born. 7 June, 1280 I became friends with Mahasamanta Narasanayaka of the Akkadevi Raj. 22 July, 1280 My friend Maharaja Maurayadhwaj of Vigrahapalid drank himself to death. 24 September, 1283 I started a war against Rajkumar Achugi of Telingana. 13 November, 1283 I became friends with Rajkumar Rachamalla of the Hoysala Empire. 5 December, 1284 My sister Gangambika died Gout Ridden. 30 January, 1285 I won a war against Rajkumar Achugi of Telingana. 20 August, 1285 I became the ruler of the Kingdom of Telingana. 19 December, 1285 My brother Govinda died from Smallpox. 30 January, 1286 I started a war against Rajkumar Arthapathi of Maharastra. 19 April, 1287 My wife Pertal died of old age. 1 May, 1287 I married Damapatni Prabhavatigupta. 27 August, 1288 My wife Atittapatâriyâr died in her sleep. 24 February, 1289 I became the ruler of the Kingdom of Maharastra. 24 February, 1289 I won a war against Rajkumar Arthapathi of Maharastra. 26 June, 1289 I became the ruler of the Deccan Empire. 27 November, 1289 Rajkumar Rachamalla of the Hoysala Empire and I became rivals. 17 June, 1290 I started a war against Mahasamantadhipati Kassapa II of the Vijayabahu Kingdom. 4 April, 1292 I became friends with Mahasamanta Nayanadevi of Vidharba. 22 September, 1292 I won a war against Mahasamantadhipati Kassapa II of the Vijayabahu Kingdom. 22 October, 1293 Me and Rajkumar Rachamalla of Asika let go of our grudges and stopped being rivals. 30 August, 1295 My daughter Vijamba was born. 11 August, 1297 I married Samrajni Nattadevi. 7 November, 1297 Mahanaga Vijayabahu and I became rivals. 13 August, 1298 My daughter Mahadevi was born. 6 September, 1298 My wife Lasthiyavva died of old age. 11 February, 1299 I married Samrajni Orbei. 30 November, 1299 I became friends with Samanta Narasanayaka of Tagadur.

Relationship Reasons:

friendreason.png
Friendreason2.png
friendreason3.png

[Image - 3 Examples of friendship reasons from an ongoing game]

Another addition coming with this update to further open up how things are connected in the game’s world is that we have wanted to make it clearer which characters are your friends, enemies, nemeses, etc, as well as clearer why a character has a special relationship with that particular character. This is accomplished by a new set of icons in the interface to highlight relationships.

Additionally whenever a relationship is formed the game notification will now not only say that it happened but also why it happened. The reasons for relationships will then always be visible in its tooltip: clearly telling you how they became friends, lovers, best friends, nemeses, etc. In cases where a more advanced relation (such as best friend or nemesis) exists we will show the reason for both the basic relationship and the more advanced one, so a best friend will keep track of both how you originally became friends and when you actually became best friends.

Together with character memories this should now make it more clear what has led you to the current point in your game, a small change that brings a surprising amount of context, highlighting parts of the interpersonal simulation that can right now be a bit hidden away.
rivalreason.png
rivalreason2.png

[Image - 2 Examples of Rivalry reasons from an ongoing game]

Revamped Childhood Events:


Image - Childhood event where you can get Diligent, Gregarious, or Temperate. Child's perspective

[Image - Childhood event where you can get Diligent, Gregarious, or Temperate. Child's perspective]

Image - Childhood event where your ward can get Diligent, Gregarious, or Temperate. Guardian's perspective.

[Image - Childhood event where your ward can get Diligent, Gregarious, or Temperate. Guardian's perspective.]

Another thing that we wanted to revisit in order to improve on how we deal with characters in the game world is the revamping of all existing childhood personality events as well as the addition of 12 new ones. This will significantly alter what personality trait combinations are likely to appear and will open up some combinations that were previously impossible simply due to how the old events for growing up worked.

The ambition apart from adding more content to the childhood period is to have the choices you make as a guardian be more interesting, avoiding any easy best choices in any single childhood event.

The new trait combinations that will be pitted against each other are:
  • diligent, gregarious, temperate
  • zealous, ambitious, sadistic
  • shy, paranoid, craven
  • lazy, gluttonous, compassionate
  • lustful, chaste
  • just, greedy, callous
  • humble, cynical, content
  • vengeful, deceitful, calm
  • generous, fickle, arrogant
  • forgiving, trusting, patient
  • honest, arbitrary, impatient
  • brave, stubborn, wrathful

Image - Childhood event where you can get Generous, Fickle, or Arrogant. Child's perspective

[Image - Childhood event where you can get Generous, Fickle, or Arrogant. Child's perspective]

Image - Childhood event where your ward can get Generous, Fickle, or Arrogant. Guardian's perspective.

[Image - Childhood event where your ward can get Generous, Fickle, or Arrogant. Guardian's perspective.]

The Loyal and Disloyal Traits:


Image - Character with the Disloyal Trait

[Image - Character with the Disloyal Trait]

Image - Character with the Loyal Trait

[Image - Character with the Loyal Trait]

Last but not least for today is the addition of two new traits with the upcoming update. Through their actions (or indeed as they are subjected to the actions of others) characters can now gain traits for having loyal or disloyal personalities, which among other things will impact how likely they are to cheat on their spouse, join factions or plot against their liege. The traits are also integrated as sins/virtues and can be more valued or common depending on cultural traditions.

That was all for today. The new update will also bring new bug fixes, event pictures, and things that I have not brought up today but this was a sneak peak of what is to come.
Next week @PDS_Noodle will be talking some more about what the future will bring.
 
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You'd be welcome to do that! The thing is, just like trying to purge every single Deceitful or Ambitious person from any position where they might threaten you, it's not always as simple as it sounds, just like in real life. Rulers throughout history have prized loyal vassals and disdained disloyal ones, but there's plenty of stories where they've not been able to deal with the latter very easily...

Not sure why but this gives me Conclave vibes. As in being stuck with councillors you don't want and internal realm management
 
So, are these actually new systems that's being added here, or is this just changing how pre-existing game systems are being displayed to the player so the game is less obtuse? Like is this Memory mechanic something that was already there running in the background and we just never saw it? or did you guys actually create this wholesale for the update? If it is the former, why was it hidden to begin with? If it's the later, what was determining character relationships before this system that we never saw?
 
So, are these actually new systems that's being added here, or is this just changing how pre-existing game systems are being displayed to the player so the game is less obtuse? Like is this Memory mechanic something that was already there running in the background and we just never saw it? or did you guys actually create this wholesale for the update? If it is the former, why was it hidden to begin with?

My reading of the DD is that it's new. They specifically said that these things weren't held in the background - which is why they couldn't be referenced in event text.

If it's the later, what was determining character relationships before this system that we never saw?

Again, my reading is that these things triggered the creation of those relationships, but that those triggers weren't then "remembered" by the game in a way that could be referenced/used subseqeuently.
 
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Not sure why but this gives me Conclave vibes. As in being stuck with councillors you don't want and internal realm management

This is the the thing I want most in CK3.

Powerful, annoying Councillors who can mess up your realm if they're not happy - and laws you gradually change to take their power away over the years.
 
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Alright, I am now legitimately hyped for CK3 again. This game is moving in a very good direction! :)



Memories will open up vast new possibilities for RP, especially for modding. Maybe if I kill someone's family members (that they like), that will actually have more serious consequences than an opinion modifier, and they won't be writing me letters that they might someday grow to like me because my chancellor is just that good at portraying me in a positive light? Maybe women feel less inclined to accept a seduction attempt by a man who is known to expose their own child heritage secrets and then murder everyone above that child in the line of succession? Or perhaps characters will notice it when their spymaster keeps revealing secrets that would have been good blackmail material, leading to a conflict between the spymaster and their liege?

These are just some examples, but as soon as characters can actually remember things that happened in the past, and take that as a basis of how to act now, especially in events, the immersiveness of the game can be greatly improved.



Getting to see the reasons for relationships is also a big plus. Now when I get the event notifying me about the death of one of my rivals, I might actually remember who this guy is and why I supposedly hate him. If I get to see the reasons for other character's relations, I might also finally find out why my kids are always banging each other, or why my spouse cheated on me. The Icons for relations will make it easier to recognize important characters.



More childhood events is one of the biggest requests I had for CK3 for a long time, so I am really happy to see new events being added. I actually made a mod that introduces 23 new childhood personality events, and made sure that only events where all of the options are valid can appear. I hope that this restriction will eventually make it into vanilla, because getting an event where you can't pick the option that would fit your character the most is kind of sad.

In my personal opinion, I don't think "balancing" the events so that the traits in the event are about equaly good is necessary though. I think a better approach would be to balance the personality traits themselves better, so that each one can be powerful and interesting in their own way.



I don't have a strong opinion on the loyal and disloyal traits from the information that has been provided. It seems that working towards making most of your vassals loyal would be the way to go though.
 
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Can you also keep them on former king & empperor? It will be nice to read how them lose their trons
That's what they said, I'm pretty sure

The question was if memories disappear on dead characters.
And they said Kings, Emperors and former Player Rulers (Even if they are below King tier) keep memories after death.
 
So, are these actually new systems that's being added here, or is this just changing how pre-existing game systems are being displayed to the player so the game is less obtuse? Like is this Memory mechanic something that was already there running in the background and we just never saw it? or did you guys actually create this wholesale for the update? If it is the former, why was it hidden to begin with? If it's the later, what was determining character relationships before this system that we never saw?

The latter.

Your question there is a bit too broad to comfortably answer. A pretty big range of things determines character relationships and interactions, traits and existing relationships chief amongst them. Basically, a lotta stuff, and this is merely adding to that rather than replacing it.
 
The latter.

Your question there is a bit too broad to comfortably answer. A pretty big range of things determines character relationships and interactions, traits and existing relationships chief amongst them. Basically, a lotta stuff, and this is merely adding to that rather than replacing it.
SteamDB lists the apparent Beta of the new DLC as "Titus". Byzantines coming? (worth a try :))
 
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You are really going to make 1.7 the CK3 update so far :) I was already amazed by last weaks DD on AI improvements...and now we get a whole lot of goodies for roleplaying on top! Keep those kind of news coming!

Maybe it would also fit in that direction to bring back the display of the opinion the player character has towards a NPC? I know there is a mod out there doing it (and it is in my must-have mod list of course), but I will still prefer to have that without mod use (one reason for is, among others, it that there is no way to order the results of a character search depending on how you like them - you can currently just sort by their opinion of your character)
 
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This will be particularly welcome when we start playing with our heir and we're in that, "how did I get here?" moment when we look at rheir current relationships.
 
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I'm a huge fan of adding relationship reasons. Hopefully this brings the characters to life a bit more. Good job, team!

(the other changes are cool too! good to see you taking inspiration from popular mods!)
 
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Hello and welcome to another Development Diary for Crusader Kings 3. Today I will talk a bit about the free 1.7 “Bastion” update and what new things it will bring to the game. Today we will not be talking about [REDACTED] which will be released together with the update.

Sometimes I wished that PDX would dedicate all of its efforts and creativity to deepening the character dynamics of CK with things such as this DD and improving the AI, instead of spending time making gimmicky DLCs like royal court.

But then I remember that the answer is "No, we can't do that. Because then this critical piece of character infrastructure will end up being locked behind a DLC, and so we can't build on it in later development, etc."

So we basically end up paying money for DLCs with things we don't necessarily really want, as a way to finance PDX to work part-time on the things that we really want, in the free patches.
 
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