Hello everybody!
As you all know CK2 2.8 will be released soon™ and an updated version of Plus will be sure to follow.
Now, in this modder diary I won't say all the changes that were done for the version 4.07, but I will explain few of the bigger ones.
One of the biggest changes is that we've removed secret religion cults from the game. Before you freak out over this change, please read on.
The core cult mechanics are still there. However, you will no longer be a member of a society, since in my opinion having a single global secret society for the sole purpose of conversion is silly.
Instead, once your character gets secretly converted, you have immediate access to secret religious mechanics. You can only affect your realm/sub-realm with these actions, and if you're a vassal you can try and convert your vassal peers.
The whole change about cults basically means that AI will do less annoying stupid stuff, every local cult is fully independent, and you as player will actually have a challenge if you choose this method of conversion. For instance, provinces with a secret community will not all switch to the new religion. Some may refuse.
All secret cult decisions will be less likely to succeed than in vanilla, but this is something that really needs player feedback so we can tweak it and make it better.
Another benefit of this approach is that you can now participate in another society, perhaps even one that's linked to your secret religion while you're secretly converting counties and people. Or you can join DW society of your public religion and reduce their MA so when you decide to publicly convert it will be more successful. There's definitely a lot more options now.
The second big change is the addition of three new Devil Worshipper societies. Jinn Sorcerers for the Muslim, Cult of Titan for the Hellenic, and Cult of Apep for the Egyptian pagan. These cults are largely the same as all the other vanilla generic societies, but adding them to the game isn't as simple as defining the new society, so this change has a fairly large impact on many in-game files.
The third big change is that Hellenic paganism has been split into Greek version and Roman version. The Titan pagan religion was removed and replaced with already mentioned DW society. Other than localisations, the Roman and the Greek version have some small differences, e.g. the greeks don't have a religion head. This is also something that needs feedback and ideas from players on what to add to these religions and how to make them feel special.
As I said in the previous modder diary, 99% of save compatible changes were released in the CK2Plus 4.06 and will continue to be released, so this means that the 4.07 change log will be mostly about new stuff. I hope you'll like it!
That's it for now, but here's an in-game image that will hint some more big changes
As you all know CK2 2.8 will be released soon™ and an updated version of Plus will be sure to follow.
Now, in this modder diary I won't say all the changes that were done for the version 4.07, but I will explain few of the bigger ones.
One of the biggest changes is that we've removed secret religion cults from the game. Before you freak out over this change, please read on.
The core cult mechanics are still there. However, you will no longer be a member of a society, since in my opinion having a single global secret society for the sole purpose of conversion is silly.
Instead, once your character gets secretly converted, you have immediate access to secret religious mechanics. You can only affect your realm/sub-realm with these actions, and if you're a vassal you can try and convert your vassal peers.
The whole change about cults basically means that AI will do less annoying stupid stuff, every local cult is fully independent, and you as player will actually have a challenge if you choose this method of conversion. For instance, provinces with a secret community will not all switch to the new religion. Some may refuse.
All secret cult decisions will be less likely to succeed than in vanilla, but this is something that really needs player feedback so we can tweak it and make it better.
Another benefit of this approach is that you can now participate in another society, perhaps even one that's linked to your secret religion while you're secretly converting counties and people. Or you can join DW society of your public religion and reduce their MA so when you decide to publicly convert it will be more successful. There's definitely a lot more options now.
The second big change is the addition of three new Devil Worshipper societies. Jinn Sorcerers for the Muslim, Cult of Titan for the Hellenic, and Cult of Apep for the Egyptian pagan. These cults are largely the same as all the other vanilla generic societies, but adding them to the game isn't as simple as defining the new society, so this change has a fairly large impact on many in-game files.
The third big change is that Hellenic paganism has been split into Greek version and Roman version. The Titan pagan religion was removed and replaced with already mentioned DW society. Other than localisations, the Roman and the Greek version have some small differences, e.g. the greeks don't have a religion head. This is also something that needs feedback and ideas from players on what to add to these religions and how to make them feel special.
As I said in the previous modder diary, 99% of save compatible changes were released in the CK2Plus 4.06 and will continue to be released, so this means that the 4.07 change log will be mostly about new stuff. I hope you'll like it!
That's it for now, but here's an in-game image that will hint some more big changes