CK3 Dev Diary 44 - 1.2 Bits & Bobs

CK3 Dev Diary 44 - 1.2 Bits & Bobs

  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

blackninja9939

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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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Attach to Army! YESSS
Please tell us the AI can use it as well.
Which keybind will it use?
 
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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.

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)?
 
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Wow... These are all great changes, but the highlight has to be the matri-marriage game rule. Maybe now I can actually play as a faith that believes in gender equality. :)
 
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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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Great work, thanks for keeping us inform.
 

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Good stuff. Thanks for not changing tiny bits of code everywhere and rendering all mods broken.
 
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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.

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?
 
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What I'd really like to have is a rule for no matrilineal marriages unless you're marrying into the same house. I'm liking all of the other changes, though. Good work, CK3 team!
 
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Looks pretty damn amazing!

Any news on whether game rules can be saved?
 
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Niall9

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

This excites me most. Firstly, always like more events. Secondly, felt dying or growing sick is quite rare so making that more common will make the game more challenging and fun.
 
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MagrexAV

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Great! I like the rework they did to the combat interface and the kill list is something that was sorely missed from CK 2.

release date of the 1.2 ... Thursday 19th? :p
 
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nogluten

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Are there any plans to make Flanders Dutch in the 1.2 update? Or is it still going to just be left at French?
 
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SauronGorthaur

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Loving all of this. The further into the diary I got, the better things got as well. The best (from my perspective) is the matrilineal marriages bit at the end, which I seriously didn't expect after the 1.1 direction shift on the issue compared to when the game was still in development. The Suomenusko split is also unexpected and also very welcome.

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.

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.

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?
 
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Nc-Rm

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Has multiplayer gotten any updates in 1.2 or not yet? Like OOS fixes, MP chat etc..
 
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Zhetone

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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)
 
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pegazoid

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Always nice to see a bunch of QoL features implemented in an already user-friendly game. And changes to the game setup regarding the Suomenusko faith are very welcome. That holy site in Perm was kind of like Jerusalem for the Christian faiths.

However, limiting the rally points to supply limit can sometimes, in my opinion, be detrimental and lead to frustrations. First of all, how does it affect your MaA doomstack? Will they be split upon raising if they exceed the supply limit as well? Secondly, I would like to address a recent example from my current campaign. The Pope, my vassal, who is currently residing in Western Iceland, is gathering a crusade against me (I am of my own custom version of Christianity that I created some time ago) for the Romagna kingdom. When they finally declare, he has, say, 15-20k of mostly mercs army. I want to kill him on the spot and raise my army in Eastern Iceland. Will I be able to surpass the supply limit in Eastern Iceland to gather more troops? Will Pope be able to raise all his mercs at once in Western Iceland? Finally, are there any rules implemented in the new rally tool to prevent spawning the gathering army near enemies? Can we somehow estimate beforehand how many holdings will be used for spawning? Are they limited to adjacent only or can the spawning spread further when you try to gather all of your 120k troops? Thanks in advance for the answer!
 
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SauronGorthaur

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What I'd really like to have is a rule for no matrilineal marriages unless you're marrying into the same house. I'm liking all of the other changes, though. Good work, CK3 team!

Well, if this topic is subject of its own game rule now, it'd be possible to mod your own.
 
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FallenHero

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This made me realise i miss the religion/culture/government mantlings from ck2, they made the map a bit more varied and easier to check at a glance the religion/culture/gov of your neighbours.
 
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