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rageair

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Greetings!

In this Dev Diary we’ll show off some of the other things we’ve been working on for the 1.2 patch! While the Ruler Designer is extremely cool, it’s not the only thing you’ll be getting - there’s plenty of exciting new things coming up! What follows below is a showcase of some of the things we’ve done, presented by someone who’s worked on it!

Oh, and because we know you’re wondering - yes, saves made in 1.1 will be compatible in 1.2!


Kill List
A very fun feature from CK2 that we wanted to bring back is the Kill List, you might have noticed the new UI button in some of our Ruler Designer teasers before.
This skull icon will appear on any character who has killed people you know about and when clicked opens a list of everyone they killed and how they met their grisly fate. So you can get a sense of just how much of a true beast some of your strong knights are and how many of your foes they have vanquished on the battlefield in your name.
But of course it only shows the kills you know about, so some people that look innocent to you may in fact be hiding numerous skeletons in their closet…
KillList.png

[Picture of kill list button location]

YourKills.png

[Picture of the open kill list]


Attach to Army
Another helpful utility we wanted to add was being able to attach your armies to follow ally armies to their destinations. This is especially useful during bigger wars like Crusades where you are not the primary participant; you can attach to any friendly unit of an ally in the same province as your unit and of course then detach when you decide to go your own way. If there are multiple armies in a province you can attach to then a pop up window will open for you to decide which one you would like to follow.
Attach.png

[Picture of the attach to army button]


Force Realm Priest Endorsement
Your realm priest will endorse you normally if they have a good opinion of you, and we’ve now extended that so if you have a strong hook on them then they will passively be forced to endorse you regardless of their personal opinion of you.
That way you can still get all of those sweet taxes and levies from their church holdings even if they might personally think you are a blasphemous fool!
HookEndorsement.png

[Picture of realm priest being forced to endorse you via a strong hook]


Tribal Walls / Tribal Holding variants
Tribes in different parts of the world will now look different! From longhouses in the north to yurts in the steppes, there’s now a visual difference between the major tribal regions on the map. We’ve also added one more visual tier of walls, symbolising the very lowest possible fort level a holding can have.
TribalHoldings.png

[Picture of new Tribal Holding variants]


Reworked Dynasty UI
The Dynasty view has gotten some more love! The window now has two dynamic info boxes explaining how dynasty and house head is chosen, especially how Max military strength determines who's dynasty head. Military strength can now also be seen and compared between house heads in the house list. The legacy area has gotten a new look to easier show which legacy tracks you have unlocked, how many steps are unlocked, and which ones you've finished.
NewDynastyView.png

[Picture of updated Dynasty UI]


Improved Battle UI
Battles have also gotten some more love, with the UI having received an overhaul. It now both looks nicer and places important information in a better layout!
NewBattle.png

[Picture of the improved Battle UI]


Player Coat of Arms Graphics
Your Coat Of Arms is now decorated with mantling! It adds a sense of flair and you can also spot other players easier on the map during multiplayer.
Mantling.png

[Picture of Mantling on a player CoA]


Rally Point Improvements
We’ve done some work on the troop system in 1.2. As part of this we hope to have eliminated some bugs like levies failing to reinforce when they should.
More visibly, we’ve made one change to how troops get raised at rally points. Now if you exceed the supply limit the game will automatically split the army up to obey the supply limit, spreading it out over adjacent provinces.
RallyPointRaise.png

[Picture of a rally point where armies are spread out]

Pictured is what now happens when trying to raise a bit over 10k men in an area with supply limits of 2.5k.


Siberian Paganism
Suomenusko has long been in a bit of an awkward spot. It stretches over large territories where the people in reality worshiped many different deities. To improve the situation, we've made two changes. The first is a simple name change, as we've renamed Suomenusko to Ukonusko (after the main deity). It gives the faith a name that isn't specifically Finnish, since we have several other cultures that share the same faith.

NewSetup.png

[Picture of new Faith Setup in the north]

Secondly, we've split it into two separate faiths by adding a new faith for the Siberian region. We felt that adding a new faith would be a significant improvement as to better reflect the varied beliefs of the Ugrian peoples. Named Turumic, after their main patron deity Numi-Turum, it is in some ways similar to Ukonusko in that it's a faith closely linked to nature, but is different by their veneration of hunting. The tenets are the following: Ancestor Worship, Ritual Celebrations, and Sanctity of Nature. It uniquely has the Hunter lifestyle traits as virtues. The other virtues being Brave, Generous, and Temperate. Meanwhile, being Greedy, Craven, or Vengeful, is considered a sin.


Improved Ugliness System
In CK3, the “ugly” trait is a lot more interesting than it was in CK2, having a noticeable effect on portraits, and coming in three levels of severity. However, beyond the first level of the trait we didn’t quite achieve the levels of ugliness we wanted at release. So in 1.2 we’ve improved the system we use to distort the portraits of ugly people to make them uglier while still not feeling too out of place within the art style. Before 1.2 ugliness worked by changing skin texture and making all facial features more extreme. This is still the case, but in 1.2 we also pick a single or a small set of features to make especially extreme. This can result in a character for instance having a particularly messed up nose, a face that’s too small for their head, or the tiniest mouth. Focusing on small feature sets like this helps ensure that ugly people are varied in their ugliness, and more readily identifiable as “ugly”.
Below are a couple examples of how ugly characters will look in 1.2 vs. 1.1.
UglyComparison.png

[Picture of a comparison between the same level of ugliness in 1.1 vs 1.2]

As you can see the difference isn’t massive, but helps make them a bit more interesting. There’s still room for improvement and especially so for the “Hideous” trait, but this was a relatively simple and safe change to make for 1.2.


Matrilineal Game Rules
We’ve added a new game rule that controls the behaviour of the AI when choosing which type of marriage to pursue. There’s plenty of options to choose from, so regardless what your preference is, it should hopefully be represented! All options are achievement compatible.

MatriRules.png

[Picture of Matrilineal Marriages Game Rule settings]

Naming Dynasty Members in Court
You now get to name all Dynasty members that are born in your court, not just your own children. This means that you can make sure that the correct names are passed down as you prefer!


New Event Content
You can now grow old, sick, tired, and depressed more efficiently, with new events that dole out the “Infirm” trait.

For those seeking even swifter departures from this mortal coil, we have expanded the Murder scheme with additional events and deadly outcomes! But take care — the mastermind behind a scheme can now be unmasked, in addition to the existence of the scheme itself. To even things out a bit, a Court Physician you recruit as an agent has a chance to purposely mess up treatments of your target — and they can now also properly treat their own wounds and conditions.

Other schemes and mechanics have gotten numerous content tweaks, additions, and updates.


That’s it for this time! Don't forget to tune in to tomorrows CK3 stream, where we'll show off the 1.2 patch! Who knows, maybe you'll even get to know the release date?
Details:
Link
Live at 16:30 CET, tomorrow!
 
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Does the “Attach army” button mean that the AI will (at least under some circumstances) attach it’s army to yours? Or is this a player-only feature?
It is purely a player facing feature like it was in CK2, it is for convenience of following the allied AI (or other players in MP) around to support them such as following a big stack in a Crusade or any other war.
 
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Cheers for the reply. Is giving the AI the ability to attach to player armies something that’s planned (either for this patch or in future patches/DLC)?
The AI already has logic for assisting the player, for example by stacking up on them and following them to battles or sieging nearby things etc. It doesn't need to have access to the specific player facing tool for that.

1.2 aims to also a lot the AI dancing between priorities, though that is unrelated to specifically attaching armies.
 
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A kill list is only fun with the death noises!
Not until you have to listen to the sound of 4000 people in your prison dying... at the same time... Because you had to test it.

I still get nightly sweats.

This looks great. Thanks so much!

Two quick questions...

1. Does the “Attach army” button mean that the AI will (at least under some circumstances) attach it’s army to yours? Or is this a player-only feature?

2. Do the rally point changes include a change to the way Men At Arms instantly spawn at rally points (the so called “teleporting Men At Arms” issue)?
1. Attach army works one way, currently - that is if you had pledged troops to a distant war but have no real interest in actively managing your armies, you can attach your armies to a select stack of your ally armies and let them manage your stack, effectively leaving you free to do as you please.

2. That's the benefit of having Men at Arms, they are effectively a strike force in your realm that you pay extra in addition to the peasant levies provided by holdings. That said, we are always looking at ways to balance the game out in a way that feels right to us and the players!

question regarding the "always" matrilineal setting: are ai rulers inclined to allow sons who stand to inherit land to marry matrilineally?

one of the annoying things about mods that messed around with this is youd tend to see a lot of second and third sons married off matrilineally because it seemed the ai only cared about the primary title. is the ai still happy to allow this sort of thing to happen in this more official version?

hope im making sense, im just out of class so my brain is kinda fried
Matrilineal setting is essentially vanilla setting flipped around, so anything that worked for patrilineal setting by default now will have opposite genders. Female, single rulers should also do their best to find a suitable match to prolong their bloodline now with default settings.

Now this is polish.

I really like the new dynasty menu since it lets you see the levels of everything super fast and at a glance.

Only other thing I could ask for would be having the family tree unexpanded when you open it by default. It gets super laggy when there's like over 1,000 people in a dynasty. But I'd still like to see the family tree regardless! Its super convenient and looks really pretty, especially for tracking a line. But it expanding the whole thing can sometimes crash my game with a 3k big family.
Always feel free to give us a bug in Bug Forums and provide a good save and reproduction steps so our humble QA team can take care of any and all issues that may be hampering your experience!
 
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Thanks for this. Can I ask one more thing?

Will the AI “recognise” when a player has used the button to attach a player army to their AI one? i.e. If I attach my 10k player army to their 5k AI army, will the AI now realise that that ‘stack’ can now take on another - say - 8k army? Or will the AI move their 5k as if it’s still 5k?
AI will treat the attached army kind of as if it was it's own - so they will split their own army to avoid racking up attrition in supply starved locations as best as they can.

I've got some questions though. Given how some of the new UI features are ones returning from CKII (like the kill list), is there any chance for an individual character's family tree? It shows different stuff and serves a different purpose than the dynasty tree, so I don't think it'd be out of place. Though, given the more streamlined UI of CKIII, perhaps it should use the vertical rather than horizontal orientation of the family tree, so it'd have the same layout as the dynastic one.
You can actually just fold other branches of the tree that are not interesting to only inspect your direct line. Currently there is no separate version of Dynasty tree in plans.

Also, when you get an inbreeding warning on marriage proposal, could the warning show the common ancestor that triggers it? If there are multiple ones, just the most recent would do.

And while I'm on the topic of trees, the dynasty tree is lacking the filters the CKII one had (if family tree does make a return, it also should have them). Likewise, the find character menu is still lacking some filter options from the previous game.
For any suggestions or bugs, please do visit our Bug Report forum! We try our best to stay on top of most pressing matters and, of course, the better you word it and provide samples, the higher the chance of our QA department having it investigated, so keep that feedback coming so it's not lost in the depths of the internet!

Finally, the mantling piqued my interest. How moddable will it be? Will it be possible to unlock it for AI? Will we be able to give it conditions, like showing only for titles ruled by someone from a dynasty with high Level of Splendor? Will it be possible to make mantling change depending on conditions like the aforementioned Level of Splendor of the ruler's dynasty or the government type?
I believe it to be as moddable as anything else in the game. I've personally seen some... unholy... creations over on Steam Forums and Paradox Mods. So have at it!

Has multiplayer gotten any updates in 1.2 or not yet? Like OOS fixes, MP chat etc..
We've done a number of improvements over MP stability and did our best to make it stable! That said, I would really be thankful if you ever run into teeth-grinding, soul-wrenching Multiplayer bug in your playthroughs to report it in Bug Report forum so we can take a look at it! Bonus points if it has all the important logs and saves so we can get it reproduced on our side - it increases our chances of catching it and fixing it asap!

any plans to tweak religion/crusades? IMO this stuff is the biggest problem in the game currently (aside from blobbing of AI in random places)
Kinda sounding like a broken record, but what do you have in mind, specifically? If you find something that is similar to your issues on Bug Report, feel free to comment it to bump with new information or make a new post so we can investigate.

Can we have number of soldiers slain in battles too? Just one line added to the kill list
Levies killed by knights do not get a mention, but knights killed rightly by other knights will show up in kill lists!
 
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Crusades are enough of a source of complaint that they've been given a megathread :)
We've fixed a bunch of things with Crusades for the upcoming patch, such as increasing the cooldown and, most importantly, fixed an issue where they would launch despite having not enough support. You'll be able to peruse the full list of changes we've done when the changelog is posted, which you won't have to wait too long for :)
 
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Sucks that we need to wait till 24.11 (according to official twitter) rather than receiving an update before the weekend, when adults CAN ACTUALLY play the game.
Would you prefer it on a Friday where if any critical issue happens all of the development team are going home and enjoying their weekend so any issues have to wait for the next week before being looked?
Cause I guarantee you would not prefer it that way :rolleyes:
 
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Well, I figured its 2 working days before 24.11, meaning that most likely latest build is already in the master branch. If you are saying that you still are fixing bugs, then fine, I agree with you.
The build is mostly finalized yes, but that doesn't magically prevent the possibility of critical issues appearing when it is released to thousands of people playing on a much wider array of hardware than we can feasibly test on. There is always a risk with any patch to any piece of non-trivial software.

So it is still better to release and give us working days after to fix anything in a worst case scenario. I'm sure you can handle waiting a few days until the weekend before playing the update if you can't play it in the evenings after work.
 
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