Önemli Değişiklikler
The Reaper's Due:
- Revize edilmiş salgın mekanikleri
- Kara Veba artık büyük sonuçlar doğuran, küresel bir olay.
- Kişiselleştirilebilir Kara Veba senaryosu: alternatif veya tarihsel
- Salgın esnasında inzivaya çekilebilme
- Salgınlara karşı kurulabilecek hastaneler
- Refah sistemi
- Yeni hastalık sistemi
- Saray Doktoru
- Revize edilmiş sakatlanma trait'leri
İçerik:
- Oyunun işleyişini değiştirecek oyun başı ayarları
- Daha ayrıntılı bir ölüm/veraset ekranı
- Yeni bir sürü takma ad
Denge:
- Manuel savaş çağrısı geri geldi. Çağrılar artık reddedilebiliyor.
- Flandre tekrardan Fransa toprağı
- Toprak vermenin kazandırdığı pozitif ilişki iki katına çıkarıldı.
Arayüz:
- Minimap daha çok filtre kilitlenebilmesi için genişletildi.
- V-sync seçeneği
- Önemli küçük ünvanlar artık saray sekmesinin üstünde.
- Ordu seçiliyken herhangi bir bölgenin üzerine mouse'un getirilmesi hangi bonusların etkin olacağını gösteriyor.
2.6 Tam Değişiklik Listesi (1)
Kod:
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############ 2.6 The Reaper's Due #############
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# Expansion Features
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- Revised Black Death & Epidemic Mechanics
- The Black Death is now a major world event with devastating consequences!
- There are many different Black Death outbreak scenarios, both fictional and historical (controlled via the Game Rules feature).
- Widespread plague might trigger an Epidemic Blame Game!
- Your peasantry demands blood! Will you blame the Witches, Jews or Cats - or simply ignore the peasant rabble?
- The aftermath of a major plague might result in your peasants claiming this is the End of Days!
- After the initial outbreak, the Black Death might become endemic and sporadically return.
- A plague banner will appear if the world is suffering from the Black Plague or if a minor Epidemic is in your realm, clicking it will bring you to the Epidemic Map Mode.
- Hover the banner to see the epidemics currently ravaging the world!
- The new mapmode shows the coverage and spread of Epidemics across the map!
- Minor Epidemics (I.e. Slow Fever or Consumption) are more frequent and spread in a more logical manner.
- Minor Epidemics might have Minor, Normal or Major outbreaks.
- Provinces infected by epidemics, especially the Black Death, might become Depopulated.
- Depopulated provinces carry many penalties, such as tax, levy and supply limit, but are easier to convert!
- Disease and Depopulation will have accompanying aesthetics:
- Plague graphics; ravens and rats, peasants stacking or burning corpses, and even a grim reaper if things are really dire!
- Plague audio; from occasional coughing to hordes of wailing peasants!
- Chronicle entries for plague outbreaks and regions being depopulated.
- Seclusion Decision
- Characters may go into Seclusion when an epidemic threatens, shutting their capital holding off from the world. In seclusion characters are safe from the disease outside, as long as no one inside is already infected...
- Secluded characters will be marked by a portcullis icon on their portrait.
- When in Seclusion, contact with the outside world is limited.
- Special Seclusion events will trigger for secluded courts, i.e. starvation.
- A ruler can at any time open the gates and go out of seclusion, doing this too early might have consequences...
- Hospitals
- Hospitals are a new type of holding that can be accessed and built in the Extended Province View.
- Hospitals protect against Epidemics, and help alleviate the effects of Depopulation.
- There are several types of buildings that can be constructed in the Hospital holding, i.e. Leper Colonies, providing various benefits.
- An icon in the Province view will show the current 'Hospital Level' of a province, and the benefits of having them.
- You may ask the leader of a holy order of your faith to build a hospital in your capital in exchange for permission to build a castle there too.
- Prosperity
- Provinces who are not Depopulated will eventually start to Prosper!
- Prosperity can increase in three levels, providing more benefit for each level.
- Prosperity ticks up over time, but is decreased by disease, bad governance and war.
- Random events may increase prosperity of specific provinces.
- Bringing back loot as a raider will increase prosperity.
- A new ambition has been added that allows a peaceful ruler to increase the prosperity of their realm.
- Prosperity increases the tax and levy regain rate of a province, while also reducing the revolt risk.
- Prospering provinces are more likely to attract Epidemics.
- Each independent realm of the rank Duke or above, as well as larger vassals, may set a province as their Crown Focus!
- The Crown Focus province will prosper quicker!
- If the Crown Focus province has the highest level of prosperity special events may trigger giving permanent rewards, i.e. province modifiers giving bonuses and extra holding slots!
- Your Crown Focus is marked with a 3D crown icon on the map for easy reference!
- Revised Maimed Traits
- Characters no longer just get 'Maimed', there is now an entire category of maimed traits!
- When you're maimed you now either become One-Eyed, One-Handed, One-Legged, Disfigured or Mangled.
- One-Eyed and Disfigured characters will have new on-portrait graphics! Sport eyepatches, broken eyes, silver masks and other ornate facial coverings.
- When Maimed you gain a temporary trait, 'Severely Wounded', which will heal over time.
- Severe Wounds can develop into full-blown infections.
- Trait-specific flavor events, host a masquerade ball, become ambidextrous, or many others!
- New Character Disease System
- Gone are the days of simply becoming 'Ill', diseases now come in many flavors!
- Before manifesting a disease you will now gain up to three Symptoms, symptoms can also be harmless products of paranoia.
- Headaches, Fevers, Chest Pains, Diarrhea and many more!
- Diseases are more varied and, in general, more deadly!
- New diseases include the Flu, Gout, Dysentery, Rabies, Cancer and Food Poisoning.
- Characters with Leprosy will become disfigured over time.
- Spend enough time at sea and you might contract Scurvy!
- Diseases have a chance to be mild, severe, or bedridden/incapacitating. Strong and Brawny characters are more likely to get mild illnesses, while weak, frail, or old characters are more likely to get severe or incapacitating illnesses.
- Injured or bedridden characters can get an offer to receive care from a spouse, lover or child. Accepting will lead to a good or bad outcome. The caretaker can choose to take advantage of the situation and botch the patient’s treatment.
- Court Physician
- In order to protect yourself from Disease, you can now employ a Court Physician!
- Court Physicians will attempt to diagnose any symptoms you have in order to treat your disease more effectively.
- Court Physicians provide various types of treatment for diseases, ranging from cautious to experimental and even mystical!
- Court Physicians will, in addition to treating you, treat anyone in your court.
- Choose to reward a Physician for a job well done, or punish them for failing in treating your friends and relatives.
- A new decision allows you to scour the realm to find a Court Physician, though beware of quacks...
- Plenty of new flavor events tied to the Court Physician.
- Prisoner Interactions
- Depraved rulers can now choose to Torture or Mutilate their prisoners.
- You can choose to Publicly Humiliate your foes to sap their prestige.
- When executing a prisoner you will no longer just 'execute' them, instead a culturally appropriate execution method will be chosen! A few new methods include:
- Burning heretics and witches at the stake.
- Carving your enemies into Blood Eagles.
- Impaling your victims.
- Crushing prisoners with Elephants in India!
- And many, many more!
- Life & Death Events
- In addition to feature-specific flavor events, there is also a host of new Life & Death events!
- Go on a quest to find Eternal Life! Who knows, you might even get what you wish for...
- Reaction events for firstborn children and firstborn sons.
- Events for mourning the loss of friends, rivals and lovers.
- Gain a plethora of new pets to keep you company, i.e. cats!
- Added targeted decisions and associated events to ask vassals to end their wars against each other.
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# Free Features
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- Game Rules have been added to the game - Whenever you start a new game, you can change the rules to customize your experience:
- Major Epidemic (requires 'The Reaper's Due'): Dynamic/Delayed Dynamic/Historical/Deadly
- Gender Equality: Default/Historical/All
- Mongol Invasion: Historical/Random/off
- Aztec Invasion (requires 'Sunset Invasion'): 14th Century/Random/Off
- Shattered Retreat: On/Off
- Defensive Pacts: On/Off
- Dynamic De Jure Drift: Default/Restricted/Off
- De Jure Assimilation Duration: Very Short/Short/Default/Long
- Supernatural Events: On/Off
- Culture Conversion: Default/Restricted/Faster Melting Pots/Slower Conversion/Combination
- Religious Conversion Speed: Default/Slower
- Raiding: Historical/Unrestricted/Off
- Adventurers: Normal/Rare/None
- Interfaith Marriages: Restricted/Open
- Matrilineal Marriages: On/Off
- Custom Realms (requires 'Charlemagne'): On/Off
- Story Events (requires 'Charlemagne'): On/Off
- Vassal Republics: Restricted/Unrestricted
- Vassal Theocracies: Restricted/Unrestricted
- Invitation to Court: Default/Open
- Diplomatic Range: On/Restricted/Off
- Regencies: On/Off
- Provincial Revolts: Normal/Rare/None
- Defensive Attrition: On/Tribal Only/Off
- Pagan Reformation: Allowed/Disallowed/Players Only
- Assassination: Plots Only/Direct Action
- AI Seduction (requires 'Way of Life'): On/Off
- AI Intrigue (requires 'Way of Life'): On/Off
- Provincial Revolt: Normal/Rare/None
- The old succession screen has been replaced with one that is much more elaborate!
- The graphics and layout of the screen has been improved.
- A flavorful text will tell your more of the deceased character and what they will be remembered by.
- A picture representing the characters death has been added.
- You will now hear your own death sound when dying.
- Added events through which one can get female councillors, the women can either be talented relatives, vassals or strangers
- Added a 'Release Tributary' decision
- Added a decision to Recruit prisoners
- Added a decision to ask characters to leave your court (at the cost of prestige)
- Added decisions for Hindu Merchant Republics to claim the Vaishya caste
- Added a confirmation event whenever you expel a holy order to avoid expelling them by mistake
- Added a Continue button to the launcher, which boots the game into your latest save
- Added loads of new nicknames
- Added more autosave intervals: every 10, 25, 50, and 100 years
- Changed and optimized compression to improve Ironman saving (and saving in general) times. Unfortunately this means save files are also bigger. For reference, saving my test case file went from 29s to less than 6s.
- There is now an event informing the world when a Crusade/Jihad etc ends inconclusively
- Skilled or ambitious female vassals may now demand a seat on the council
- Added an event to rename "Middle Francia" to "Austrasia" if no longer held by a Karling
Way of Life:
- Added a bunch of new events for the War Focus (Way of Life) where you can get leader traits and teach them to your commanders
- Added a bunch of events for the Theology focus where you retreat into solitude to pray and reflect upon your life
- The Family Focus can now also remove rivalries between close family members
The Old Gods:
- Added some stronger versions of the Viking trait, Ravager and Sea King, which can be gain from further raiding.
- Added targeted decision 'Appoint Shieldmaiden' for Norse pagan rulers, which grants eligible female character the trait 'Shieldmaiden' as well as access to the Commander minor title
- Shieldmaiden training events
- Combat events where a Shieldmaiden can save her liege on the battlefield
- Event chain for befriending a Shieldmaiden
- Added two decisions for defensive pagans - one to worship the ancestors, where a sacrifice can lead to different outcomes in a chosen area, and one to summon a band of devout warriors when getting invaded by religious enemies.
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# Balance
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- Alliances and Call To Arms
- Restored manual call to arms
- Call to arms from allies can be declined again
- Added defines to enable/disable auto call to arms and possibility to decline them
- Added major opinion penalties to alliance breakers
- Added temporary alliance-breaker modifier (gives -5 diplomacy)
- Made alliance-breaker and truce-breaker temporary modifiers duration scriptable
- AI will consider dissolving alliances with alliance breakers
- AI is unlikely to accept alliances from alliance-breakers
- Fixed a bug that prevented vassals from joining wars against tyrants. Expect revocation wars to be more risky! (can be disabled through the define VASSALS_UNITE_AGAINST_TYRANNY).
- Can no longer call ally to war if ally has NAP with defender
- Alliance breaks with attacker if you accept call to arms from defender
- AI no longer calls all allies into war, but only tries to get more than 1.25 times the opponent's strength
- Flanders is now properly part of France
- Brabant now part of Lotharingia
- Norse, Pictish, Visigothic, and Saxon cultures no longer split if controlled by a powerful ruler, or if their head of religion is of their culture
- CROWDED_THRESHOLD_MODIFIER lowered to 25
- Head injury in battle now has a chance to cause disfigured rather than incapable if your have Reapers
- many "active" minor titles, such as designated regent, cannot be held by incapable characters
- Alania is now Tribal from the Old Gods start point onwards
- k_hungary no longer requires a Magyar province to form
- Increased the troop count of the Shia uprising to make it succeed slightly more often
- AI holders of k_france will no longer create k_aquitaine unless they are close to forming Francia
- Gave Berber culture 'allow_looting = yes' and 'seafarer = yes'
- Added requirement for lvl 4 hillfort/market city when upgrading Tribal holdings as a non-tribal
- The AI now makes use of Tribal Armies
- Increased the impact and deadliness of most Epidemic traits
- Updated the 'Funeral Procession' event with better rewards in the options
- Extort Subjects now available when at war
- Donate to Liege now available when liege is at war
- The 'Groom an Heir' ambition no longer requires you to be married
- Updated final 'Ambitious positive' event to be slightly more interesting
- When declining the papal request to switch to Papal Investiture, the Pope may now excommunicate you
- Rank 2 and 3 education outcomes are now more common
- Become King ambition now only lets chancellors fabricate one kingdom claim
- Changed age to set childhood focus to 6 so you can also choose an educator at the same time
- It's now possible to demand religious conversion of landless courtiers even while at war
- Boosted the opinion effects of giving gifts and of the "Improve Relations" councillor job
- Even with the law that allows revocation and retraction from religious enemies, their religious brethren among your vassals will now still be upset
- You no longer get Pagan homeland attrition if you're allies
- Made Agnatic the normal default gender succession law again, except in Christian realms or when you have equality laws, or the new game rule
- Blocked barons from having Agnatic-Cognatic succession (it's an inheritance mess)
- Rulers of all religions are now allowed to convert to the attacker's religion during holy wars, if their Moral Authority is much lower
- Exiled characters should no longer join courts of characters in seclusion, or court of the banisher's vassal
- Characters can no longer escape from House Arrest
- Monthly prestige/piety province modifiers are now added to the character
- Most of the minor titles can now be made available for female characters as well, provided the correct laws or game rules are in place
- Frail now has a small health penalty
- When a Tyranny war is lost while the Conclave DLC is enabled, the title revocation law will be revoked
- Changed the Eunuch Councilor events so that they are slightly better and show up in the event option so you can click them and check their stats before deciding
- Raised chance of reincarnation events for Indian religion group
- Changed the Jewish Councilor events so that they are slightly better and show up in the event option so you can click them and check their stats
- Lowered the war contribution that all theocracies and holy orders get as attackers in Great Holy Wars
- Powerful vassals will now only be angry that they haven't been given a position on the council if they're eligible for such a position, or they've recently been fired from the council
- Tanistry is now available without Late Feudal Administration, both for Feudal and Tribal Celtics
- Fixed firing Advisors applying the "Revoked Honorary Title" opinion modifier on top of the "Fired from Council" opinion modifiers
- Merchant republics can now always move their capital to a city if their current capital is a castle
- Reintroduced the Bankruptcy character modifier, which reduces army morale by 25% when a ruler has negative wealth
- Councilors who have promised council support to someone will now vote their conscience if the person they're supporting is abstaining
- Commanders can now only be relieved via the Relieve Commander interaction and the Minor Titles screen, which unlike the Revoke Honorary Title interaction, do not incur an opinion penalty
- Retreating enemy armies are no longer considered hostile for the purpose of disbanding units
- Adjusted the 'opinion_unfaithful_husband' opinion modifier
- Adjusted the 'acknowledged_bastard' opinion modifier
- Doubled the positive opinion modifiers from granting landed titles to someone
- Vassals are now grateful when you build buildings in their Holdings
- Viceroyalty succession now overrides all succession law opinion modifiers for that title, since succession law has no effect
- If succession law affects both the youngest and oldest child, and someone is both, they now always get the best opinion modifier
- Fixed heirs not getting positive opinion modifiers from succession laws (E.G., oldest_child_opinion in primogeniture)
- Visigothic culture will no longer split when in a powerful Visigoth realm
- Ladies can now gain the viking trait(s)
- Switching religious branch as an Indian religion will now also switch that of your close kin (if non-zealous)
- Dynamic mercenaries are no longer prevented from marrying
- Even Malcontent voters will now vote for additional council power laws, as it means they'll have more to say 'no' about
- Prisoners from major revolts can now be executed and released
- Significantly increased the chance of vassals joining Grand Tournaments/Furusiyyas
- Reduced the number of unnecessary courtiers generated; should somewhat improve performance
- Redid the Varangian Guard events from MTTH events to yearly pulse events
- Added AI weights to event HL.10531, where a mercenary leader would accept or decline an invitation to a feast, to make it less random
- Moved event SoA.5219 to yearly pulse from MTTH
- Increased the prestige gain from 'Groomed to Perfection'
- Moved the SoA 'wicked priest' events to the bi-yearly pulse from MTTH
- Retreating from battles and sieges now starts the day after you right-click, so that you can cancel it on the same day if you misclick
- Tribals who are Tengri/Altaic will now raise more Light Cavalry and less Heavy Infantry in their summoned Tribal Armies
- William now starts with slightly more Heavy Infantry in "The Stamford Bridge" bookmark, to give him a higher chance of gaining England
- Rulers can now change crown laws every 50 years, rather than once per lifetime (cooldown still removed on death)
- Opinion of predecessor is now also inherited in elective government types if the successor is a close relative of, or in the same dynasty as, the old ruler
- Crusades on titles without a crusade weight are now less likely if said title is not adjacent to territory of the crusader's religion
- Now possible to ask one's liege to press one's claim even if the liege council isn't allowed to vote on war declaration
- Courtiers who have minor titles, friends, lovers, consorts or rivals are now excluded from the court pruning system
- Immortal characters are now immune to pruning
- If subjugation wars are invalidated, the 'once per lifetime' subjugation is now refunded
- If a Muslim Invasion is invalidated, the piety will be refunded
- Loyalists councillors now vote against law proposals started by someone other than their liege
Horse Lords:
- When conquering Nomad land (empty provinces) as a non-Nomadic character, the following will happen:
- A basic Tribal holding will be constructed
- The Nomad culture and religion will be preserved in the province
- A 'Nomad Agitation' province modifier will be added, slightly increasing provincial revolt risk
- On succession, if a character holds provinces with Nomad Agitation they will automatically secede from the realm unless one of the following is true:
- A Castle or City holding has been constructed in the province
- (Only if Tribal) At least 2 buildings have been constructed in the province's Tribal Holding
- Provinces that secede because of Nomad Agitation will spawn a new Nomad ruler as per the culture/s of the released province/s
- If a newly seceded Nomad Ruler borders a Nomad of the same culture, they will join them as a Clan Chief
- If a Nomad conquers a province with Nomad Agitation, the modifier will be removed
- Raiding Adventurers can now properly invade & claim land from Nomads
- If they are the same culture as the target, they will become a Nomadic Clan Chief
- If they aren't the same culture they will become a Tribal Vassal
- Now when you choose to 'Settle as Tribal' as a Nomadic realm your Clan Chiefs will settle along with you
- The 'Pillage Holding' decision has been remade, it will now pillage the selected holding progressively (once every 6 months) until it's destroyed
- When a holding is destroyed from pillaging you get an event containing some flavor
- You can now pillage several holdings in the same province at once
- You can at any time choose to 'Stop Pillaging' a holding by using a targeted decision
- The Revolt Risk associated with pillaging is now capped at 30%
- Claiming a pillaged province as a non-nomad now clears the revolt risk (other penalties still apply)
- The revolts that spawn from pillaged provinces are now significant (no more 60-man whack-a-mole uprisings)
- You can no longer choose to pillage enemy holdings manually, instead it's triggered by event (gain gold or prestige)
- When choosing to settle as a Nomad the provinces that flip to your culture will now try to border each other
- The AI logic for when Nomads want to settle has been changed slightly, certain Nomad personalities will take longer to settle
- If a settling Nomad has only one vassal of king-tier, they will now usurp that character's kingdom rather than create a custom empire
- AI Nomads will now Tribalize if they push too far outside the steppe IF they don't hold much territory in the steppe region + not many castles/cities
- When Nomads Tribalise they now culture/religion convert new provinces based on population/manpower
- When a Nomad Tribalizes a custom kingdom will be created if they would end up as duke rank or lower
- Nomads who Tribalize now get a small amount of event troops
- The Magyars have a significantly larger army in the 867 invasion of Hungary, they will now win more often than not
- Hungarians led by the Árpád dynasty will always want to settle in Hungary if they have the chance
- When the historical Magyars settle in Hungary, more provinces will convert to Hungarian
- The Silk Road has received the following changes:
- The Silk Road has been extended by adding a new branch from Lut - passing through Rayy and Tabriz - to Trebizond
- The southern part of the Silk Road has been updated to also pass through Dhofar, Socotra, Busaso and Taizz on the way to Alexandria
- Increased the base wealth of the Silk Road to 122 from 100, to account for added provinces
- Nomad succession now includes wider range of close relatives
- Unlocked the 'Perform Sky Burial' decision for non-Nomadic rulers of the Mazdan religious group
- Pagan nomads no longer suffer from pagan defensive attrition (made it a define called NOMAD_SUFFER_PAGAN_ATTRITION)
- AI Nomads can now acquire warhorses
- Increased the Steal Population effect on the Humiliate CB from 10% to 25%
Way of Life:
- Intrigue Focus: Spy On: Nerfed the chances of abduction and murder unless you are a Master Schemer
- Added 1 Health to the Theology Focus
- Carousing Focus: You can now invite people to a new party 90 days after the last one (down from 500 days)
- Moved the Theology and Hunting focus events to 'on_focus_pulse'
- Seduction Focus: The rebuff opinion modifier no longer lasts forever
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# AI Improvements
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- Army AI: Fixed some prio issues where armies would hunt irrelevant armies (vassals of the enemy)
- Army AI: Fixed a province prio issue during revolts against a liege
- Army AI: Fixed some ping-ponging (indecision) issues
- Army AI: Improved priorities vs rebels and landless invaders
- Army AI: Should no longer attempt to pursue shattered armies
- Army AI: Restored focus on occupying provinces
- Tweaked the AI behavior scripts in the seduction events
- Vassal heads of religion will now wait to declare Crusades/Jihads/GHWs until their liege can join (no longer has a truce with the target)
- Added another anti-spam measure for AI vs players regarding marriage and betrothal proposals
- Fixed some problems with marriage proposals
- Tweaked education events to avoid AI rulers getting Stressed or making rivals of their wards
- AI will no longer accept marriage/betrothals to people with contagious diseases, and will think twice before marrying people with non-contagious diseases.
- AI characters will no longer waste favors asking for a vote that is guaranteed to fail due to council members having promised council support to their liege
- Decreased chance of incest marriage for AI with religion where divine blood is enabled
- AI: Non-nomads should be far less keen on taking empty provinces from Nomads
- AI: Fixed a problem where high ranking rulers might never marry
- Fixed an issue with landed AI councillors not marrying
- AI rulers will now allow voters to actually vote on law changes when you run the game without Conclave
- AI rulers will no longer usurp the titles of their liege, since they'll almost always get revoked or usurped back
- AI rulers will not torture, mutilate, blind, or castrate prisoners of their liege's dynasty or anyone when they have under 100 piety
- The AI now cancels its ambition less often
- The AI will now evaluate threats in a more logical way
- The marriage AI has been improved
- Offer NAP interaction now weights in political concerns
- Fixed the AI in some cases repeatedly requesting vassalization of other AIs that'll never accept
- Fixed the AI in some cases repeatedly requesting concubines from other AIs that'll never accept
- Fixed the AI breaking betrothals if the recipient is in revolt
- Fixed some cases of allies being inactive incorrectly
- AI no longer revokes and regrants titles to the same characters
- AI should no longer revoke nomad clan titles
- AI will no longer repeatedly make and break betrothals with the same characters
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# Interface
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- Updated all Event Modifier Icons to account for color blindness (added '+' and '-' in addition to the red-green color coding)
- Switched the location of the 'Close' and 'Reset defaults' buttons in Message Settings to keep consistency with other windows
- Extended the minimap layout to accommodate for more minimap buttons
- Added VSync support on Linux
- Added VSync option to video settings
- Important minor titles are now shown in a list at the top in the court view
- Added a delayed tooltip to the "Create New Vassal" button
- The "Create New Vassal" button should now be disabled immediately when you use it
- Removed the "Character receives an event." default tooltip
- Military View: Now shows one decimal on the Retinue or Nomad manpower cap
- Added Moral Authority to the tooltip on religions
- Fixed various trigger and effect tooltips
- Shortened the text for the Muslim charity decision so it fits the decision text box
- Characters dying from traits marked as illness or epidemic will now have a green skull
- The Extended Province view has been updated to show the terrain of the province
- If the terrain has a combat bonus, a tooltip will show the details of the modifiers applied to defending units
- The province view now has a button to set up the crown focus
- Added a new icon for 'Ask Liege for Title'
- Fixed F9 not opening the Religion view
- Only rulers' first given name are considered for the purpose of regnal numbering. E.G., "Gustav I Adolf" can be followed by "Gustav II"
- Multiplayer button is now immediately greyed out when clicking "Load Game" rather than getting the "Game State is corrupted. Please restart the game." tooltip while the button is clickable
- Fixed it being possible for the same Autocephalous Patriarch to appear in the religion tab more than once
- Fixed some non-aggression pacts not showing for both participants
- Fixed the # of pacts shown in the character UI sometimes being incorrect until one clicked on the "pacts" tab
- Fixed many instances of triggers of the form "trigger = no" being localized as if they were "trigger = yes"
- Fixed a number of triggers not having a new-line after them in tooltips
- Fixed a trigger not properly stopping its coloration, thus bleeding over into other triggers
- Fixed warscore from battles and ticking warscore not being shown in the warscore tooltip when either side is fully occupied
- Fixed modifier sub-entries (E.G., cultural buildings' effect on cultural units) sometimes not being shown in tooltips
- Fixed the number of decimals used for battles being inconsistent with the rest of the war overview screen
- Fixed characters with no known father not getting their (half-)siblings via their mother listed on their character screen
- Fixed AI plot acceptance tooltip showing too many +/- signs for the character's opinion of the player
- Fixed it being possible for characters to show up in the "grant minor title" UI that don't have you as their liege
- Fixed the time control buttons being active (but unusable) in the Charlemagne start date
- Fixed characters that are currently considering another diplomatic offer from the player being included on the job selection view
- Fixed the days remaining before a diplomatic response often being wrong for non-rulers
- Fixed the days remaining before a diplomatic response being off by 1, showing 0 days left the day before it goes through
- The flag cache is now deleted when the coat of arms files are updated, recreating the flags at game start
- Find Character browser now shows an icon for characters that are out of player's diplomatic range
- Find Character browser now shows a thumbs up/down icon for characters that accept/reject being invited to player's court
- Find Character browser now includes a My Dynasty filter in Great House category to show only characters of player's dynasty
- Hitting Enter on the "save game" screen now saves the game
- Fixed the game not always alerting you of usurpable titles
- Updated the icon for the 'Features' button to blend better into the standard interface
- The Features info screen now uses the same style as the new Game Rules screen
- Fixed having the enemy war leader captured showing as 5% warscore rather than 100%
- Female tribal counts are now properly called chieftesses rather than countesses
- Tribal barons are now called chiefs/chieftesses
- Fixed the restriction that you can't fire a council member if a vote is underway not showing up on the council screen
- Fixed council titles not getting culture/tier/religion specific naming on the My Council screen
- The expiry date for timed opinion modifiers is now shown in the tooltip
- Consolidated all versions of the "Convert to Spouse Religion" decisions to a single targeted decision usable on spouses/concubines
- Fixed the Call Allies Into War alert sometimes showing even if the ally can't actually join the war
- Several buttons that were missing a click sound now have one - Examples being the buttons in the Era Picker, Focus window, Barber window and more!
- Now possible to change plot when one already has a plot without having to manually cancel the existing plot. Can only be done if it is possible to cancel the existing plot
- Fixed the days remaining before a diplomatic response still sometimes being wrong for non-rulers
- Fixed some tooltips being inconsistent between the Character Finder and the Character Selector
- Fixed the opinion bonuses from hospital buildings lacking a "+" sign on the opinion breakdown
- Cloud saves are now sorted newest to oldest, like local saves
- Empty council seats are now shown on the council vote breakdown
- Fixed offensive/defensive bonuses not being shown when they sum up to exactly +100%
- Fixed the advisor selection screen not showing the Powerful Vassal icon
- Fixed the alerts for tech progress in nomad capitals showing the numbers for the province rather than the nomad capital
- Fixed build_holding not localizing properly for forts, trade posts, and hospitals
- The Threat tooltip now states how many months it will take for it to reach 0 at its current decay rate
- The High Threat alert now states how much Threat you have
- The preferred war target for the purpose of council votes is now shown for characters in the same realm
- Doubled the precision of the AI reasoning tooltips. E.G., instead of 2 pluses in favor of joining a plot, 3 to 5 will be shown
- Added an icon to character portraits showing that they owe you a favor
- Fixed the Join/Create faction buttons saying you can't create/join due to being on the council, even when the council laws don't prevent councillors being in factions
- The game will no longer alert you that betrothed can marry if that isn't actually possible due to an ongoing war
- The vassal tax estimate now accounts for their ruler being over their demesne limit
- Fixed the sub-realm view (CTRL+Click) not resetting when switching to the Coalition map mode
- If laws aren't affecting the max liege levy (due to summing up to 0% penalty), the modifier will not be shown
- If you customize your coat of arms, it will no longer be reset upon loading a save after having changed religion
- If the flag of a title is changed during the course of the game, that will now persist upon loading a save (E.G., the flag of an early HRE will not be reset to the German flag)
- The zoom hotkeys (Page Up/Down) now actually work
- Fixed customized hair/beards in some cases being reset upon loading a save
- The "size" of religions on the Religion page in the ledger now includes empty nomad provinces
- Exiting the "religion" or "technology" screen will no longer change your map mode to the one you had open when you opened the screen if you're no longer in the Patriarch/Technology map mode
- The "Next Song" button now shows the full name of the song playing rather than its file name
- The Ruler Designer button is now properly disabled when loading a save
- The Enforce Peace alerts now show the number of days left rather than months if there's less than 100 days left
- Fixed pretenders and people you lost titles to having the wrong portrait ribbon on the Succession screen if they're not feudal
- Fixed the lost titles on the Succession screen often showing the wrong tier crown
- Fixed anti-popes and pentarchs having the wrong portrait ribbon on the Religion screen if they're not feudal
- Realigned Western Portraits so that beards no longer overlap noses
- The In Hiding character icon now takes precedence over all character icons except imprisonment
- The voting buttons for law changes have been moved around as to not be placed on top of the "List of Opponents" button
- Fixed the child of two king or above level rulers sometimes not getting the "Prince/Princess" title in front of their name
- The alert that you can advance technology will no longer show up when what you can "upgrade" is maxxed out technology
- Fixed dynamic titles named after a regular title not having a proper adjective (resulting in E.G., "Cumania War" rather than "Cuman War"). Such titles will now use the adjective of the title they're based on
- Reduced the extent to which ledger column buttons overlap
- The "powerful vassal" icon is now shown where appropriate on your realm tree
- The "pillage" decision is no longer included in the "special holding actions" alert; instead the holdings that can be pillaged are now listed under the "inefficient land management" alert
- The nomad population growth tooltip now accounts for manpower growth
- Fixed the titles of councilors being based on the gender of their liege rather than their own (E.G., women being called "Seer" if their liege is male, and men being called "Seeress" if their liege is female)
- The cooldown, if currently active, for Crusades/Great Holy Wars/etc. is now shown in the tooltip for each religion
- Build entry progress bar no longer progress if province is occupied
- The high threat alert now shows the # of months it'll take to reach 0 threat at your current threat decay rate
- DLC requirements for decisions, laws, etc. are now properly displayed (E.G., Conclave bypassing some of the requirements for Seniority succession)
- The College of Cardinals is now visible even if your religious liege is an anti-pope, though adding campaign funds is disabled
- Moved the alert for advisor titles being grantable to the "council not full" alert from the "special minor titles" alert. The alert now takes you to the Conclave council page if Conclave is enabled
- The Ask Liege to Press Claim interaction is now no longer shown on your liege, since this caused confusion; it only works when interacting with who you want them to declare war on
- It is now possible to change flank commanders during sieges
- The title/region searcher can now search for strings that aren't at the start of the name (E.G., "Roman" will now return "Holy Roman Empire" as well)
- Increased the max zoom level by 2/3, allowing you to see the whole map at once
- Removed several character interactions from the right-click menu when they couldn't apply
- The map mode buttons in the load interface are updated correctly
- When loading a save that has a map mode that is not available in the load interface, the load interface will show the realm map mode, but after loading the save game will restore the map mode the game was using at save time.
- The last used mapmode/speed is now saved in savegames