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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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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!

Any chance a dev can expound upon the reasoning for not letting us rename anybody in the game?
 
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Any chance a dev can expound upon the reasoning for not letting us rename anybody in the game?
Anybody? You could rename your enemy king Poopy McPoopFace. Or everyone in your family's dynasty. Most of the actions are limited by whether a ruler could meaningfully carry them out.
 
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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.
How very adult of you to throw a temper tantrum because of it. It's better they're given time to hotfix their mistakes before the next weekend "when adults CAN ACTUALLY play the game", otherwise you'd be pissed about that too.
 
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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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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:

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.
 
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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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.

Thanks for the clarification. We will wait, no worries.

It's just frustrating that there's nothing to play at the moment. Baldur's gate 3 is a EA mess, Mount and Blade 2 is a EA mess as well, new Warhammer 2 DLC wont be released till 3.12. Had my hopes for CA3. I guess I will read a book then.
 
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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:
I understand. Sorry that not everyone does. Sometimes Devs just can't win for losin'...
 
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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.
I find this response somewhat unconvincing and unsatisfying. Attaching armies is only a "player facing tool" if you talk about the literal button to do so, otherwise it is made that only by your decision to not let the AI use it.

I appreciate all the work you put into the tactical AI, and I am sure the impact will be felt. But there is still value in clearly communicating to the player "the AI has decided to attach their army to yours for the moment". Because despite possible improvements, it is still an open question what the AI will do next otherwise. I find that often my allies are not as reliable as they seem, and I do not want to monitor their intended movements day to day to make sure they align with what I consider favourable engagements.

Most people agree that demanding the AI should attach their armies is excessive and defeats the point of having autonomous allies, but it would be much better if AIs could decide themselves to attach their armies so this reliability is surfaced to the player.

Perhaps the MaA should be tied to the rally point flag you have, and it should take time to move the rally point instead, because it seems the exploit is actually being able to move the rally point instantly rather than specifically moving the MaA around.
This is the correct answer. I hope the devs consider changes along these lines.

Why? Why is it so good?!

They all gather in one point that I can split, if I want, however I desire. All in one point instead of a bunch, just to merge them in one big blob a bit later on.

But when I run low of supplies, I don't have a button so that the army splits and auto go to neighboring provinces in order to resuply according to the supply limit of the province. No, I have to check the provincial supply limit and split the army in tiny bits and manually send each little one to a province.

Soooo… why is this change so good?
You're right. Having a general "split army to match supply limits" would be a great button to have. And so would a "consolidate with neighboring armies".

Anything that helps avoiding the tedious micromanagement around large armies and supply would be appreciated.

Could you concentrate on making female characters look better instead of making the already ugly character uglier? Right now, after a couple of generations. 90% of female characters look awful. Thanks.
No, female characters look fine.

I am glad that Paradox is not following the male gaze oriented MMO type character design school for female characters. It apparently has reached the point where people cannot tell what real women look like anymore.
 
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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.

Have your employees draw straws. Short straw gets chained to the basement over the weekend to fix any bugs that popup. Who do I see about my consultant fee?
 
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Anybody? You could rename your enemy king Poopy McPoopFace. Or everyone in your family's dynasty. Most of the actions are limited by whether a ruler could meaningfully carry them out.
If I issue a royal decree that William the Conqueror is to be referred to exclusively as William the Poopyfaced in my presence, then that's his new name as far as I'm concerned!
 
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No, female characters look fine.

I am glad that Paradox is not following the male gaze oriented MMO type character design school for female characters. It apparently has reached the point where people cannot tell what real women look like anymore.
If you want to see "real women" just go outside your home.
Games must provide some pleasure for our eyes and help us to escape reality.
 
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