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Meneth

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Download.
This update likely breaks saves.
The version for 2.1.6 will remain available until further notice.

This is a pre-release of sorts, as it does not yet include the ARKOpack and CPR.
A full release with the two modules will be made in the future once their authors have had the time to update them for the patch.
Note that bugs are likely. This can be considered a beta release. Bug reports are highly appreciated.

SWMH currently does not include any part of India. This will be rectified in the future.
SWMH does not include a 769 start. There is no plan to add one.
SWMH does not currently include tribal settlements, and therefore the new tribal mechanics are not usable with it enabled. This will be rectified in the near future.
SWMH does not currently include the winter mechanic. When or if this will be rectified is unknown.
NBRT+SWMH is not currently included; only the light version of NBRT+. When or if this will be rectified is unknown.

Changes this release:
  • Project Balance updated for 2.2
  • EMF updated for 2.2
  • VIET Events updated for 2.2
  • VIET Traits updated for 2.2
  • NBRT+ light updated for 2.2
  • SWMH updated for 2.2
  • HIP -> EU4 converter updated for 2.2 (does not work with SWMH)
EMF 2.0
  • Updated to CKII 2.2 and added support for all of the Charlemagne (CM) DLC content
  • As promised, with the advent of CM, decadence has returned! Woe!
  • In approval of 2.2's changes, EMF and vanilla now have an identical retinue model
    • Cost is a bit higher than previously, although it's very close in nature to the prior EMF model
  • AI prisoners will essentially never request better accomodations if you're at war
  • Spymaster 'Study Technology' job action now fires less frequently and doesn't scale as well with spymaster intrigue skill
  • Crusades now unlock if either the province owner OR his top liege aren't Christian for Braunschweig, Cologne, Paris, Toulouse, and Provence
  • Rulers less likely to declare independence from their religious head if the religion has at least 40% authority
  • Research points 'ahead penalty' raised to 40% per level beyond ideal year (previously 30%)
  • Children are now only inherently liked by +10 opinion (except when they're a liege) rather than +15 opinion
  • While doing a sweep for consistency and completeness for the 2.2 patch:
    • The Anti-King Faction should now be prioritized in realms where an antipope is installed
    • 'Coastal County Republic' CB is now open to Muslims if the defender is also a Muslim
    • 'Coastal County Republic' CB may now only be used upon provinces that are adjacent or up to 2 sea zones away from the attacker
    • 'Duchy Adventure' CB toned-down a bit (minor)
    • Can no longer ask to join a war being waged with the 'Pagan County Conquest' CB
      When subjugating rulers directly, the 'Tribal Invasion' CB now appropriately applies 'Subjugated' or 'Subjugated by Same Religion' opinion modifiers
    • AI behavioral guidelines added to many CBs to improve AI war declaration plausibility
    • FIX: Though it should have been released with Rajas of India, one may now wage war with the 'Buddhist Holy War' CB
    • FIX: Pressing another's claim now always earns the correct opinion modifier (not de jure claims, which were fine-- personal claims)
    • FIX: Claimant faction wars or otherwise pressing a third party's claim on your liege now properly respects the cooldown on [forced] loss of Crown Authority
    • FIX: Merchant Republic AIs should now use their CBs more effectively
    • FIX: Duke- or higher-tier vassals can choose independence after a successful tribal invasion (yep, decadence invasions are back for now)
    • FIX: A number of achievements that were previously not fulfilled when their conditions were met are now properly fulfilled [NOTE: We still don't encourage Ironman]
  • Due to a bug that breaks triggered modifiers in patch 2.2:
    • The ERE's 'Disorganized' triggered modifier that lasts from 1066-1081 no longer exists (non-critical malus to army morale and morale recovery rate)
    • Decentralized HRE and Themes System laws have been refactored as demesne laws rather than crown laws (superior approach, so net win)
  • FIX: Weather module would sometimes fail to apply or regionally spread a province modifier for Heavy Rains
  • FIX: Drunkard trait no longer treated as if it were charitable or diligent trait (vanilla bugs)
 
Last edited:

DerOstkonig

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Meneth & Co. I am once again dumbfounded by the speed at which you have updated this fantastic mod.

The CKII dev team could only hope to be as professional as you guys are when you are updating and upgrading your content!

I will be downloading HIP for Charlemagne as soon as those nasty bugs are out of the main patch - but stopped by to gawk at your impressive work ethic - thanks so much!
 

zijistark

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If you're going to do something at all, do it well. I live by that in my endeavours, and I'm sure that the rest of the team does as well.

We mod, so we mod as professionally and effectively as we reasonably can. Thanks for the recognition of our diligence, though.

I hope you guys can stand some of the apparent patch issues right now... Hopefully Paradox will be quick about this.
 

Kapitalisti

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Quick work, nice. Although I'm probably going to wait for the tribal mechanics in SWMH.
 

OrdepNM

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Awesome! Also, side note, does the converter also work for RoI games now?

If you can load your save with the current version (it doesn't even have to play well, as you don't need to unpause to convert), then the answer is yes. If loading the save crashes, lemme know and I'll fix up a RoI version of the converter (do note that not all modules are updated yet, so that might affect compatibility, although I don't think it'll matter much).

Also, fair warning. CM's changes to the converter in terms of tech group allocations were abit more... extreme than I imagined and something I was unaware of until right before we went live, which I guess is part of the problem with doing super fast patching (specially me, who updated both VIET, CPR and the converter over a couple of after-work hours in 2 days). I'm definitely not happy with the current output, although it does seem that my mechanisms do some good in reigning in on the madness of Scottish catholics with muslim tech and backwater icelandics with western tech, among others, but it's not good enough. Good news is I'm already planning a more thorough tech fixing system tough, and hopefully it will be on the converter soon enough :)
 

Duke of Adamski

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How come no plans for 769 :-( sad times
 

OrdepNM

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How come no plans for 769 :-( sad times

There are lots of plans for 769, just not in terms of SWMH. As to the why, one of the team members wrote this recently:

Just a side not. It is not that SWMH won't include 769 bookmark for a while. There is no such plan at all. There is no added value from our side (making the map more historicaly accurate) if we fill 3/4 of the map with fantasy placeholder characters. It would have been more effective (and fun) to create a whole new fantasy/Alternative history scenario.

more about it is here
 

Duke of Adamski

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There are lots of plans for 769, just not in terms of SWMH. As to the why, one of the team members wrote this recently:

well that is disappointing but understandable
 

zijistark

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I risked to load save, it worked but more than half of characters are now immortal. Funny. Is there a way of mass removed immortal trait?

Don't load old saves. That's how.
 

EU3NOOB

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I risked to load save, it worked but more than half of characters are now immortal. Funny. Is there a way of mass removed immortal trait?

I wonder why this is of happens?

Yeah, I'm one of those people who wonder about things that really don't matter all that much.

I get by, somehow...
 

Meneth

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I wonder why this is of happens?

Yeah, I'm one of those people who wonder about things that really don't matter all that much.

I get by, somehow...
Vanilla added two new traits. Those were carried over to the relevant HIP mods. That messed up the trait index, which was considered acceptable due to the expansion meaning that saves are rather imbalanced anyway.
 

GorkoTheDuck

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For someone just getting back into HIP, would somebody mind going over the big differences between NBRT+ and NBRT+ Light? Without SMWH, I know that the map will look quite different - but just how different?
 

Meneth

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For someone just getting back into HIP, would somebody mind going over the big differences between NBRT+ and NBRT+ Light? Without SMWH, I know that the map will look quite different - but just how different?
No custom terrain map.
No really fancy terrain textures.
I think that sums up the biggest differences.