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Hi folks!

It's been a while, and I bet you're all wondering what we've been up to... Now, I can't reveal anything about the upcoming expansion quite yet, but, to tide you over, I thought I'd talk a bit about our other efforts. As you know, with every expansion comes a slew of free improvements and fixes. This time the focus has been on the latter; clearing up old bugs and issues (the change log is currently 620 lines long). Sometimes, that has required us to do some fairly major code rewrites. For example, we got rid of the rule that your 'government type' was determined by the type of your Capital Holding. (You know how it was game over when you got a Temple Holding as a capital, even for a tiny period? Well, now that kind of thing cannot happen anymore.) The government form is now something more persistent, and can have various rules that override those of your religion (whether you can raid, take concubines, etc.) To go along with this change, we also reworked the portrait frames to clearly distinguish between the various government forms.

Crusader Kings II - Governments.jpg


In a similar vein, almost since release we've been plagued by bugs with characters leading multiple regiments and/or flanks, which could even cause crashes. Part of the problem was that the whole system was rather strange, so we decided to consolidate it in the following way: only the ruler, the Marshal and characters you have appointed Commander (a new title) can lead flanks or your own demesne and retinue regiments. Vassal levy regiments can still be led by your loyal vassals, but a character can never both lead a flank and a regiment. Mercenaries become more useful because they come with their own, good, leaders. Flank leaders apply their martial bonus to all regiments in the flank. Oh, and the combat system has been updated under the hood to correct various quirks that few people ever noticed, but which could sometimes cause never-ending battles and such.

Crusader Kings II - Combat View.jpg


In the process of implementing the new Commander title, we decided we might as well throw in a more convenient Honorary Title view. This is a perfect example of how what starts as a simple bug fix can turn into a whole new little quality-of-life feature. In this whole house cleaning process, we've also made some serious optimizations to the speed and memory usage of the game.

Crusader Kings II - Honorary Title Assignment.jpg


To finish off, here are some random snippets from the change log:

- Revised the pagan Subjugation CB so that it completely subjugates the target but no Holdings ever change hands
- Added "Stop Seduction" and "Stop Spying" decisions
- Failing to imprison vassals of vassals now correctly forces them to abdicate and flee the realm
- AI will not join wars against spouse
- When your heir has an equal tier title to yours, _your_ laws are now copied to his primary title on succession
- Character Finder: The 'Married' filter now excludes concubines too
- Character Finder: Councillors now correctly show up too!
- Fixed a problem with allies of vassals staying in the war when the vassals's liege joins the other side
- Fixed some cases of ANY_ALL in location tooltips
- Duels now potentially give the Kinslayer trait
- The Yazidi Sheikh and Hurufi Caliph now have access to the Muslim subjugation CB and the Jihad CB
- The Paulician faith can now properly mend the schism
- The Hashshashins can now resurface after being scattered
- Fixed some issues with 'excommunication' for Yazidis
- Sons with traits blocking them from inheritance no longer count as "unlanded sons", causing prestige loss
- AI: Toned down seduction by characters with many children
- AI: Toned down impregnation chances for seduction affairs with characters with many children
- Handsome and lustful men now also populate the cabins in the wild for the pleasures of people who find them attractive

That's all for now, but from now on, we plan to post a dev diary every Tuesday, even if it's a short one!
 
This all looks fantastic. My only question is one of those bugfixes a fix for the Coat of Arms when changing religions with a custom dynasty? That's been my big hangup since I started playing. :) I know you guys have been aware of this since or before January (see this thread) https://forum.paradoxplaza.com/foru...of-arms-always-changing.828087/#post-18662382

So I wanted to hear back about that if possible. Thank you.
 
I haven't tested every save in existence but so far it's been reasonably save compatible. No promise though since anything can still change

Well we know it's not China now. Map changes break saves, so the map can't have been expanded. ;)
 
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This is only the first one. We can't cover +600 lines of changelog in one dev diary.
you could you just want to have a live you selfish bastard !!!

no, seriously sounds great, hope alle the desync and mp crash stuff will be gone. would love to have a nice mop with some guys again with out needing to restart every 10~ years
 
Does anybody noticed that on the second screenshot the muslim character is a king with green ribbon? Does it means that "muslim" start to be separate form of government?
 
In the second picture, the Abbasid Caliph has a green ribbon instead of blue, like other feudal realms. Does this mean that maybe the caliphate is a different type of holding now?
 
You guys should consider making the 'Imperial Government' its own unique form of government.
:3


...Because Byzantine couldn't easily switch between that and a Feudal Society and back again without a ridiculous about of upheaval.
That... and Byzantine is glorious. :p

I was wondering the same thing. It's always weird to see a foreigner inheriting Byzantium with no real issue, when in real life that would have certainly saw the rise of at least one pretender, especially if the new Basileus was not Orthodox and doubly so if they weren't already in Constantinople at the time of the old Emperor's death.

Well.. sorry for possibly dumb question, but is there any ETA of release?

DLC are usually released 4-8 weeks after being announced, but this isn't an announcement and Doomdark made it sound like there are going to more patch dev diaries before the announcement, so it could be August before we can buy Mystery DLC.
 
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DLC are usually released 4-8 weeks after being announced, but this isn't an announcement and Doomdark made it sound like there are going to more patch dev diaries before the announcement, so it could be August before we can buy Mystery DLC.
Probably the most likely outcome. Which means their plan to release three DLCs in total this year sounds like a bust.
 
Thank you Crusader Kings Team! Now I can officially become excited (also now I have to speed up my current game!). Can't wait to find out more! :D
I like the change you did with the imprisoning of vassals, vassals, that was an exploit and I'm happy it is gone, will add more challenge!
 
I really hope that government types will be moddable so we will be able to make for example playable theocracies in mods where they are dynastic (Elder Kings...). And PLEASE give white ribbon to feudal religious head (Fylkirs, Caliphs...) :)
 
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On the subject of the vassal change. Will vassals always flee and abdicate when you try to imprison them or will they sometimes revolt. I would like it to depend on their traits. Maybe if they are ambitious they will revolt instead of just running and abdicating?
 
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I like the commander idea. Interesting.
 
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