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zijistark

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2016-03-04: Patch 2.5.2 and Much More

Today, we offer HIP's compatibility patch for CKII v2.5.2 and a whole lot of our other changes that were coming down the pipe at the same time. As previously warned once the first 2.5.2 open beta hit, savegames from patch 2.5.1.1 will not be compatible with this release due to Paradox adding a number of additional personality traits (and Paradox having a rather fragile way of storing the traits of all characters in savegames).

BONUS: You're no longer forced to choose between ARKOpack Interface and Arumba's Keyboard Shortcuts: you may now have both in the same installation, if you so desire, due to the usual sort of automatic-compatching black magic done by the HIP installer (thanks @IoannesBarbarus).

Finally, an announcement and teaser for our next release: @Lord of Pain and his more modern texture/borders/graphics sub-mod LTM have officially joined HIP as of yesterday. LTM's next version will be included with HIP in the future as a replacement for NBRT+ when SWMH is enabled. Please give @Lord of Pain a warm welcome!

Enjoy responsibly,
- The HIP Team

Download! [ MediaFire Mirror ]
This release is for CKII v2.5.2. Please opt-out of any betas and ensure that you're running the correct game version.

REMINDERS:
  • SWMH does not include a 769 start. There is no plan to add one.
  • As always, one must use the same modules as previously used with old savegames. Exceptions which may be enabled or disabled at your pleasure:
    • SED: English Localisation for SWMH
    • ARKOpack Interface
    • Arumba's Keyboard Shortcuts
    • NBRT+

EMF v5.02
  • NEW FEATURES:
    • Compatible with CKII v2.5.2
      • As warned, 2.5.2 added new vanilla personality traits, and this renders old, pre-2.5.2 savegames trait-incompatible (all character traits will be shifted/shuffled in the new version-- NOT recommended)
      • See patch 2.5.2's changelog for incorporated changes
    • Refactored and expanded law group: Administration
      • Early Feudal Administration: Default equivalent to old Feudal Administration but available at all tiers
      • Late Feudal Administration: Unlocks all advanced succession laws (Primogeniture, Seniority, and Ultimogeniture) independently of Crown Authority
        • Its requirements are largely based upon Legalism technology level and the level of Crown Authority, if any, affecting the title at the time of its passing:
          • Legalism tech level 5 unlocks it regardless of CA.
          • Legalism tech level 4 unlocks it if affected by at least Limited Crown Authority.
          • Legalism tech level 3 unlocks it if affected by at least Medium Crown Authority.
        • Majesty tech level 3 is required.
        • Must be duke-tier or higher unless your liege has already enacted the law, in which case there is also no prestige cost for passing it.
        • Duke-tier, king-tier, and emperor-tier require prestige costs of 500/750/1000, respectively, to pass the law.
        • NOTE: Medium Crown Authority and High Crown Authority still independently unlock Seniority and Primogeniture/Ultimogeniture, respectively.
      • Imperial Administration: Equivalent to same-named law of the past, but it now also requires a prestige cost of 1000 to enact
    • All non-gender succession laws have been completely overhauled under the hood for greater flexibility regarding manual succession law changes (changing the law intentionally as opposed to by faction demand)
      • Succession law changes have a prestige requirement and cost that scales with the title's tier (barony/county/duchy/kingdom/empire costs 125/250/500/750/1000 prestige, respectively).
      • Succession law change reactions are now far more intelligent, with events to handle disinheritance or being displaced from the line of succession and much more.
      • This has required a major overhaul; if you notice any strange behavior relating to succession laws, please report it.
  • CHANGES:
    • Added prestige costs (and requirements) for raising Tribal Organization law
    • Added prestige costs for raising Crown Authority law; the cost is half the required amount, and the requirements haven't changed
    • Non-aggression pacts between vassal and liege no longer prevent those vassals from joining factions
      • Now that this is moddable, AI vassals will no longer dissolve their NAPs with their liege if their liege opinion is negative
    • The De Jure Holding War CB can no longer be used to take holdings from vassalized holy orders when it wouldn't be available if the holy order were independent. The decisions to expel the holy orders are still available, for the player.
    • In multiplayer, only the game host will be able to use or see the scenario customization decisions
      • For non-hosts in multiplayer, other decisions that normally would've been hidden until unpausing are now shown beforehand, as in vanilla (again, only relevant to MP).
    • (EMF+SWMH) The English Melting Pot now also assimilates Anglo-Norse and Danish province and character cultures within the English region
    • (EMF+SWMH) The Formation of Rum event now also transfers the duchy of Tayk from the ERE to Rum
    • The minimum liege levy provided at -50 opinion is now 0% rather than 25% (below -50 opinion, vassals will still not provide any troops); at +100 opinion it is, of course, still 100%
    • Slightly less prestige will be gained from battles
    • Shattered retreat:
      • Movement speed reduced to +30% from +50%
      • Maximum chosen path length for retreat capped at 7 provinces on SWMH (-30%) and 6 provinces on the vanilla map (-40%)
    • Threat and Defensive Pacts:
      • Compared to vanilla, it is less likely for distant AIs to join/stay in a defensive pact, and the current size of a realm is less of a factor whenever increasing Threat level.
      • EMF+SWMH behavior also assumes natural realm sizes (number of holdings in the realm) are about twice as large, and the equations for Threat gain and loss reflect that assumption.
    • In 4i (4-interest) faction revolts, succession law faction revolts, and faction revolts to lower Crown Authority, only rebels that are allowed to inherit feudal titles may usurp liege titles upon rebel success (no prince-bishops, no bishop nominees, no horses, etc.)
  • FIXES:
    • Due to strange behavior in multiplayer, battlefield duels have been disabled in multiplayer games (thanks to @Lord of Pain for the report)
    • The ambitions to become a councillor (of which there are 5) now properly abort if the character becomes independent


SWMH v2.922
  • Fixed CTD opening the religion tab as a Yazidi: removed extra sixth holy site in Azerbaijan
  • Changed Livonian Brothers of the Sword to be inactive outside their historical period, with a (silent) formation event when Catholics begin to hold land in Livonia
  • Changed Kingdom of Tara to be deactivated and absorbed de jure if it is ever held at the same time as the Kingdom of Ireland.
  • Changed titular tribal duchies to use cultural titles in place of "High Chief," where they exist
  • Changed the reformed Roman Empire to use cultural titles instead of "Emperor"
  • Changes to 867 Navarre:
    • García Jiménez holds Guipúzcoa instead of Álava
    • Independent Álava ruled by Basque rebel Eglyón
    • Rodrigo, Count of Castile, given claim on Álava
  • Assorted history cleanup
  • Tribal fixes for some of the Scottish Isles
  • Succession law fix for Scotland for 1066
  • Minor localisation changes for Scots and Saxons
  • Anglo-Saxon Earldoms adjusted to reflect 1066 Godwinson Earldoms
  • More Saxon Dynasty fixes
  • Name weighting added to Norman, Frankish, English, Saxon, Englisc
  • 867 Northumbrian nobles given claims to encourage historical factionalism
  • Englisc (Anglonorse) culture added
    • A Melting pot culture formed from Norse ruled England, representing the Anglo-Danish, named as Englisc in game.
    • Several character changes made to bring in Englisc characters - most famously the Godwinsons.
    • Province history added for Englisc.
    • Relevant localisation added


SED: English Localisation for SWMH v2.2.0
  • Various changes around the map, especially in HRE and ERE. Adding a few more cultural names. More to come.
  • Compatibility with latest SWMH


miniSWMH: Performance-Friendly SWMH v1.1.1
  • Compatibility with latest SWMH


CPRplus v2.3.2
  • NEW FEATURES:
    • Incorporated South Indian portrait pack assets and modified all portraits in India accordingly
    • Added an early-era version of the Eastern Slavic portrait
    • Added the Pecheneg portrait using Steppe-area and Turkish portrait assets
    • Added new Western and Muslim beard assets (given to portraits in the nearby areas as well)
    • Added a new helmet graphic to early-era Ugric and Siberian portraits
    • Added new clothing assets to early-era Eastern Slavic and pagan Hungarian portraits
    • Added new headgear assets to the Celtic and late-era Anglo-Saxon portraits
    • Added new hair assets to the Sogdian portrait set using Persian and Turkish assets
    • Added new eye assets to the Anglo-Saxon portrait
  • CHANGES:
    • Replaced some of the colorless or early-Western-color-variant clothing and headgear frames in early-era Western Slavic and Bohemian portrait sets with those found in the Ugric portrait pack
    • Adjusted skin tone of the Turkish, Steppe, Levantine, Maghreb, Ashkenazi, and CPRplus’s Muslim face
    • Bohemian characters now use Ugric hair
    • Early-era Western Slavic and Bohemian portraits now use CPRplus armor asset
    • Non-pagan Norse characters now wear Norse clothing
    • Added a light blonde hair color to old-aged Norse, Norman and Baltic characters
    • Modified overly fat chin for Turkish characters
    • Modified overly white hair color for old-aged Hungarians and Steppe characters
  • FIXES:
    • Nose no longer floats on top of the blindfold for some of the portrait packs using the Western or Muslim face
    • Andalusian Arabic and Sephardi females who are not Muslim no longer wear the burka
    • Changed the vanilla Western face version of the Dutch portrait to use Western hair like its CPRplus Western face version
    • Position adjustments to Western beard and nose
    • Removed the duplicate hair color entries from young Byzantine males
    • Fixed the hair color discrepancies between early- and mid-era Baltic characters
    • Adjusted pupil position of Norse male eyes

ARKOpack (2016-03-03)
  • ARMOIRIES:
    • adds some few CoA stuff for zoroastrians
    • adds 70 new tamgas CoA for tengri
    • reworked existing tengri's CoA and adding more than 70 new tamgas CoA
    • 10 new dynastic CoA (Percy, de Vere, Mowbray, Marshal, de Mandeville, Bigod, de Brienne -baron-, de Brienne, de Guines, de Coucy)
    • saxon dynasties fixes (by Woodyman)
    • full 2.5.x update
    • some colour tweaks
  • INTERFACE:
    • improved load savegame view
    • new shortcut : "ENTER" for continue a save button
    • improved minor title view
    • voting law tab improved
    • improved councillors' view (now takes account correctly additional councillors -AGOT mod request- )
    • various cut texts and alignements fixes
    • law views' banner are now interface dependant (red for christian, green for muslim etc.)
    • improved conclave view
    • one additional realm law is displayed without scrolling (5 instead of 4)
    • one minor title is displayed without scrolling
    • various changes is laws views
    • 2.5.x update


Arumba's Keyboard Shortcuts (2016-03-02)
  • Added @IoannesBarbarus's ARKOpack-Interface compatch
  • Fixed "unselect character" observe-mode button not appearing
  • Compatibility with CKII v2.5.2
 
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Tempte

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Thanks for yet another fast release and all your hard work, to all in the HIP Team!






Edit: Welcome Lord of Pain. Looking forward to the next release with LTM included =)
 
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G.Strategos

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Τhanks Ziji and team...!!!
Welcome Lord of Pain (you're a really talented map guy) :)
 
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Erilaz

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Some very interesting changes, I shall be trying this version out for sure!
 

Boodas

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Nice now I can finally move past 2.4.5.

Also @Lord of Pain, I see that you live up to your name. How could you torture me by keeping such a beautiful map to yourself for so long...
 

zijistark

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Were you guys ever able to address the problem of loyalists not voting for changes in tax/levy focus? I had to patch this feature in for myself last release.
Neither I nor Rylock were aware of this issue, actually (CK2Plus uses EMF's demesne laws now, so our council voting patterns and positions re: those laws are identical code). I'll have to look into this...
 
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Palfouri

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Thanks for the update, guys.

One quick question regarding The Old Gods start with EMF and SWMH: I don't know when it was changed, but I see that the invasions of England were changed to Rivalry CBs, except for the invasion of Mercia which is still Prepared Invasion. Is this supposed to be the case?
 

monoolho

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Damn, that was quick. I really love you guys. Mead and meat on me tonight. I'll be able to enjoy some concubines today and it's thanks to you. May your spirited be lifted in glorious rejoyce when you part this world, many, many centuries from now. see what I did there?
 

zijistark

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One quick question regarding The Old Gods start with EMF and SWMH: I don't know when it was changed, but I see that the invasions of England were changed to Rivalry CBs, except for the invasion of Mercia which is still Prepared Invasion. Is this supposed to be the case?
This is a question for @Woody Man, as EMF doesn't currently touch England's historical scripted wars. However, his answer to your direct question is most assuredly "yes," as that doesn't happen by accident.
 

Woody Man

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Thanks for the update, guys.

One quick question regarding The Old Gods start with EMF and SWMH: I don't know when it was changed, but I see that the invasions of England were changed to Rivalry CBs, except for the invasion of Mercia which is still Prepared Invasion. Is this supposed to be the case?

Ivar the Boneless sets out to kill Ælla rather than his ahistoric invasion of Lothian, that's the rivalry CB. Halfdan in Jorvik does the more traditional invasions in Northumbria and Mercia. Finally, Ubbe invades East Anglia.

So there should be conquest going on. If you're not seeing it let me know.
 

Palfouri

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Ivar the Boneless sets out to kill Ælla rather than his ahistoric invasion of Lothian, that's the rivalry CB. Halfdan in Jorvik does the more traditional invasions in Northumbria and Mercia. Finally, Ubbe invades East Anglia.

So there should be conquest going on. If you're not seeing it let me know.

Ok, I understand now. I just assumed it was to get rid of the Prepared Invasion dragging in all of Great Britain and Ireland and so making it fail more often than not.