• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.
IMPORTANT!

As a result of your excellent bug-hunting, we found the glitch that was causing some crashes and have already fixed it. Since the bug makes the game amost unplayable, the fix is being posted immediately.

I have revised the patch in the above post to the fixed one. If you have already downloaded and applied it then all you need to do is download the file attached to this post and then place it in the ...\CK\db\events\ directory to have it replace the existing file.

Er...and mea culpa...the error was in an event that I scripted. :eek:o

Sorry about that.

C.
 

Attachments

  • realm_disruption_events.txt
    655 KB · Views: 1.787
August 15th Beta Patch

Hi folks.

It's been a long time since the last public beta release -- mostly because Johan and I have both been very busy with other projects and simply haven't been able to devote the time to work on CK. That doesn't mean that everyone has been idle. This patch has quite a few changes, and credit for the vast majority of these goes to Styrbiorn, Byakhiam, and Solmyr. They've done a fantastic amount of work and testing and deserve a very large round of applause for their excellent efforts.

Johan is still tied up, so the EXE file remains unchanged from June 3rd. That means that the area bug and a few other things are still there in this patch and that this will inevitably cause some ongoing problems with this patch. We thought, however, that you should at least have an opportunity to play with some of the other changes that we've made to the scenarios, events and database files. Just bear in mind that all of the exe-related issues you've reported have not yet been addressed (but we will deal with as many of them as possible in future betas). I can't give you an ETA on this, but here's the progress to date:

Change Log
  • Fixed disastrous crash bug in initial June 3 patch release and will execute myself in a grizzly manner when I can find time to do so.
  • Reduced cost of hiring the war veteran marshal in the crusade events.
  • Forestry will now give you a 5% reduction to build times (was 0%) and sawmills now give only 5% (was 10%) to compensate somewhat for the new terrain restrictions.
  • Fixed a typo in the trait tooltip
  • Fixed an event trigger bug in an intended AI-only event.
  • Tweaked the effects of quite a few of the traits for improved balance (should make some choices less obvious without violating the spirit of the actual meaning of the words being used. The effects are now:
    • Chaste : +1 diplomacy, -1 intrigue, +3 monthly piety
    • Lustful : +2 fertility, -1 diplomacy, -3 monthly piety
    • Energetic : +1 martial, +1 diplomacy, -1 intrigue
    • Lazy : +1 intrigue, -1 martial, -1 stewardship
    • Forgiving : +1 diplomacy, -1 intrigue, +2 monthly piety
    • Vengeful : +1 intrigue, -1 diplomacy, -2 monthly piety
    • Generous : -1 stewardship, +2 monthly prestige, +1 monthly piety
    • Selfish : +1 stewardship, -2 monthly prestige, -1 monthly piety
    • Honest : +1 diplomacy, -1 intrigue, +1 monthly prestige
    • Deceitful : -1 diplomacy, +1 intrigue, -1 monthly prestige
    • Just :+1 stewardship, -1 martial
    • Arbitrary : +1 martial, -1 stewardship
    • Merciful : -1 martial, +2 monthly piety
    • Cruel : +1 martial, -2 monthly piety
    • Modest : +1 monthly piety, -2 monthly prestige
    • Proud : +1 monthly prestige, -2 monthly piety
    • Zealous : +1 martial, +2 monthly piety
    • Sceptical : +1 intrigue, -3 monthly piety
    • Wise : +1 martial, +1 diplomacy, -1 intrigue
    • Reckless : +1 intrigue, -1 martial, +1 monthly prestige
    • Temperate : -2 fertility, +1 diplomacy, +2 monthly piety
    • Indulgent : +2 fertility, -1 diplomacy, -2 monthly piety
    • Trusting : +1 diplomacy, -2 intrigue
    • Suspicious : +1 intrigue, -2 diplomacy
    • Valorous : +1 martial, -2 intrigue, +2 prestige
    • Coward : +1 intrigue, -1 martial
  • Some trait opinion_of values have also been tweaked a bit.
  • Updated the event effects.txt file to include the most recent event scripting additions.
  • Advance discovery mtth values revised once again to slow down pace of technology somewhat
  • Critical thinking technologies will now contribute somewhat to the advancement in military technologies
  • Critical thinking and religious flexibility will now contribute somewhat to the advancement in production technologies
  • Religious flexibility and religious stringency techs have had their religion restrictions removed once again since non-Christian AI didn't know not to research them and can't easily be taught not to. If it makes you feel any better, when you see a realm with a religious technology that makes no sense for the religion (like Muslim realm with inquisition) just treat it as having achieved a similar degree of advancement in religious philosophy that would be roughly the equivalent of the Christian term being used.
  • The rate of spread of technology has been more or less universally reduced.
  • Religious stringency and religious flexibility will now only spread between provinces that are either the same religion or are part of the same realm, but the specific religion restrictions for the spread have been removed.
  • Found and fixed a potential trigger logic bug in the cultural conversion event (#9007) that was probably preventing it from ever firing in many cases that it should have. I suspect that conversion will now take place and that it is likely to happen too fast. Also found and fixed a couple bugs in the modifiers that were intended to give large bonuses but weren't. QUANTITATIVE FEEDBACK WANTED on what you're seeing on this now, please!
  • Adjusted, tweaked and/or reworked many of the heresy series of events. Also, event 7140 (courtiers randomly killing one another in courts that had both heteric and non-heretic courtiers) has been removed since it was too much of a CPU hog relative to its function.
  • Reactivated several battle events with the new is_besieged command.
  • Added a bunch of new events to have besieging troops periodically destroy province structures.
  • Added some events where rebelous peasants might now take matters into their own hands and eliminate thieves, smugglers and highway robbers by themselves (if they've gotten to the point where they've actually rebelled).
  • Added an event to quell provincial riots (will remove revolt and restore some loyalty to all castes if the province is in revolt, is besieged, and isn't at war with anyone) although this won't cause any besieging rebels to stand down so you'll still have to deal with any remaining militants.
  • The Hordes will now get a few more starting troops at higher difficulty levels (but aren't yet re-randomized)
  • The Hordes will now get a trickle of reinforcement troops at higher difficulty levels
  • Expanded the dynastic squabbles in the Horde by adding a few new events that will cause some rather interesting problems for a weak Khan
  • Rewrote a couple of the Horde triggers for better responsiveness to what's going on around them.
  • Horde vassals will now tend to cause havoc (rebel) when ruled by a weak Khan, creating the potential for the Hordes to implode under certain circumstances.
  • Horde vassals will begin to want to become independent after 1350 and increasingly so as the game progresses into the 15th century.
  • Activated all is_alive conditions that were in place for the script additions from last patch.
  • Fixed several bugs reported by the public (thanks for reporting them!)
  • Mentors are a bit rarer for average kids, but more common for primary heirs and rulers
  • Knight mentors dislike girls
  • Distant province trouble events have got significantly increased MTTH
  • Vassal king of Jerusalem should fix himself now
  • More regency events added to better make you feel not being in control
  • Tweaked early childhood events a little bit again
  • Civil war should be less common now
  • Bastard generation events will now happen a little less often so there should be somewhat fewer of them.
  • Now that bastards are able to wreak vengeance and havoc upon your primary heir, they do. Mwuah ha ha ha.
  • Legitimizing a bastard is now likely to annoy your primary heir and probably another heir as well.
  • Small error in a bastard event's logic that targeted the wrong victim has now been fixed.
  • Buildings increase loot yield, except crime buildings which decrease it
    • Fishing Wharf = +1 gold
    • Civilian Harbour = +1 gold
    • Naval Harbour = +2 gold
    • Grand Shipyard = +2 gold
    • Sawmill = +2 gold
    • Forestry = +1 gold
    • Smithy = +2 gold
    • Armory = +4 gold
    • Mine = +1 gold
    • Improved Mine = +2 gold
    • Watermills = +1 gold
    • Windmills = +1 gold
    • Cheese Dairy = +2 gold
    • Brewery = +1 gold
    • Dyeworks = +1 gold
    • Glassworks = +1 gold
    • Spinningmill = +1 gold
    • Tilefactory = +1 gold
    • Library = +1 gold
    • School = +1 gold
    • Traininggrounds = +1 gold
    • Templar House = +2 gold
    • University = +4 gold
    • Waracademy = +3 gold
    • Moneylenders = +1 gold
    • Monastery = +2 gold
    • Church = +1 gold
    • Large Church = +2 gold
    • Domed Church = +3 gold
    • Cathedral = +4 gold
    • Theater = +4 gold
    • Grand Palace = +10 gold
    • Roadnet = +1 gold
    • Extensive Roadnet = +2 gold
    • Royal Post = +1 gold
    • Court of Justice = +1 gold
    • Hill Fort = +1 gold
    • Small castle = +1 gold
    • Medium castle = +1 gold
    • Large castle = +1 gold
    • Huge castle = +1 gold
    • Thieves Guild = -5 gold
    • Smugglers Ring = -5 gold
    • Highway Robbers Band = -5 gold
  • Moneylenders now reduce piety monthly instead of having one time hit
  • Theatre no longer requires piety to build, gives broader loyalty boost and requires Miracle Plays to build
  • Brewery now requires Sugar Refinery to build
  • Improved bastard event logic a bit
  • In a tourney, marshals now have variable chance (depending on outcome) of becoming war invalid instead of automatic health loss
  • Fixed a little bug in trait conflict events (thanks Duuk!)
  • Made indulgences to buy off excommunication or heresy fire less often and prevented them for firing if you are already on negative in gold
  • Made them cheaper too
  • Vassal king of Jerusalem will need a heir to fix himself too
  • Hardened prestige gain and loss for distant vassal breakaway
  • Replaced canonization of living people with more piety and just
  • Made mentors cheaper again
  • Refusing vassal law change demands during regency now adds badboy instead of cruel and arbitrary traits
  • Zealousness and Scepticism now modify chances of moneylender and trade tech adding / removal with Regal / Church supremacy
  • Mercenary event system overhauled into more practical form
  • Doubled up some Norman names like William and Roger to make them more common than others
  • Lappish names revised
  • Few Lettigallish and Lithuanian names fixed
  • Added a few more dynasty names
  • Some corrections and/or additions made to Welsh character names - big thanks to Clydog for these!
  • Applied a large number of English text corrections and revisions to the event_text.csv and extra_text.csv files. HUGE thanks to Zebedee and Clydog for doing this!!!! :cool:
  • 1066 scenario: Napoli now independent
  • 1066 scenario: de Provence dynasty expanded
  • 1066 scenario: Viviers now bishopric
  • 1066 scenario: Wittelsbach dynasty expanded
  • 1066 scenario: von Andechs dynasty in Innsbruck
  • 1066 scenario: Artois now part of Flanders demesne
  • 1066 scenario: historical dynasty in Guines
  • 1066 scenario: de Lomagne dynasty in Labourd
  • 1066 scenario: Raymond de Toulouse (leader of First Crusade) now count of Rouergue
  • 1066 scenario: Breton rulers now have Frankish culture (better than Norman)
  • 1066 scenario: de Porhoet dynasty in Vannes
  • 1066 scenario: Maine to Robert of Normandy
  • 1066 scenario: claims on Maine to Geoffroy d'Anjou, Raoul de Valois and Hugh d'Este
  • 1066 scenario: Normandy provinces now have Frankish culture
  • 1066 scenario: all English Normans now have Norman culture
  • 1066 scenario: William the Bastard had his traits revised and is now a bit more of a bastard
  • 1066 scenario: Odo and Robert now half-brothers of William de Normandie instead of full brothers
  • 1066 scenario: removed the archbishopric of Sussex(Canterbury), replaced with county of Kent
  • 1066 scenario: Odo, brother of the conqueror, new count of Kent
  • 1066 scenario: Robert de Courseulles in Somerset
  • 1066 scenario: added sons of Harold Godwineson in Leinster, with claims on England
  • 1066 scenario: Edgar Atheling now has claim on England
  • 1066 scenario: added various historical earls and nobles in England
  • 1066 scenario: no more dukes in England except the Saxon ones
  • 1066 scenario: renamed FitzOsbern dynasty to de Breteuil and expanded it
  • 1066 scenario: added Montfort dynasty
  • 1066 scenario: added Avranches dynasty in Avranches
  • 1066 scenario: added de Brionnes as counts of Devon
  • 1066 scenario: fixed various small issues with Norman dynasties
  • 1066 scenario: Deheubarth and Glamorgan now have more historical rulers
  • 1066 scenario: most surviving Godwinesons have now moved away from English court to more appropriate locations
  • 1066 scenario: Gruffyd ap Llywellyn in Leinster now has claims on both Gwynedd and Leinster
  • 1066 scenario: fixed the birthyear of the wife of the duke of Mar
  • 1066 scenario: gave Svend Estridsson claims on the Danelaw
  • 1066 scenario: Harald replaced his brother Björn as duke of Slesvig
  • 1066 scenario: Skuli and Ketil Tostison now have claims on Cumberland
  • 1066 scenario: county of Ulaid now playable after initial ruler dies
  • 1066 scenario: some bugfixing and cleanup in Iberian dynasties (both Christian and Muslim)
  • 1066 scenario: Leon now has claim on Castile
  • 1066 scenario: Aragon and Navarra now have claims on each other
  • 1066 scenario: Granada now got Algeciras as vassal and a claim on Ceuta
  • 1066 scenario: Magnus Duke of Trondelag now has intestinal worms (he died quite young)
  • 1066 scenario: some rearrangement of province ownership in Finland
  • 1066 scenario: Åland now independent of Sweden
  • 1066 scenario: members of Rurikovich dynasty tweaked to fit their historical personalities
  • 1066 scenario: Kujawy now part of Mazovia
  • 1066 scenario: added two more sisters of Geza Arpad
  • 1066 scenario: duchy of Serbia now independent, dynasty tweaked slightly
  • 1066 scenario: Ragusa now independent republic
  • 1066 scenario: Bulgarian counts are now southslavic culture with appropriate names and dynasties
  • 1066 scenario: Croatian Trpimirovic dynasty tweaked
  • 1066 scenario: Dmitar Zvonimir now has claim on Croatia
  • 1066 scenario: Venice now has claims on Dalmatia
  • 1066 scenario: Hungary now has claims on Slavonia
  • 1066 scenario: various Byzantine character and dynasty changes and additions made
  • 1066 scenario: more Byzantine principalities now ruled by hereditary historical dynasties
  • 1066 scenario: Cherson and Samos now principalities
  • 1066 scenario: rulers of Ural now cuman pagan to match their provinces
  • 1066 scenario: Volga Bulgars have had their dynasty expanded and now use the BOLG kingdom tag
  • 1066 scenario: Cumans now ruled by an adult
  • 1066 scenario: added the remnants of Khazars in Itil
  • 1066 scenario: greatly expanded the Bagratuni dynasty and added other Armenian/Georgian dynasties
  • 1066 scenario: changed the Armenian/Georgian setup to be more historical
  • 1066 scenario: Alan rulers now Orthodox (and hence playable); most provinces are still pagan
  • 1066 scenario: Alan ruling dynasty expanded
  • 1066 scenario: Georgia and Alania allied
  • 1066 scenario: Abbasid and Seljuk dynasties revised slightly
  • 1066 scenario: Seljuks got some famous historical courtiers
  • 1066 scenario: Qarakhan dynasty revised
  • 1066 scenario: Ghaznavid dynasty moved from Seljuk court to Turkestan and now rules it
  • 1066 scenario: Mazyadid dynasty moved from Toledo court to Tigris (Hillah) and now rules it
  • 1066 scenario: A few muslim dynasties now have more appropriate "native" names.
  • 1066 scenario: Fatimid dynasty revised
  • 1066 scenario: Almoravid dynasty revised
  • 1066 scenario: various tag and dynasty name changes among Muslim rulers for more historical setup
  • 1066 scenario: Aswan moved from Fatimids to Nubia
  • 1066 scenario: all Muslim-held crusade targets now have small castles (but not the tech for them)
  • 1066 scenario: Rome now has small castle, Byzantion now has large castle (but not the techs)
  • 1066 scenario: tweaked Zähringen dynasty
  • 1066 scenario: gave a few Obodrit girls westernslavic culture
  • 1066 scenario: tweaked the Stade dynasty
  • 1066 scenario: added Krutoj, duke of Mecklemburg
  • 1066 scenario: Rügen and Wolgast vassals of Krutoj
  • 1066 scenario: added Nakonid dynasty as counts of Lübeck
  • 1066 scenario: splitted tribe of Sames in two
  • 1187 scenario: removed the bishopry of Slupsk, replaced with a county representing Schlawe-Pommerania
  • 1187 scenario: expanded Gryfita dynasty
  • 1187 scenario: tweaked the dynasty on Rügen and renamed it Wizlawid
  • 1187 scenario: fixed and expanded the Piast dynasty
  • 1187 scenario: expanded de Lorraine dynasty
  • 1187 scenario: fixed Babenberg dynasty
  • 1187 scenario: expanded Wettin dynasty
  • 1187 scenario: added Dedo von Wettin as count of Lausitz
  • 1187 scenario: expanded Premyslid dynasty
  • 1187 scenario: Konrad Ota Premyslid made duke of Moravia
  • 1187 scenario: added (landowning/prince-)bishoprics in Bremen, Osnabrück and Münster
  • 1187 scenario: Brunswick to Lüneburg
  • 1187 scenario: added FitzAlans as counts of Shewsbury (governors and sheriffs)
  • 1187 scenario: expanded the Stewart dynasty
  • 1187 scenario: expanded Dunkeld dynasty
  • 1187 scenario: replaced placeholders in Moray, Sutherland and Ross with historical rulers
  • 1187 scenario: added Mar dynasty
  • 1187 scenario: tweaked Angus dynasty
  • 1187 scenario: added de Windsors and de Barrys as courtiers in Ireland
  • 1187 scenario: added a few historical Muslim rulers
  • 1187 scenario: added marriage between Teresa of Portugal and Philippe de Lorraine
  • 1187 scenario: expanded Blois dynasty
  • 1187 scenario: added duchy of Tröndelag and Rein dynasty
  • 1187 scenario: Akerhus duchy created, representing the Kuvlung rebels
  • 1187 scenario: added Jon Ingesson (Kuvlung) as duke of Akerhus, dynastical ties added
  • 1187 scenario: added historical lawspeaker on Iceland
  • 1187 scenario: added Jon Loptsson on Austisland with dynasty and stepson
  • 1187 scenario: expanded Norwegian royal family
  • 1187 scenario: expanded Danish royal family
  • 1187 scenario: tweaked Valdemar the Victorious
  • 1187 scenario: made Valdemar duke of Slesvig, with claims on Holstein(CK provinces Lübeck+Hamburg)
  • 1187 scenario: added Galen dynasty on Fyn
  • 1187 scenario: Alcantara and Plasencia to Leon
  • 1187 scenario: Henri de Champagne made Duke of Champagne
  • 1187 scenario: Germanized Obodrit dynasty added in Mecklenburg and Rostock
  • 1187 scenario: Werle to Mecklenburg
  • 1187 scenario: Western slavic culture in a few provinces
  • 1187 scenario: Rhys, Lord of South Wales, added as the new duke of Deheubarth
  • 1187 scenario: tweaked John Lackland
  • 1187 scenario: added de Braose dynasty in Gwent
  • 1187 scenario: added Butler dynasty in Urmunu
  • 1187 scenario: made the culture of Wales Welsh
  • 1187 scenario: corrected a couple of errors in English dynasties
  • 1187 scenario: removed the Khazar state
  • 1187 scenario: Naissos to Serbia
  • 1187 scenario: tweaked and expanded Bulgarian royal family
  • 1187 scenario: expanded royal Bulgarian demesne
  • 1187 scenario: added Hriz dynasty in Strymon
  • 1187 scenario: created bishopric of Zamora
  • 1187 scenario: Alan rulers made Orthodox, as well as the land
  • 1187 scenario: improved fortifications in crusade targets
  • 1187 scenario: created archbishopric of Galicia/Compostela
  • 1337 scenario: created bishopric of Zamora
  • 1337 scenario: created archbishopric of Galicia/Compostela
  • 1337 scenario: Alan rulers made Orthodox, as well as the land
  • 1337 scenario: fixed some errors in dynastical links
  • 1337 scenario: made Lithuanian lands pagan
  • 1337 scenario: tweaked Gediminas dynasty
  • 1337 scenario: distributed Lithuanian lands to the sons of the king
  • 1337 scenario: Smolensk and Kiev under Lithuanian overlordship
  • 1337 scenario: added Teodoras/Fedor, brother of Gediminas, as prince of Kiev
  • 1337 scenario: Bulgarian royal dynasty (Shishman) tweaked
  • 1337 scenario: made Mihail Shishman, brother of king Ivan Alexander, count of Mesembria
  • 1337 scenario: made another Mihail Shishman count of Naissos
  • 1337 scenario: made Ivan Komnin Shishman count of Dyrrachion
  • 1337 scenario: improved fortifications in Muslim-held crusade targets
  • 1337 scenario: connected the "von Pommern" dynasty with the Gryfits, and made Polish
  • 1337 scenario: Rügen to Barnim Gryfita
  • 1337 scenario: Rostock directly to Mecklemburg
  • 1337 scenario: Werle a vassal of Mecklemburg rather than Pommerania
  • 1337 scenario: Slupsk to Pommerania
  • 1337 scenario: added missing marriages to Johann von Werle
  • 1337 scenario: Atholl removed from the Strathbogie and made royal demasne
  • 1337 scenario: the Douglases are now Scottish instead of English
  • 1337 scenario: the kids of Colin Campbell are now Campbells instead of MacDuffs
  • 1337 scenario: expanded and connected the Brienne dynasties
  • 1337 scenario: duchy of Norrland split into counties
  • 1337 scenario: Celle to Bremen
  • 1337 scenario: Ludwig von Wittelsbach, king of Germany, enemy of the pope, starts with negative piety
  • 1337 scenario: Slesvig to Valdemar, who got it back in 1336
  • 1337 scenario: Gerhard the Great compensated with duchy of Holstein, so he can have his vassals
  • 1337 scenario: Osnabrück made a bishopric
  • 1337 scenario: Weimar now represents bishopric of Halberstadt
  • 1337 scenario: Plauen to Saxony(-Wittenberg)
  • 1337 scenario: Sundgau to the Habsburgs
  • 1337 scenario: Nordgau made to represent bishopric of Strassbourg, which owned most of the province
And probably a lot more little stuff that we've either forgotten that we've tweaked or has slipped between the cracks in the assembly of this change log.

REMINDER

This patch should be applied over a clean 1.04a installation or on top of the previous patch.
It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).

The debug mode remains active in this beta. Please see this thread for details on how to enable the debug log and how to report results. We'll continue to use the same thread as the June 3rd patch for now (until we get a new exe).

Remember the minifix. It is in the next post and fixes a crashbug in this patch.

Thanks!


And as always....

Enjoy! :)
 

Attachments

  • CK_Beta_Aug15.rar
    1,5 MB · Views: 4.797
Last edited by a moderator:
Minifix patch to aug 15th patch. Fixes crashbug with battle_events, scripting errors in 1187 and includes text fix posted by MrT earlier. Unpack like normal patches.

Not a full patch, needs aug beta 15th patch!
 

Attachments

  • minifixaug17.rar
    190,1 KB · Views: 3.562
- The AI will now pledge allegiance to the default duchy first if he is a count.
- You may now choose to not take part in Byzantine Civil War
- Primary heir to the imperial throne is likely to stay loyal as well
- Changed all event_combat picture entries to event_battle, as there is no event_combat picture
- Revised Scottish names
- Inquisition only targets heathens of 10+ years and overlooks people with ecclestical educations
- War academies give slight boost to weapon & armour tech spread
- Heretics now insists on being better chaplains in courts of heretic rulers, while non-heretics do not
- Being locked up for schizofrenia is now immidiate death
- Mentors again cheapened, now 12 months and 4 months
- Unnecessary OR removed from scottish melting pot
- Unnecessary create tag commands removed from Samarkhand reinforcements


IMPORTANT REMINDER: if you gain a new title that is a higher rank than any title you own then you must pause the game, save, and then reload in order for it to take effect.

So if you're a count and become a duke or king, or if you're a duke and become a king, then you should save and reload. Failure to do so will cause all sorts of possible bugs or crashes.
 

Attachments

  • ck_104beta.rar
    1,7 MB · Views: 3.322
Last edited by a moderator:
VERY IMPORTANT INFORMATION

PLEASE READ THIS BEFORE INSTALLING THE NEXT PUBLIC BETA PATCH!


I cannot stress how important this is, so please take a moment to read.

In the next day or so, we will be posting the first candidate for the final official release version of 1.05. Your feedback on it will influence whether we make any final tweaks to any of the files, and whether we meet our current target release date.

For your feedback to have any value to us at all, it is IMPERATIVE that you test this patch on a new installation with absolutely no file tweaks, mods, or anything that would make your installation in any way different from a vanilla install. It is also VITALLY IMPORTANT that you do not use any F12 cheats, and that you do not edit save game files or anything like that. It is also critical that your feedback is based on actual gameplay observations or experience. Don't "guess" based on the change log, or based on past game play using previous beta patches.

We BEG you to adhere to this for approximately 2 weeks after the next beta patch is released. If you feel this is asking too much, then please go ahead and do whatever you wish BUT THEN DO NOT PROVIDE ANY FEEDBACK OR OPINIONS AT ALL during that 2-week period.

We would ask that before installing the next patch you do the following:
  1. Back up any save games you might want to play in the future.
  2. Uninstall CK completely from your computer and delete any related folders that are left on your system after doing so.
  3. Defragment your hard drive.
  4. Install CK from your original CD.
  5. Install the official 1.04a patch.
  6. Download the beta patch (when we post it) and unpack it into the CK root directory.
  7. DO NOT USE ANY MODS
  8. DO NOT USE ANY F12 CHEATS
  9. DO NOT EDIT ANY GAME FILES
  10. DO NOT EDIT ANY SAVE GAME FILES
  11. BASE ALL REPORTS ON ACTUAL GAMEPLAY. Do not report or complain about something unless you have actually tested it IN GAME. Don't base your comments on the change log or on past gameplay experience.

If you have a CTD that you can reproduce, please report it and keep a copy of the save game so we can test it ourselves.

If you have any complaints about any of the gameplay aspects, please provide sufficient details to support your position and keep a copy of a save game (if relevant) that we could look at to confirm a problem/concern.

After that (approximately) two week period is over, you can return to playing the game however you like and can ignore this entire post. We'll post an official announcement when the time is over.

Why such strict requirements? Because we want the official 1.05 enhancement to be the best it can possibly be! Without your help by complying to this request, we'll fail. It's that simple.

As a sign that you have read this entire post and are complying with the request, we would ask that any time you provide feedback or commentary on the new beta patch you begin you post with a single line that says "IAC" (it stands for "I am complying"). We will only make tweaks to the release candidate based on feedback from complying posters.

Please don't pretend to be complying when you're not. There's no shame in playing the game however you like -- that's why you bought it -- and simply not giving feedback for that 2-week period. Once the two weeks is up, everything will be pretty much back to normal.

Finally, thank you in advance for any and all help that you give us. Without you, we would have had little incentive to continue through this long process and 1.04a would have been the final game patch. With you, it will be an accomplishment that we can all be proud of! :cool:

Thanks, and look for the release candidate in the next day or so.



Chris "MrT" Stone
(on behalf of the entire development and beta team)


EDIT: if you have any questions about this, please ask in this thread and I will try to answer ASAP.
 
Last edited:
CK 1.05 Release Candidate A

1.05 RELEASE CANDIDATE A


Change Log since last public beta

  • fixed typo in naive_wirepuller education event
  • Made some tweaks and added a few events to help mongol succession events have a bit more of the intended impact.
  • Hordes have been re-randomised (size of their armies)
  • Added a temporary trigger exclusion to avoid having human rulers suffer disruption events if they are at sea. When we work o 1.06 this will be changed to have specific sea reas included in the individual area exclusions instead.
  • Primary heir will no longer be inclined to break free from his liege
  • Break free character checks for 5+ martial or intrigue now, instead of 5+ martial or stewardship
  • Break free holy land extra event no longer oly fires during crusades (not sure why it had this restriction in the first place?)
  • Characters with very low fertility will no longer sire bastards
  • Infant mortality rate has been increased rather alot. Children are at risk until age 5, and particularly duing their first 2 years of life
  • Mortality rate by natural causes has been increased. The clock starts ticking earlier and very old characters should now be quite unlikely.
  • Illness is now somewhat more prevalent.
  • Illness is now somewhat more likely to worsen into pneumonia
  • Various illnesses are a lot more likely to result in death
  • Rulers and a ruler's immediate offspring (ruler_child) are less likely to die or contract illness than other characters (they are pampered and protected somewhat more)
  • Crusader and Excommunicated are now mutually exclusive traits.
  • Tweaked some of the trait values for health and fertility. Most importantly, lepers will definitely no longer produce any offspring.
  • Updated tyhe trait_names.csv to reflect this
  • Rebalanced the education traits to make martial and church educations a bit more attractive, and stewardship less attractive (although all were tweaked) and also this addresses the shift to intrigue governing the demesne-size limit. Details are as follows:
    • court_education attributes = { martial = 1 stewardship = 1 diplomacy = 1 intrigue = 1 }
    • martial_education attributes = { martial = 2 stewardship = 0 diplomacy = 1 intrigue = 1 }
    • ecclesiastical_education attributes = { martial = 0 stewardship = 1 diplomacy = 2 intrigue = 1 }
    • naive_wirepuller attributes = { martial = -1 stewardship = -1 diplomacy = 0 intrigue = 1 }
    • flamboyant_schemer attributes = { martial = 0 stewardship = 0 diplomacy = 1 intrigue = 2 }
    • intricate_webweaver attributes = { martial = 1 stewardship = 1 diplomacy = 2 intrigue = 4 }
    • illusive_shadow attributes = { martial = 1 stewardship = 1 diplomacy = 2 intrigue = 8 }
    • amateurish_pettifogger attributes = { martial = -1 stewardship = 0 diplomacy = 1 intrigue = -1 }
    • proven_dealbreaker attributes = { martial = 0 stewardship = 1 diplomacy = 2 intrigue = 1 }
    • charismatic_negotiator attributes = { martial = 0 stewardship = 1 diplomacy = 4 intrigue = 2 }
    • grey_eminence attributes = { martial = 0 stewardship = 1 diplomacy = 8 intrigue = 3 }
    • hole_in_the_pocket attributes = { martial = 0 stewardship = -1 diplomacy = 1 intrigue = -2 }
    • proven_accountant attributes = { martial = 0 stewardship = 2 diplomacy = 1 intrigue = 0 }
    • fortune_builder attributes = { martial = 0 stewardship = 4 diplomacy = 2 intrigue = 1 }
    • midas_touched attributes = { martial = 0 stewardship = 6 diplomacy = 3 intrigue = 1 }
    • misguided_warrior attributes = { martial = 2 stewardship = -1 diplomacy = -1 intrigue = 0 health = 1 }
    • tough_soldier attributes = { martial = 4 stewardship = 0 diplomacy = -1 intrigue = 1 health = 1 }
    • knowledged_tactician attributes = { martial = 6 stewardship = 1 diplomacy = -1 intrigue = 2 health = 2 }
    • brilliant_strategist attributes = { martial = 9 stewardship = 1 diplomacy = -1 intrigue = 3 health = 3 }
    • detached_priest attributes = { martial = -1 stewardship = -1 diplomacy = 1 intrigue = 1 }
    • martial_cleric attributes = { martial = 4 stewardship = 0 diplomacy = 2 intrigue = 2 }
    • scholarly_theologian attributes = { martial = 0 stewardship = 2 diplomacy = 3 intrigue = 3 }
    • mastermind_theologian attributes = { martial = 0 stewardship = 3 diplomacy = 4 intrigue = 5 }
  • Updated the trait_names.csv to reflect this
  • Tweaked base defence values slightly to reduce regiments getting wiped out quite as fast
  • Tweaked base shock and morale values slightly to increase chance of battles resulting in one side breaking
  • Large courts are now more likely to experience higher mortality rates in general.
  • Crusades to non-Holy Land targets should occur slightly less frequently
  • Crusades to Iberia should occur somewhat less frequently
  • Many Crusades will end a little sooner once target is captured
  • Catholic rulers will be a little slower to join new crusades
  • You will no longer be spammed by the pope about joining a crusade if you are excommunicated
  • "God urges you to take up the cross" will no longer trigger for heretics
  • "Pope demands revoking of lay investiture" now will not trigger if character is heretic or excommunicated
  • Added a new event to give occasional little boosts in piety to the pope, the pope's courtiers, and to bishops who are direct vassal of renowned kings
  • Added a new event that no one expects, and that will do something with fear, surprise, ruthless efficiency and a fanatical devotion to the...er....
  • Tweaked mtth to make province revolts end a little sooner than before.
  • Alexandria has received a torrential downpour of rain that has resulted in rather drastic climatic change. Further changes being discussed (rebalancing gold values, and scenario set up of improvements and technology) will be reviewed in a coherant mannor for inclusion in a future 1.06 enhancement.
  • Advanced roadnets now give a 2.5% reduction in build times in that province (half the bonus from a sawmill). Only half the bonus was given as there are some major other advantages to plains/advanced roadnets that already make it a very advantageous improvement.
  • Tweaked many of the pillage values in provinceeffects.txt and provinceimprovements.txt
    • All minor diseases: -2 pillage gold
    • Plagues: -5 pillage gold
    • Struggling: -5 gold and -20 piety
    • Poor: -2 gold and -10 piety
    • Properous: +10 gold and no piety loss
    • Rich: +20 gold and no piety loss
    • Library: -2 piety
    • School: -2 piety
    • Templar House: -2 piety
    • University: -2 piety
    • Moneylenders: +5 piety
    • Monastery: -5 piety
    • Church: -5 piety
    • Large Church: -5 piety
    • Domed Church: -5 piety
    • Cathedral: -5 piety
    • Court of Justice: -2 piety
  • Changed the message you will see when creating a new title. Hopefully this will display correctly and remind you to save and reload if you gain a new title that was higher than any title you held before. I can't figure out a way to do this if you gain it as a peace condition, though, so you'll have to remember in that situation.
  • Fixed text bug "Queen of of" in text.csv
  • Byakhiam has completely rewritten and revised the trait events series to reduce the annoying spam for players as children in their courts mature, and yet still generate the desired end result.
  • Added a new set of events to the trait series that will give some piety or prestige to your primary heir (as long as he isn't ruling). Big thanks to Jinnai for scripting them.
  • ...and numerous other little tweaks.





IMPORTANT REMINDERS:
If you gain a new title that is a higher rank than any title you own then you must pause the game, save, and then reload in order for it to take effect.
So if you're a count and become a duke or king, or if you're a duke and become a king, then you should save and reload. Failure to do so will cause all sorts of possible bugs or crashes.

If you experience any stability issues (CTD) then please report them in this thread as per the guidelines in the first post. Debug remains enabled for the release candidate.


SUPER-IMPORTANT!
If you haven't done so already, please make sure that you read THIS POST which contains vital information about installing, using and reporting about this beta patch.

Thank you.


Enjoy! :)
 

Attachments

  • CK_Release_Candidate_A.rar
    1,6 MB · Views: 595
1.05 RELEASE CANDIDATE B


Change Log

  • Located and fixed a number of instances where "(" was used instead of "{" in scenario files and a couple of event files.
  • Tweaked mortality rate a bit
  • The finishing events of Nannies, Monks and Barons won't anymore fire when they shouldn't
  • Percentages of the bundles changed to fit the plan, they were too low at first, now with 1 certain, 75% for second, 35% of third and 10% of fourth, which should turn out more closely as the desired values (25% 1 trait, 40% 2 traits, 25% 3 traits, 10% 4 traits)
  • Fixed an error in the trait texts that was causing truncation of some text.


IMPORTANT REMINDERS:
If you gain a new title that is a higher rank than any title you own then you must pause the game, save, and then reload in order for it to take

effect.
So if you're a count and become a duke or king, or if you're a duke and become a king, then you should save and reload. Failure to do so will cause all sorts of possible bugs or crashes.

This patch should be applied over a clean 1.04a installation or on top of the previous patch.[/b] It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).


SUPER-IMPORTANT!
If you haven't done so already, please make sure that you read THIS POST which contains vital information about using and reporting about this beta patch. If you followed the instructions for Candidate A, you may simply install this on top of your existing installation. If you haven't followed the instructions, please do so but install this patch instead of the Candidate A patch.

Thank you.


Enjoy! :)
 

Attachments

  • CK_Release_Candidate_B.rar
    1,6 MB · Views: 569
Last edited:
1.05 RELEASE CANDIDATE C


Change Log

  • Chances of children dying have been reduced somewhat further
  • The finishing events of Nannies, Monks and Barons won't anymore fire when they shouldn't
  • Percentages of the bundles changed to fit the plan, they were too low at first, now with 1 certain, 75% for second, 35% of third and 10% of fourth, which should turn out more closely as the desired values (25% 1 trait, 40% 2 traits, 25% 3 traits, 10% 4 traits)
  • Tweaked early childhood events MTTH down a little
  • childhood upbringing now costs money instead of giving chance of stressed.
  • Being raised by nobles uses Trusting as signifier
  • Being raised end events MTTH lowered so they'd fire for anyone needing them
  • AI ruler of Atholl now gets buildings from heaven, though God takes payment too
  • Undead bishops (and other undead rulers) should be properly reburied now
  • the traits stutter, leper and intestinal worm have been "removed" and replaced with "parental upbringing", "realm duress", and "rebelliousness" instead. They use the old trait names but have new functions so do not use them any longer in any events unless you are using them in their new context.
  • the lisp trait has been changed to "speech impediment" and is now possible vua hereditry OR events (that used to give stutter).
  • replaced traits.bmp graphic new icons for the 3 new trait names. HUGE THANKS TO GRATIANUS for whipping those up for us on such short notice.
  • updated \db\traits.txt to reflect changes (includes all relationships, attributes, etc.)
  • updated \config\trait_names.csv texts to reflect changes **** PLEASE CHECK YOUR TRANSLATIONS IN CASE I MADE ANY MISTAKES IMPORTING THEM **** In particulr there was some discussion re the french translations that I might have misunderstood; and I still need Italian translations for a few events.
  • Updated *all* event files to reflect trait changes
  • updated all scenario character files to reflect trait changes
  • Changed all relevant childhood events to use new trait "Parental Upbringing"
  • scripted a new 10-event series that WILL NEED BALANCING IN A BIG WAY but replaces two previous event series: the far way vassals breaking free event AND the entire Byzantine civil war event series which was broken due to a code issue with RND seeding that can't be corrected. The new events use the new rebelliousness and realm duress traits, and apply to ALL realms. Not only will the Byzantine civil war work properly, but the HRE and Magna Carta (and similar periods of civil war) are also modeled using exactly the same event set. Byak and I now jointly hold the record for longest and most complex event series ever scripted. :cool:
  • HRE will now experience some trouble holding itself together.
  • Byzantine empire will now experience staggered (and escalating) difficulties holding itself together instead of the previous case where it either became a big purple blob or utterly imploded.
  • Law_events have been altered to give chance of squabbles over laws leading to rebelliousness in the realm
  • Magna Carta event now has strong likelihood of giving 3 vassals rebelliousness
  • large realms will be quite a bit harder to hold together than used to be the case
  • being significantly over your demesne limit is now going to REALLY REALLY hurt if you're a large realm with lots of vassals and you aren't either extremely careful or amazingly lucky.
  • Any weak ruler might be pressured by his vassals to start using Elective Law
  • Byzantine-specific set is dead and buried
  • "Manzikert" can now happen to any independent ruler, be wary of using disloyal, deceitful or rebellious vassals' forces
  • The simple "this distant vassal is now independent" event is no more
  • Removed Regency-specific civil war events
  • A few events have beeon moved into more appropriate files
  • Budivoj Nakonid, count of Lübeck, now starts 1066 scenario with appropriate amount of gold, piety and prestige (25/100/100)
  • Harald Svendson Knytling, Duke of Slesvig, now starts 1066 scenario with appropriate amount of gold, piety and prestige (50/100/100)
  • The duke of Braganza and King of Navarra now start 1066 with "Spanish-level" coffers (500 gold).
  • Lodewijk has been changed to Ludvik as a possible name in the westernslavic male name list.
  • Made some changes to 1187 scenario to resolve the "Beatrice" issue


IMPORTANT REMINDERS:
If you gain a new title that is a higher rank than any title you own then you must pause the game, save, and then reload in order for it to take effect.
So if you're a count and become a duke or king, or if you're a duke and become a king, then you should save and reload. Failure to do so will cause all sorts of possible bugs or crashes.

This patch should be applied over a clean 1.04a installation or on top of the previous release candidate patch.[/b] It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).




SUPER-IMPORTANT!
If you haven't done so already, please make sure that you read THIS POST which contains vital information about using and reporting about this beta patch. If you followed the instructions for Candidate A, you may simply install this on top of your existing installation. If you haven't followed the instructions, please do so but install this patch instead of the Candidate A patch.

THIS CANDIDATE IS NOT COMPATIBLE WITH ANY SAVE GAMES MADE PRIOR TO THIS PATCH!!!
Any save game made with Release Candidate B or earlier IS NOT compatible with this release candidate due to a change in the way several traits are handled. Please start a new game (and see next request).

AND A SPECIAL REQUEST...
Because we've responded to your concerns and have made a rather massive revision to some event sets as well as added more than 6300 lines of new event script, we very urgently need to balance them ASAP (we have less than 10 days to finish this!). This candidate will not be compatible with any existing save games so you'll need to start a new game to test it. We BEG anyone who is testing to PLEASE START YOUR NEW GAME USING NORMAL/NORMAL GAME SETTINGs and do your testing at those difficulty/aggresiveness settings until advised otherwise. This is our target for balancing and is the most crucial of all for us to achieve. Once we are comfortable with the normal/normal performance, we can then tweak the balance for other settings. When posting comments about game balance, please specifically state that you are using normal/normal game settings or I will assume that you aren't and will probably ignore your feedback (because I won't be confident that you're giving me the right info.

Thank you.

Chris
 

Attachments

  • CK_Release_Candidate_C.rar
    1,7 MB · Views: 463
1.05 RELEASE CANDIDATE D


Change Log

  • After discovering that Chris (MrT) had forgotten that leper was hardcoded to disallow a character to lead a regiment, there was a very messy and brutal execution, followed by the leper and stutter traits being swapped...so NOW leper = parental upbringing (since character is <16 and can't lead a regiment anyway) and stutter = realm duress.
  • Tweaked the realm duress to give less intrigue loss and more diplomacy loss to liege
  • The correct duke of Braganza now starts 1066 with "Spanish-level" coffers (500 gold) and his flunky does not.
  • Primary heir is now allowed to become rebellious, but he is alot less likely to than other characters and he is also less likely to spark a civil war.
  • A rebelious vassal may resort to assassination rather than outright rebelion -- particularly primary heirs (and even moreso if elective and/or BYZA). (Still require French and Italian translations of the new text for this please)
  • Tweaked mtth values and some modifiers to reduce the threat of civil war (as opposed to limited war) somewhat and made it quicker for liege to lose realm duress trait when at peace.
  • Counts are somewhat less likely to get involved in civil wars than before
  • Extremely high vassal prestige (in the 4000+ range) will now make civil wars slightly more likely
  • Extremely high liege pretige (in the 2000+ range) now has greater effect on dissuading vassals to rebel
  • Fixed the missing text string for the end of the childhood events if raising your child yourself.
  • Added in a few translations missing from the previous candidate. A very special thanks to all the members who took time to help me with these (and all previous translations too)!
  • Illness should be slightly less prevalent
  • It now costs less gold to have your child raised (childhood trait events), but now you lose a bit of prestige as well.
  • Some claims and whatnot were added to the Seljuks vs areas in Anatolia in 1066. In theory, that war should be abit more in line with what we're shooting for now.
  • A few of the more remove HRE vassals are now inclined to be rebellious in 1066. Might need a bit of toning down if it makes early break up of HRE too likely.


IMPORTANT REMINDERS:
If you gain a new title that is a higher rank than any title you own then you must pause the game, save, and then reload in order for it to take effect.
So if you're a count and become a duke or king, or if you're a duke and become a king, then you should save and reload. Failure to do so will cause all sorts of possible bugs or crashes.

This patch should be applied over a clean 1.04a installation or on top of the previous release candidate patch.[/b] It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).




SUPER-IMPORTANT!
If you haven't done so already, please make sure that you read THIS POST which contains vital information about using and reporting about this beta patch. If you followed the instructions for Candidate A, you may simply install this on top of your existing installation. If you haven't followed the instructions, please do so but install this patch instead of the Candidate A patch.

THIS CANDIDATE IS NOT COMPATIBLE WITH ANY SAVE GAMES MADE PRIOR TO THIS REALEASE!!!
Any save games made with Release Candidate C or earlier ARE NOT compatible with this release candidate due to Chris' idiotic blunder with the leper trait. Sorry about that. :(

AND A SPECIAL REQUEST...
Because we've responded to your concerns and have made a rather massive revision to some event sets as well as added more than 6300 lines of new event script, we very urgently need to balance them ASAP (we have less than 10 days to finish this!). This candidate will not be compatible with any existing save games so you'll need to start a new game to test it. We BEG anyone who is testing to PLEASE START YOUR NEW GAME USING NORMAL/NORMAL GAME SETTINGs and do your testing at those difficulty/aggresiveness settings until advised otherwise. This is our target for balancing and is the most crucial of all for us to achieve. Once we are comfortable with the normal;/normal performance, we can then tweak the balance for other settings.

Thank you.
 

Attachments

  • CK_Release_Candidate_D.rar
    1,7 MB · Views: 497
1.05 RELEASE CANDIDATE E


Change Log

  • Nanny (etc) end events MTTH dropped to 12 months, they should fire always now - If they don't, let me know!
  • Nanny (etc) end events now can fire for rulers and kids in AI courts, should your kids end up such before becoming adults
  • Losing your father during Parental Upbringing can be very bad thing
  • Sending your kids away from home during Parental Upbringing doesn't make them happy either
  • Reduced the cost of raising a child yourself, but there is now a chance that this will be a very straining period and will affect your fertility (20%) and possibly even your health (5%).
  • Tweaked mortality rates a little further.
  • Tweaked free claims events to be somewhat less likely.
  • Tweaked change of gaining illness a bit (slightly less likely)
  • Tweaked court officers to spam a bit less about how great a job they're doing
  • Tweaked court officers to spam a bit less about how much they'd prefer to be doing something else
  • Tweaked so a vacant court position will not result in the "free" courtier events as often
  • Tweaked to reduce cost of "free" courtier to fill vacant court position
  • Tweaked to reduce chance of "early" Sicily crusade
  • Tweaked to reduce chance of reconquista crusades occuring prior to 1150
  • Tweaked events where Catholic rulers are told to deal with heathens in their court during a crusade to occur quite a bit less often unless ruler is zealous
  • An AI ruler with realm duress (civil war) will not receive the event to send him off crusading.
  • Tweaked AI rulers to be slightly more interested in crusading
  • AI Kings with vassals who are rebellious are less likely to go crusading. I would have done this for dukes as well except the CPU load would be too heavy.
  • AI Rebellious vassals are now extremely likely to declare independence if asked to go on a crusade with their liege.
  • Heathens are splintered --> white peace event now only triggers for AI rulers if they are independent to avoid some problems we've seen with vassals doing weird stuff in non-coreligionist wars. Players who are vassals will still receive this event.
  • Heathens are splintered --> white peace event tweaked to fire a little sooner in general, but a little slower for human vassals.
  • Papal controller is now more likely to get indulgences trickling their way.
  • Papal controller is now more likely to receive papal blessing in a coreligionist conflict
  • Tweaked event that restocks an empty pope's court to occur more often (due to changes in mortality rate
  • Excommunicated Catholic rulers will be given the chance to recant much more rapidly if they are on a crusade (A LOT FASTER!) and cost has been reduced unless you are also a heretic.
  • Heretic Catholic rulers will be given the chance to recant much more rapidly if they are on crusade, and cost has been reduced unless you're also excommunicated.
  • Having a non-Christian officer in a Christian court is a lot more likely to incur the pope's wrath than before. Doing so and being on crusade if you're Catholic is a very bad idea. Our advice....don't do it unless you're roleplaying.
  • AI holy orders with unsuitable heirs (female or non-Catholic or wrong traits) will put a more suitable heir in position much more quickly
  • Undead rulers will get stakes driven through their hearts a lot faster.
  • English melting pot events will happen a little more rapidly
  • Scottish provinces ruled by a Scott will change culture from Norweigan to Scottish a bit more rapidly
  • Generic Religious conversions will happen a little more slowly than before.
  • Finally relenting to popular demand, cultural conversion (via spread) no longer requires that the two provinces be the same religion; however, if they are then the spread will happen quite a bit more rapidly.
  • AI vassals are now somewhat more likely to convert to their liege's religion, and will do so A LOT more rapidly.
  • A vassal who refuses to convert to his liege's religion will automatically become zealous (used to be just a chance of this) and will not be asked to convert again. He also has as fairly high probability of becoming rebellious as a result.
  • Zealous vassals will no longer be asked to convert to their liege's religion.
  • "Manzikert event" now a little less likely, and is less likely to lead to outright war with your liege
  • Tweaked start of succession troubles in moslem/pagan realms to be a little less likely to happen now.
  • Tweaked production of heirs in moselm/pagan realms with successiont troubles to be a bit more rapid, and to clear the bastard trait from the child more quickly so he is much less likely to run into issues with the other bastard event series.
  • The province-based "far away" disruption events are now generally less likely to happen if province is same religion as ruler.
  • The province-based "far away" disruption events are much less likely to happen for a rebellious vassal.
  • The province-based "far away" disruption events are much more likely (even moreso than the previous patch) to happen for a ruler with realm duress.
  • The province-based "far away" disruption events are much more likely to happen to the Mongol Hordes than before
  • Tweaked initial event that gives vassal the rebelliousness trait to be generally less likely to happen
  • Tweaked all civil war events to take liege stats much more into account. High liege stats make bad things less likely, while low stats will make them more likely.
  • It is now possible that an independent ruler experiencing civil war will be able to return some stability to his realm (lose the realm duress trait) even if he has a vassal who still has the rebelliousness trait (although that vassal could easily cause another civil war himself)
  • Fans of Frank Herbert's Dune series may now find that there's a nasty surprise in store for them. ;)
  • Text for #6451 now makes it somewhat clearer that you may not be given a chance to change your mind.
  • 1066 scenario: all initial "random" marriages have been fixed to make one of the spouses belong to the "none" dynasty to prevent unnecessary inbreeding
  • 1066 scenario: removed the rebelliousness of HRE vassals from last patch.
  • 1066 scenario: left Byz setup as is, to see if event tweaks alone are sufficient to produce better results.


IMPORTANT REMINDERS:
If you gain a new title that is a higher rank than any title you own then you must pause the game, save, and then reload in order for it to take effect.
So if you're a count and become a duke or king, or if you're a duke and become a king, then you should save and reload. Failure to do so will cause all sorts of possible bugs or crashes.

This patch should be applied over a clean 1.04a installation or on top of the previous release candidate patch.[/b] It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).




SUPER-IMPORTANT!
If you haven't done so already, please make sure that you read THIS POST which contains vital information about using and reporting about this beta patch. If you followed the instructions for Candidate A, you may simply install this on top of your existing installation. If you haven't followed the instructions, please do so but install this patch instead of the Candidate A patch.

THIS CANDIDATE IS NOT COMPATIBLE WITH ANY SAVE GAMES MADE PRIOR TO REALEASE CANDIDATE D!!!
Any save games made with Release Candidate C or earlier ARE NOT compatible with this release candidate due to Chris' idiotic blunder with the leper trait. Sorry about that. :(

AND A SPECIAL REQUEST...
Because we've responded to your concerns and have made a rather massive revision to some event sets as well as added more than 6300 lines of new event script, we very urgently need to balance them ASAP (we have less than 10 days to finish this!). This candidate will not be compatible with any existing save games so you'll need to start a new game to test it. We BEG anyone who is testing to PLEASE START YOUR NEW GAME USING NORMAL/NORMAL GAME SETTINGs and do your testing at those difficulty/aggresiveness settings until advised otherwise. This is our target for balancing and is the most crucial of all for us to achieve. Once we are comfortable with the normal;/normal performance, we can then tweak the balance for other settings.

Thank you.
 

Attachments

  • CK_Release_Candidate_E.rar
    1,7 MB · Views: 556
1.05 RELEASE CANDIDATE F


Change Log

  • Realm duress and rebelliousness are now antitheses of one another.
  • MJER has been changed to brown to make it easier to distinguish from the Fatimids
  • MAMM has been changed to dark orange.
  • MTRI has been changed to light green.
  • Added a mini-event to clear rebelliousness for someone who shouldn't have it.
  • The "perhaps I should reconsider being rebellious" event will now only trigger if the vassal is already fairly loyal to his leige. It might still trigger once in a while for someone who has managed to become independent without clearing the trait, but the (new) clearing event should make that quite rare.
  • Courtiers who are rebuffed by their liege in the "I could be a better..." events may now become stressed or depressed about the whole affair.
  • Courtiers who are "bumped" from their position as a result of the "I could be a better..." might now become a little depressed about it.
  • Rebellious vassals can now only get the assassination event if either they or their spymaster has sufficiently high intrigue, or if the "target" court has both liege and spymaster with non-great intrigue. The likelihood of the event firing is now also modified by the two courts' spymaster skills.
  • 1066 scenario: Erik Anundsson (ID 100516) is now rebellious at the start of the scenario to represent his historical attempts to usurp the Swedish crown in 1066-67.
  • Spent many hours fixing a frighteningly large number of texts that were missing the correct number of trailing semi-colons and resulted in text display errors in events. Byakhiam is now hiding in Tibet while MrT fanatically searches for him with a blunt sword.
  • Placed second in the Royal Canadian Legion's District-level 4-player mixed-teams charity event so I'll get to play in the provincial tournament next month. :cool: This was, of course, celebrated rather heavily back at the branch so any errors made on Sunday may be attributed to a chemical imbalance of too much blood getting into my alcohol stream.
  • The civil war events now no longer preclude it happening to Catholic realms during a crusade; but the likelihood of it happening is much less than would be the case otherwise.
  • Made lots of tweaks to civil war set to make far away vassals interested in breaking free (peacefully)
  • Tweaked mtth and modifiers of civil war events to reduce (a bit) the chance of assassinations. When attempted, though, they are more likely to succeed than before.
  • Tweaked mtth and modifiers of civil war events to make them more even likely for poor-stat lieges, and even less likely for high stat lieges (so liege stats now play a much largeer role in determining how rapidly things disolve into chaos).
  • High stat rules will get rid of realm duress trait much more rapidly than before.
  • Implemented a very cool idea from The Phoenix to make thieves guilds, smugglers rings, etc not show as "buildable" when clicking on a province.
  • Reinstated a modified version of the old event (ID 6104 in realm_distruption_events.txt prior to RC-C) to have a far-away vassal break free. It will now trigger for a count who is a vassal of a duke who is, in turn, a vassal of a king...thus a vassal of a vassal will now be able to break free once more instead of being forced to wait to see if his liege would do anything.
  • All translations received to date have been incorporated into the files.
  • Removed some ghost marriages (marriages involving characters who don't exist) from the 1066 scenario.
  • Removed a ghost marriage from the 1187 scenario.
  • Starting prestige and piety of most Seljuk vassals and Byzantine vassals have been set to 0 in 1066 to see if that can make them a little more interested in fighting one another.
  • Sceptical child is now much less likely to get the "how could I better serve God event.
  • Tweaked a few texts to be a little better.
  • Removed the very cool idea from The Phoenix when it turned out that it was bugged and would cause insta-CTD when the "improvement" existed in a province.
  • Fixed a bug with the illness Masque of the Red Death series that was preventing it from doing what it was supposed to (thanks to The Phoenix for spotting it!)
  • Removed a ghost marriage from the 1337 scenario.
  • Fixed up the sins of Blanche in 1337 scenario (thanks to Fat, Gaute65 and Olaus Petrus for figuring it all out and giving me the easy C&P fix)
  • Put in version 2 of The Phoenix's cool idea and tested the be-jeepers out of it. It seems to work...so far.
  • Kwisatz Haderac effects removed...mostly.
  • Tweaked event ID 6220 a bit.
  • The many of the duke-level vassals of SELJ and eastern BYZA, as well as a couple of the border "counts", now begin the 1066 scenario at war with one another (and the appropriate king-level title).
  • Almost all rulers in eastern BYZA empire (of all tiers) and almost all SELJ rulers (of all tiers) now start 1066 with no piety or prestige.



IMPORTANT REMINDERS:
If you gain a new title that is a higher rank than any title you own then you must pause the game, save, and then reload in order for it to take effect.
So if you're a count and become a duke or king, or if you're a duke and become a king, then you should save and reload. Failure to do so will cause all sorts of possible bugs or crashes.

This patch should be applied over a clean 1.04a installation or on top of the previous release candidate patch.[/b] It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).




SUPER-IMPORTANT!
If you haven't done so already, please make sure that you read THIS POST which contains vital information about using and reporting about this beta patch. If you followed the instructions for Candidate A, you may simply install this on top of your existing installation. If you haven't followed the instructions, please do so but install this patch instead of the Candidate A patch.

THIS CANDIDATE IS NOT COMPATIBLE WITH ANY SAVE GAMES MADE PRIOR TO REALEASE CANDIDATE D!!!
Any save games made with Release Candidate C or earlier ARE NOT compatible with this release candidate.

AND A SPECIAL REQUEST...
We still need to balance all of the new events and features very soon (we have about a week left to finish this!). We BEG anyone who is testing to PLEASE START A NEW GAME USING NORMAL/NORMAL GAME SETTINGS and do your testing at those difficulty/aggresiveness settings. This is our target for balancing and is the most crucial of all for us to achieve. Once we are comfortable with the normal/normal performance, we can then tweak the balance for other settings.

Thank you.
 

Attachments

  • CK_Release_Candidate_F.rar
    1,7 MB · Views: 305
1.05 RELEASE CANDIDATE G

My apologies for the rapid release of this RC, but there were a couple of glaring problems in the RC-F that simply couldn't wait for a few days.

Change Log

  • Fixed yet more text errors (grrrrrrrrr!)
  • All translations should now be in place.
  • Fixed an inversion of a german translation in the actions for one of the events.
  • Fixed logic error in court_events ID#6220
  • Tweaked the Masque of the Red Death series (a lot!). It will still happen, but the court limits have been increased and the intial triggers have been made more exclusive. You should now only see this with any regularity if you have very large courts, and they are more self-limiting (they've always had protective limits...I've just increased them by a fairly large degree).
  • Tweaked (generic) incubation of illness a bit.
  • Tweaked death from illness somewhat.
  • Tweaked recovery from illnesses (a lot!)
  • Tweaked recovery from mental diseases somewhat
  • Tweaked frequency of mental disease "activities" somewhat.
  • Slight tweak to a modifier in Civil war events.



IMPORTANT REMINDERS:
If you gain a new title that is a higher rank than any title you own then you must pause the game, save, and then reload in order for it to take effect.
So if you're a count and become a duke or king, or if you're a duke and become a king, then you should save and reload. Failure to do so will cause all sorts of possible bugs or crashes.

This patch should be applied over a clean 1.04a installation or on top of the previous release candidate patch.[/b] It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).




SUPER-IMPORTANT!
If you haven't done so already, please make sure that you read THIS POST which contains vital information about using and reporting about this beta patch. If you followed the instructions for Candidate A, you may simply install this on top of your existing installation. If you haven't followed the instructions, please do so but install this patch instead of the Candidate A patch.

THIS CANDIDATE IS NOT COMPATIBLE WITH ANY SAVE GAMES MADE PRIOR TO REALEASE CANDIDATE D!!!
Any save games made with Release Candidate C or earlier ARE NOT compatible with this release candidate.

AND A SPECIAL REQUEST...
We still need to balance all of the new events and features very soon (we have about a week left to finish this!). We BEG anyone who is testing to PLEASE START A NEW GAME USING NORMAL/NORMAL GAME SETTINGS and do your testing at those difficulty/aggresiveness settings. This is our target for balancing and is the most crucial of all for us to achieve. Once we are comfortable with the normal/normal performance, we can then tweak the balance for other settings.

Thank you.
 

Attachments

  • CK_Release_Candidate_G.rar
    1,7 MB · Views: 590
1.05 RELEASE CANDIDATE H


Change Log

  • Removed restrictions on only christians creating vassals. All rulers should now do so. (exe change)
  • Lustful/chaste traits are no longer removed for teenagers at loadtime. (exe change)
  • Fixed a problem with randomness not being reset between effects in events. (exe change)
  • Reduced range of age on random male courtiers to maximum of 55 instead of 65 years. (exe change)
  • Fixed a major crashbug which corrupted savegames. (exe change)
  • Fixed another random crashbug. (exe change)
  • Found and purged what I hope are the last few lingering formatting errors in the extra_text.csv
  • Fixed a missing marriage end date in 1187 scenario (ID #6500)
  • Fixed name of SAND in world_names.csv
  • Fixed Spanish names in province_names.csv
  • Made a ton of corrections to the Spanish text in the extra_text.csv
  • Made some Spanish corrections to world_names.csv
  • Made bunch of fixes to 1187 and 1337 marriages involving randomly-generated characters of the same dynasty being married to one another (thanks to Fat's hard work of preparing those files for me -- also Fat now creditted in 1.05 change log)
  • Fixed a large number of ghost marriages, etc. in the 1187 and 1337 scenarios (thanks to NexusRTI for these -- credit added to the 1.05 change log)
  • Changed Elvira, countess of Zamorra (C191) to 'Urraca'; changed Urraca, courtier in Kingdom of Castile (CAST) to 'Elvira'; and made new Elvira's location to be in county of Zamorra (C191). (Thanks binTravkin!)
  • Reworked bastard stats-boost event effects to take fixed RND seed issue into account
  • Reworked a couple court events to take RND seed fix into account.
  • Tweaked mortality rates a tiny bit more
  • Tweaked down likelihood of getting a "free" claims event.
  • AI will no longer appoint non=coreligionist officers to his court via event
  • Court officers will spam you a bit less with their "flavour" messages.
  • Wandering courtiers of various ilks will cost a bit less
  • The "I could be a better..." event series will now not have a courtier ask for a court position if not same religion as ruler
  • Courtiers should be a fair bit faster at adopting the religion of their ruler.
  • The pope and patriarch will now only spam you about using heathens or schismatics in court offices if there is at least one unemployed courtier who is the correct religion and *could* be assigned to the office (regardless of that courtier's stats, though). Exception: see next item.
  • The pope *will* complain about heathens that hold an office in a Catholic court during the crusades. (i.e. when crusades aren't active, you could let a non-christian hold office, but during a crusade you will need to demote them and have either no officer or a Christian one).
  • In theory, the above changes should make it possible to play some of the realms (like Serbia, Vidin, etc.) without being spammed like made before your court has attracted/produced enough correct-religion courtiers. Just don't leave a heathen court officer in his post during a crusade if you're Catholic.
  • Tweaked Catholic AI rulers' interest in going off on a crusade to be slightly more likely again.
  • Made one last attempt to tweak the "Masque of the Red Death" series. MTTH for the bad events has been greatly increased -- and even more so for ruler, ruler child and court officers. The good events (healing) should happen more rapicly for ruler, ruler child and court officers but mtth for those is otherwise unchanged. The courtsize limits on the events have also been adjusted, so bad illness/pneumonia ones will only happen if court has more than Count20/Duke25/King30 courtiers; and the plague-related ones will cut off at courtsize count15/duke20/king25. So if you have a very large court you'll still get them (mostly for courtiers) but they should stop once court is somewhat culled.
  • Reworked some Horde events to take into account the fixed RND seed bug.
  • The "Manzikert event"(6157) is now quite a bit more likely to trgger for a rebellious vassal and/or if liege has the realm duress trait.
  • Vassals of a liege who already has the realm duress trait will not become rebellious unless they have less then 100% loyalty.
  • High intrigue vassals won't consider becoming rebellious if they are 100% loyal.
  • Vassals of a low intrigue liege won't consider becoming rebllious if they are 100% loyal.
  • Vassals are generally slightly less likely to become rebellious on tyheir own.
  • Far away vassals are far less likely to spark a civil war than before, but are more likely to break away somewhat sooner than they used to.
  • Rebellious vassals are less likely to start a civil war now.
  • Vassals who are 100% loyal are quite a bit less willing to becoming rebellious than they were before.
  • Vassals who are 100% loyal are quite a bit less receptive to joing a civil war.
  • Loyal vassals are a little less likely to change their minds and become disloyal later.
  • Byzantine Emperors will have less trouble than before to clear a civil war.
  • Generally, a civil war is likely to be ended a little sooner than before.
  • A civil war will clear much more rapidly if there is no remaining vassal who have less than 100% loyalty.
  • Very poor stats have less of an impact on slowing down the end of a civil war than before.
  • Assassinations are generally a little less likely to happen.
  • In the balkan region, a vassal will not try to assassinate his liege (who is probably BYZA) unless he is at least a bit disloyal (<90%). (Historical "frequency" of Eastern Roman Empire court intrigues)
  • In the italy region, a vassal will not try to assassinate his liege unless he is somewhat disloyal (<75%). (Historically, many city-states did employ assassination as a political tool)
  • In all other regions, a vassal will not try to assassinate his liege unless he is fairly disloyal (<50%).
  • Tweaked the minimum values for assassinations to be possible.
  • Poor liege stats in martial, stewardship, and diplomacy have less impact on the likelihood that an assassination will be attempted than before; however very low intruge lieges are now more likely to be assassinated than before.
  • Vassals with high loyalty are somewhat more likely to change their minds and cease to be rebellious.
  • Reduced (a bit) the frequency that rebellious AI vassals are likely to get the "free" loyalty hits, and made the degree of the hit randomly variable between 10-50% (instead of a flat 25%). Very loyal vassals will get few "hits" and very disloyal vassals will tend to get more hits.



IMPORTANT REMINDERS:
If you gain a new title that is a higher rank than any title you own then you must pause the game, save, and then reload in order for it to take effect.
So if you're a count and become a duke or king, or if you're a duke and become a king, then you should save and reload. Failure to do so will cause all sorts of possible bugs or crashes.

This patch should be applied over a clean 1.04a installation or on top of the previous release candidate patch.[/b] It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).




SUPER-IMPORTANT!
If you haven't done so already, please make sure that you read THIS POST which contains vital information about using and reporting about this beta patch. If you followed the instructions for Candidate A, you may simply install this on top of your existing installation. If you haven't followed the instructions, please do so but install this patch instead of the Candidate A patch.

THIS CANDIDATE IS PROBABLY NOT COMPATIBLE WITH ANY SAVE GAMES MADE PRIOR TO THIS PATCH!!!
Any save games you have made with Release Candidate C-G might work, but earlier saves ARE NOT compatible with this release candidate.

AND AN EXTRA SPECIAL REQUEST...
We have until Tuesday to balance everything, and since there were some exe changes in this patch that will affect a number of situations, we REALLY, REALLY BEG you to PLEASE START A NEW GAME USING NORMAL/NORMAL GAME SETTINGS.
This is probably the last chance (unless I make another patch on the weekend at some point) that you'll have to give us feedback before we have to submit the files. Yeah...it's a bit scary that the (probably) final release candidate has two *major* exe changes. Our choices were "do it now, and balance as best we can" or "make no exe change and who knows when the next chance will come to change it". We chose to take the chance and get it done now -- mostly because one of the changes is the single most requested exe change you've asked for. Please try to test this as much as you can, and give us (constructive) feedback so we can make some last tweaks before the files go to localization.

Thanks folks

Enjoy!
 

Attachments

  • CK_Release_Candidate_H.rar
    1,7 MB · Views: 542
1.05 RELEASE CANDIDATE I


Change Log

  • Removed duplicate lisp modifiers from the finish education events.
  • Fixed a missing action text
  • Tweaked events relating to KoJ.
  • Fixed some map positioning errors in provinces ID# 494, 705, and 936 (thanks to Fawr!)
  • MBAG is now yellow
  • NOVG is now red
  • AI Papal controller who isn't catholic will now rapidly get struck by lightning. Same is true of the primary_heir of a papal controller.
  • More or less doubled the mtth of most provincial relegious conversions in an attempt to slow it down somewhat.
  • AI Demesne capital that is not ruler religion will now convert to ruler religion EXTREMELY rapidly. Yes, I know that this can be usd by players as a HUGE exploit (so go ahead oand exploit it if that's what turns your crank) but it's needed to resolve some of the other problems that can't be otherwise be addressed without code changes.
  • Added an AI event (law_events.txt ID 6700) as a partial temporary fix to problems that seem to keep occuring where a vassal and liege are a different religion. The vassal should now convert to realm religion quite quickly, but is highly likely to be rebellious (even if he was 100% loyal before conversion).
  • A rebellious vassal will no longer start a civil war if he has 100% loyalty (but he could decide to join one)
  • Half-fixed a bugged 1066 character "måstefixa Billung" who will henceforth be known as "Billung Billung" (or should I call him "Halbrichtig Billung"? ;))



IMPORTANT REMINDERS:
If you gain a new title that is a higher rank than any title you own then you must pause the game, save, and then reload in order for it to take effect.
So if you're a count and become a duke or king, or if you're a duke and become a king, then you should save and reload. Failure to do so will cause all sorts of possible bugs or crashes.

This patch should be applied over a clean 1.04a installation or on top of the previous release candidate patch.[/b] It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).




This will very likely be the final pre-release patch unless I get more feedback in the next 24 hours.
 

Attachments

  • CK_Release_Candidate_I.rar
    1,6 MB · Views: 519
Last edited:
1.05 RELEASE CANDIDATE J


Change Log

  • Fixed another crash bug (exe)
  • Made more (somewhat drastic) changes to try to reduce religious conversion rates.
  • Mostly undid previous patch's change to make demesne capitals change to realm religion quickly (there's a slight bonus, but nowhere near previous bonus...ie is now 0.85 instead of 0.000001).
  • Event ID6700 will now only convert if ruler has elective law and has eccl education
  • Pulled the Hordes' teeth -- rather significantly.
  • Tweaked mtth of parental upbringing series to make slightly more likely to get another trait or two



IMPORTANT REMINDERS:
If you gain a new title that is a higher rank than any title you own then you must pause the game, save, and then reload in order for it to take effect.
So if you're a count and become a duke or king, or if you're a duke and become a king, then you should save and reload. Failure to do so will cause all sorts of possible bugs or crashes.

This patch should be applied over a clean 1.04a installation or on top of the previous release candidate patch.[/b] It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).




This is it!
This is the final release version that will be in the offical 1.05 installer (localized, of course).

Enjoy! :)
 

Attachments

  • CK_1_05_Final.rar
    1,7 MB · Views: 4.670
Status
Not open for further replies.