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Greetings everyone!

Don’t stand out there in the cold. Come on in and warm yourself by the fire!

Have you made yourself comfortable? Excellent. Before we get to it, first things first. I know that all of you are eagerly awaiting more news regarding upcoming DLC content, but we’re not ready to start talking about those quite yet. Don’t fret, you will not have to wait that long. They say that patience is a virtue, but knowing better, I’ll leave this right here.

For the next few weeks and the coming dev diaries we’ll talk a bit about what we have in store for the next major update, 1.3. In usual fashion, you can expect 1.3 to land alongside the upcoming DLC. Without further ado, let’s get to it shall we?

Winter is Coming
Winter is being introduced to CK3, making the already unforgiving world of the Middle Ages a much harsher place! As winter approaches, the map will gradually get covered in snow, clearly showing the extent of the freezing cold. The system itself is fairly flexible and allows for a great degree of control, as we can set which provinces should experience winter, and which shouldn’t. Winter won’t be limited to just the northernmost parts of the map, so expect snow to appear in places such as the Persian Mountains, or on the heights of the Tibetan plateau.

winter_dd_01_tibet.png


With the introduction of winter comes new gameplay considerations. It wouldn’t be any point in adding this cool system if it didn’t do anything interesting. Winter comes in three different variants; mild, normal, and harsh. Mild and normal winters will be fairly common throughout central Europe and parts of southern Europe, while harsh winters are rarer but can still occur. If you find yourself lost in the frozen landscape of places such as Sápmi, Mongolia, or Himalaya, expect harsh winters to be the norm and plan accordingly!

We wanted to make sure that it’s easy to see what level of winter is present in any given barony at a glance. The amount of snow increases with higher levels. Mild winters should generally be fairly easy to spot, with patches of green still clearly visible. In contrast, harsh winters mostly cover an entire province with snow. Certain areas might even have clouds with steady snowfall appearing for that extra level of detail!

Depending on the severity of winter, your armies will start to lose supply over time. Harsh winter means you’ll lose more supply each month, making it a risky business to go above the supply limit for an extended period during the winter season. Harsh winters will also have armies suffer more fatal casualties during battles.

Winter will also have an effect on your Men-at-Arms. Most noticeably, cavalry units will perform worse in normal and harsh winters. Heavy cavalry, in particular, will suffer some hefty penalties. I would advise against the use of heavy cavalry if you know you’ll be fighting battles in mountainous terrain during the winter season. On the other hand, some Men-at-Arms will get (sometimes quite significant) bonuses while fighting in winter. One such unit is the Tibetan culture unit, Mountaineers. Accustomed to the cold and the snow in the mountains, they can utilize it to their advantage in the form of a damage bonus whenever they participate in battles when winter is present.

winter_dd_02_maa.png


The system for setting winter bonuses (or penalties if you will) on Men-at-Arms works just like setting terrain bonuses, making it very friendly for any modders out there.

While winter and snow might look and play nice, it wouldn’t be complete without a fitting soundscape. I’ll hand over to our sound designer Gustav to talk a bit about what he did to bring winter to life!

A Sound Plan
Winter for a Swede is like butter on toast, we love it! (brr… please be spring soon!) There are two areas where we have updated audio on the map.

Holdings:
Audio gets reflected with real-time updates to holdings. When winter spreads over your lands; or any lands for that matter, folks now go inside their homes, birds have migrated to more southern regions, and the animals are now in their stables or inside by the hearths, cozy!


The way we achieve this is to link the shader that covers the region with snow and Ice to a real-time float parameter, that then talks to our Audio Middleware Engine Fmod.

Awesome, but what does it actually do?
It attenuates sound layers, controls effects such as equalizers and reverb, and reshapes the original sound that was there during summertime, and morphs it into wintertime.


VFX:
We also have snow storms appearing, for both mild and harsh winters.
If you hear the sounds, be wary, your troops will most likely suffer some penalties in these areas.
Tread carefully!


The snowstorms are spawned on the map with the particle system, which allows us to be able to spatialize the sound effects ( position them in a 3D location X-Y-Z ) as the mild snowstorm morphs into the harsh storm, so do the sound effects. I’ll leave you with this; a snippet of what goes on under the hood inside Fmod during winter.


Obligatory Map Update
Anyone who has followed the history of CK2 or the DDs for CK3 will know that I do enjoy my maps, and I’ll try to get in smaller map updates or improvements whenever I can. Since release, we’ve identified a few general areas that we think can be improved upon. Some of these will be updated in 1.3. First up, Ireland.

The baronies in Ireland were a bit too large, making the emerald island have a significantly less holding density than its neighbors, England and Scotland. The western half of Ireland in particular suffered from a few quite large baronies. To solve this issue, we’ve added a number of new baronies, along with a couple of new counties, that should improve the overall experience of playing in Ireland.

winter_dd_03_ireland.png


While Italy hasn't suffered from larger baronies in the same vein as Ireland, the area didn’t quite feel up to par with many other regions within Europe. Especially in terms of overall holding count. Italy generally had a bit too few holdings per county, so we’ve added new baronies in various places throughout the peninsula, from the slopes of the Alps all the way down to Reggio Calabria. The southern half in particular got some much needed attention. In the new setup, you’ll find significantly less counties with only two baronies. To mention a few examples, you’ll find that the county of Veneto has Malamacco as a new barony, Agnone can be found in the county of Lanciano, and Lecce is now an actual holding in the county with the same name. Overall, this should make Italy more representative of its historical impact and more fun to play in.

winter_dd_04_italy.png


winter_dd_05_sicily.png


That’ll be it for today! I do have a few more map improvements in store for you, but those will have to wait.
Until next time!
 
Well, I notice that "mostly" caveat - can you explain what effects it has outside of combat? :)

(Or is it just supply you are referring to with that?)
Let's clarify that a bit. Winter won't have an impact on gameplay outside of warfare. Winter mainly affect battles, by giving bonuses or penalties to MaAs, and increases the overall fatal casualties on both sides. Armies also loses supply over time (a modifier that increases with each winter severity, and is added on top of the normal penalty for being over the supply limit), along with a couple of other additions, such as an increased movement speed during winter if your commander has a corresponding commander trait.

Will Ironman/ Achievements be broken?
As far as I know, ironman games should continue to run fine with the new version. Again though, if you have a save you are very invested in, I recommend you to continue with the 1.2.2 branch to avoid any potential issues.
 
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Can you give us an estimate of when the expansion associated with 1.3 will happen?

Just so I can get the pennies ready in time...
 
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@Servancour

With your Irish map update it would be great if you could also finally split Strathclyde off from Galloway, rather than using the same duchy to represent both entities. They were totally separate, and represented different culture groups. It's like using the same title to represent Normandy and Brittany, which would - quite rightly - look absurd. I just find it very irritating because it's a very simple thing to fix - Galloway should be de jure Galloway and Carrick, and the rest can be Strathclyde. Both should exist in 867, and only Galloway should exist in 1066. Strathclyde collapsed in 1054.

It should look something like this:

galloway.jpg


Galloway should be ruled by the Cumbric kings of Galwyddel in 867 and the Gaelic lords of Galloway in 1066.

Strathclyde should be ruled by the Cumbric kings of Alt Clut in 867 and not exist in 1066. Both should exist as de jure duchies however.

This really isn't much work to do, but would make Scotland much better. Looking forward to the patch and DLC. :)
 
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Hi Devs. Excited to see more stuff being added to Ireland! Being from the North of Ireland, Carrickfergus castle is our most famous castle , but in-game the barony in Ulster for it is a city. Is this addressed in this update? Perhaps you could add another barony or maybe get an event to convert the city to a castle?
 
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MAY I HAVE YOU ATTENTION PLEASE?

Please, get Iberian winters right this time. They didn't get them right in CK3, they didn't get them right in EU4, they didn't get them right in Hoi4, they didn't get them right in Imperator: Rome... They NEVER get them right.

It's really not that hard, look at the image below, that is what it should be, please don't make it a weird stripe of land in the North Coast, the Coastal provinces NEVER get too cold.

I highlighted in red what should be mild winters (Comparable to Ireland, Southern England, Western France, Northern Italy etc...), and in black what could potentially be normal winters depending on how the rest of Europe is portrayed.

Further bellow is the corresponding Baronies or Counties, depending on how the the game calculates weather.
(red: mild, dark red: potentially normal)
PLZ.png

Thank you for listening, looking forward to see CK3 as the first game in history to not mess this up.​




On a side note, since you are also tweaking the map as you go, could you please consider tweaking Southern Galicia one of these days?

The borders with Badajoz are, simply put, wrong.
The barony of Leiria was only conquered in 1135, the barony of Obidos in 1147, the one in Tomar in 1159, the one in Beira in 1165 and the one in Castelo Branco in 1174.
All in different times, and yet all almost a century after 1066.
These 5 baronies (2 counties) should belong to Badajoz and not Galicia in 1066.

On the other hand, to balance this I would also add a couple literally of baronies in Portucale and Coimbra, it has a remarkably low county and barony density, among the lowest on all of Iberia (just compare it to North Galicia, it's like not even half as dense), it also has the lowest development by far (8, all other Catholic kingdoms have at least 11 and the Muslims have 14) this is all very odd considering this was one of the most densely populated parts of Iberia (and by the 15th century it had by far the highest density in the peninsula higher than the French average even) not to mention it was the only county powerfull enough to successfully rebel and rise to Kingdom status.
Not asking for much, just 4 baronies and 1 historically accurate county that did exist during the game's timeframe (and you can keep development as it is).

PLZ 2.png
 
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Will the AI use the seasons in determining when to start a new war/raise a rebellion? As much as I'd enjoy watching them raise troops in October to die out over the winter, it would be a bit dissappointing if my allies' only contribution to my war was employing my undertakers.
 
Thanks for the update, happy to see you guys back.:D

Besides the warfare in winter, I would humbly suggest some more ideas for the winter theme.

For me, Ck3 is a fabulous RPG game. So, adding some winter event might make the characters more alive and a more well-rounded experience for players.
Let me give some example :

1. Spouse or children sending hot meal/drink to you, slightly increase your health.
2. Due to the winter, framers/vassals in your realm are suffered in low profit, as a good liege you might generously give out your money.
3. Brave Vikinger's mature children can do a winter survival challenge (Just like the hunt), possibly increase their powers or prestige?

In addition,

Fighting in winter will decrease the popular opinion in your realm, buildings like crop field will decrease half of their income.

A new set of winter clothing?

It is merely the small number of ideas that I can imagine, and I am sure CK3's devs can create a much better storyline and events in the upcoming days, not only in terms of warfare. Hope to see you guys again!!:):):)
 
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MAY I HAVE YOU ATTENTION PLEASE?

Please, get Iberian winters right this time. They didn't get them right in CK3, they didn't get them right in EU4, they didn't get them right in Hoi4, they didn't get them right in Imperator: Rome... They NEVER get them right.

It's really not that hard, look at the image below, that is what it should be, please don't make it a weird stripe of land in the North Coast, the Coastal provinces NEVER get too cold.

I highlighted in red what should be mild winters (Comparable to Ireland, Southern England, Western France, Northern Italy etc...), and in black what could potentially be normal winters depending on how the rest of Europe is portrayed.

Further bellow is the corresponding Baronies or Counties, depending on how the the game calculates weather.
(red: mild, dark red: potentially normal)
View attachment 685368

Thank you for listening, looking forward to see CK3 as the first game in history to not mess this up.​




On a side note, since you are also tweaking the map as you go, could you please consider tweaking Southern Galicia one of these days?

The borders with Badajoz are, simply put, wrong.
The barony of Leiria was only conquered in 1135, the barony of Obidos in 1147, the one in Tomar in 1159, the one in Beira in 1165 and the one in Castelo Branco in 1174.
All in different times, and yet all almost a century after 1066.
These 5 baronies (2 counties) should belong to Badajoz and not Galicia in 1066.

On the other hand, to balance this I would also add a couple literally of baronies in Portucale and Coimbra, it has a remarkably low county and barony density, among the lowest on all of Iberia (just compare it to North Galicia, it's like not even half as dense), it also has the lowest development by far (8, all other Catholic kingdoms have at least 11 and the Muslims have 14) this is all very odd considering this was one of the most densely populated parts of Iberia (and by the 15th century it had by far the highest density in the peninsula higher than the French average even) not to mention it was the only county powerfull enough to successfully rebel and rise to Kingdom status.
Not asking for much, just 4 baronies and 1 historically accurate county that did exist during the game's timeframe (and you can keep development as it is).

View attachment 685379
I for one like your suggestion, but have you made it into a thread yet? You should; it will allow better discussion on the subject, and it won't go lost in the comment section of an unrelated dev diary :D
 
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I for one like your suggestion, but have you made it into a thread yet? You should; it will allow better discussion on the subject, and it won't go lost in the comment section of an unrelated dev diary :D
I was thinking I should wait untill i see if they actually get the winters right.
It would be embarrassing if i made this thread and they turned out to have got them right in the first place.
 
I was thinking I should wait untill i see if they actually get the winters right.
It would be embarrassing if i made this thread and they turned out to have got them right in the first place.
It makes more sense to do it now IMO. Easier to get things right from the beginning than to have to go back and change them later. No need for embarrassment. :)
 
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Greetings everyone!

Don’t stand out there in the cold. Come on in and warm yourself by the fire!

Have you made yourself comfortable? Excellent. Before we get to it, first things first. I know that all of you are eagerly awaiting more news regarding upcoming DLC content, but we’re not ready to start talking about those quite yet. Don’t fret, you will not have to wait that long. They say that patience is a virtue, but knowing better, I’ll leave this right here.

For the next few weeks and the coming dev diaries we’ll talk a bit about what we have in store for the next major update, 1.3. In usual fashion, you can expect 1.3 to land alongside the upcoming DLC. Without further ado, let’s get to it shall we?

Winter is Coming
Winter is being introduced to CK3, making the already unforgiving world of the Middle Ages a much harsher place! As winter approaches, the map will gradually get covered in snow, clearly showing the extent of the freezing cold. The system itself is fairly flexible and allows for a great degree of control, as we can set which provinces should experience winter, and which shouldn’t. Winter won’t be limited to just the northernmost parts of the map, so expect snow to appear in places such as the Persian Mountains, or on the heights of the Tibetan plateau.

View attachment 685202

With the introduction of winter comes new gameplay considerations. It wouldn’t be any point in adding this cool system if it didn’t do anything interesting. Winter comes in three different variants; mild, normal, and harsh. Mild and normal winters will be fairly common throughout central Europe and parts of southern Europe, while harsh winters are rarer but can still occur. If you find yourself lost in the frozen landscape of places such as Sápmi, Mongolia, or Himalaya, expect harsh winters to be the norm and plan accordingly!

We wanted to make sure that it’s easy to see what level of winter is present in any given barony at a glance. The amount of snow increases with higher levels. Mild winters should generally be fairly easy to spot, with patches of green still clearly visible. In contrast, harsh winters mostly cover an entire province with snow. Certain areas might even have clouds with steady snowfall appearing for that extra level of detail!

Depending on the severity of winter, your armies will start to lose supply over time. Harsh winter means you’ll lose more supply each month, making it a risky business to go above the supply limit for an extended period during the winter season. Harsh winters will also have armies suffer more fatal casualties during battles.

Winter will also have an effect on your Men-at-Arms. Most noticeably, cavalry units will perform worse in normal and harsh winters. Heavy cavalry, in particular, will suffer some hefty penalties. I would advise against the use of heavy cavalry if you know you’ll be fighting battles in mountainous terrain during the winter season. On the other hand, some Men-at-Arms will get (sometimes quite significant) bonuses while fighting in winter. One such unit is the Tibetan culture unit, Mountaineers. Accustomed to the cold and the snow in the mountains, they can utilize it to their advantage in the form of a damage bonus whenever they participate in battles when winter is present.

View attachment 685219

The system for setting winter bonuses (or penalties if you will) on Men-at-Arms works just like setting terrain bonuses, making it very friendly for any modders out there.

While winter and snow might look and play nice, it wouldn’t be complete without a fitting soundscape. I’ll hand over to our sound designer Gustav to talk a bit about what he did to bring winter to life!

A Sound Plan
Winter for a Swede is like butter on toast, we love it! (brr… please be spring soon!) There are two areas where we have updated audio on the map.

Holdings:
Audio gets reflected with real-time updates to holdings. When winter spreads over your lands; or any lands for that matter, folks now go inside their homes, birds have migrated to more southern regions, and the animals are now in their stables or inside by the hearths, cozy!


The way we achieve this is to link the shader that covers the region with snow and Ice to a real-time float parameter, that then talks to our Audio Middleware Engine Fmod.

Awesome, but what does it actually do?
It attenuates sound layers, controls effects such as equalizers and reverb, and reshapes the original sound that was there during summertime, and morphs it into wintertime.


VFX:
We also have snow storms appearing, for both mild and harsh winters.
If you hear the sounds, be wary, your troops will most likely suffer some penalties in these areas.
Tread carefully!


The snowstorms are spawned on the map with the particle system, which allows us to be able to spatialize the sound effects ( position them in a 3D location X-Y-Z ) as the mild snowstorm morphs into the harsh storm, so do the sound effects. I’ll leave you with this; a snippet of what goes on under the hood inside Fmod during winter.


Obligatory Map Update
Anyone who has followed the history of CK2 or the DDs for CK3 will know that I do enjoy my maps, and I’ll try to get in smaller map updates or improvements whenever I can. Since release, we’ve identified a few general areas that we think can be improved upon. Some of these will be updated in 1.3. First up, Ireland.

The baronies in Ireland were a bit too large, making the emerald island have a significantly less holding density than its neighbors, England and Scotland. The western half of Ireland in particular suffered from a few quite large baronies. To solve this issue, we’ve added a number of new baronies, along with a couple of new counties, that should improve the overall experience of playing in Ireland.

View attachment 685220

While Italy hasn't suffered from larger baronies in the same vein as Ireland, the area didn’t quite feel up to par with many other regions within Europe. Especially in terms of overall holding count. Italy generally had a bit too few holdings per county, so we’ve added new baronies in various places throughout the peninsula, from the slopes of the Alps all the way down to Reggio Calabria. The southern half in particular got some much needed attention. In the new setup, you’ll find significantly less counties with only two baronies. To mention a few examples, you’ll find that the county of Veneto has Malamacco as a new barony, Agnone can be found in the county of Lanciano, and Lecce is now an actual holding in the county with the same name. Overall, this should make Italy more representative of its historical impact and more fun to play in.

View attachment 685221

View attachment 685222

That’ll be it for today! I do have a few more map improvements in store for you, but those will have to wait.
Until next time!
Awesome I suggested weather effects like this a little while back I'm super exited to see it in game.
 
Very happy to see seasons return! Didn't realize how much your brain needs those tiny changes in the background to prevent all the years from blending into each other as your character progresses until they were gone.

The fact that they will have actual gameplay effects as well is a much welcome bonus :)
 
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Let's clarify that a bit. Winter won't have an impact on gameplay outside of warfare
Well that is a shame. Would have been nice to see some frostbite on characters, amputations and increased chance to get cold related diseases when campaigning in cold provinces.
 
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Well that is a shame. Would have been nice to see some frostbite on characters, amputations and increased chance to get cold related diseases when campaigning in cold provinces.
If one's at Peace in Winter, then the ones most likely to get Frostbite would be the serfs and peasants. Not the nobility who live in castles. Now I get that castles can be drafty, and they certainly aren't weatherized. But the people who lived there lived in far more comfortable circumstances than the common folk...
 
If one's at Peace in Winter, then the ones most likely to get Frostbite would be the serfs and peasants. Not the nobility who live in castles. Now I get that castles can be drafty, and they certainly aren't weatherized. But the people who lived there lived in far more comfortable circumstances than the common folk...
And could afford to have a fire in the main hall at all times...
 
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And could afford to have a fire in the main hall at all times...
Precisely! And since the lowest we can play are Counts, it's perfectly reasonable for us to not have to worry about things like frostbite when we are not at war...
 
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