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Releases: ArkoG/L3T

SEAL2

26 Jul 17:16
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RELEASE 1.10 SEAL2 (26th of july 2020) for CK2 v3.3.3

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CHANGELOG

MAJOR

  • iqta rulers can hold cities
  • governments that allow holding cities can confiscate freely up to 3 cities (iqta, roman and chinese imperial, confucian bureaucracy)
  • iqta rulers get a bonus to retinue cap
  • introducing muslim religious holdings specializations (waqf, zaouia)
  • reviewed jizya only affecting Dhimmis, affecting retinues (bonus), and levies (malus)

MINOR and VARIOUS

  • muslim under iqta no more can hold temples
  • muslim temple holders are theocracies instead of iqta
  • iqta rulers pay less for retinues reinforcement
  • tribals can't access to centralization laws, but have some of its effects in tribal organization laws
  • some new muslim event pictures
  • population growth events now mention the name of the holding in their description
  • various localisation changes or improvments
  • "Imperial" governement is renamed to "Roman imperial" as it only applies to Restored roman empire or Byzantine empire
  • "Impérialisme chinois" in French loc is renamed to "Impérial chinois" for consistency sake and more accuracy
  • new options when a romanesque cathedral burnt (for Prince-bishops and higher, for non catholics)
  • holding specialization happen faster

BALANCE

  • directly held cities by non-republic bring a reduced amount of income, unless it is in capital county (confusician bureaucracy get confiscate cities but don't get any malus)
  • iqta rulers pay less for retinues reinforcement
  • wrong religion_group and culture_group provinces significantly bring less levies and slower reinforce rate
  • monastic rules are named dynamicaly (bloats less the building list)
  • AI will try to confiscate cities in the way players can
  • capital bonus is slighlty better (more tax and better protection against revolts)
  • roman imperial government get a bonus to demesne size
  • iqta rulers get some free retinue at start, from their rank, from jizya holdings, from correct culture province (limited to their retinue cap)
  • some new arabic retinues
  • muslim feodal holding specializations now give a levy malus and a retinue bonus
  • lowered priority for Reconquista CB (lesser than Crusades now)
  • revised feudal opinion for adminstration laws (bonus for "feudal", malus for "late", further malus for "imperial")
  • revised vassal limit for adminstration laws (bonus for "feudal", malus for "imperial")
  • adminstration laws now also influences demesne size (late gives +1, imperial gives +3)

BUGFIX

  • decision to start to build a cathedral should no more cause a CTD
  • fixed duplicate naming for fishing ressources
  • fixing all land provinces being wrongly coastal provinces with SWMH
  • fixed the Opus francigenum never happening with "Free" rule if not starting as a catholic character
  • the mod won't try to write chronicles entries for AI
  • fixed "evil events" (smugglers ring etc.) being off
  • remaining building cathedral speed modifiers after cathedral is finished are now cleaned properly
  • prevented that the benefits of finishing a cathedral end up in wrong faith hands

SEAL1

14 Jun 15:06
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RELEASE 1.00 SEAL1 (14th of june 2020) for CK2 v3.3.3

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INSTALLATION WILL REQUIRE A FULL DIRECTORY CLEAN-UP (renamed and removed files, event ID re-tag)

NOT SAVE-COMPATIBLE WITH PREVIOUS VERSIONS

CHANGELOG

MAJOR

  • revamped bandits events (smuggler's ring etc. ) and effects. Additional events involving your marshal
  • new claims mechanics and flavour (mechanics being rule locked behind a new game rule)
  • new way to apply stewardship bonus to taxes, making holdings, buildings, provinces matter much
  • changed some computation on population growth mechanics, among changes, the steward's "research technology" bringing possible bonus here.
  • brand new loading screens based on "Codex Manesse" graphics
  • made "Fortress" specialization more worthy (prison building, new special fortifications, balance)
  • Romanesque cathedrals are now wonders and so showed on map with a 3D model

MINOR and VARIOUS

  • new prison building and according decision to use that new accommodation. A prisoner can't be moved back from there. Various liberation/evasion options are less likely to happen and success
  • proselytize job map highlights now feature a distinct colour for heresies
  • debug event is now reduced to only one event (L3T.1), alternatively turning on/off the debug mod. Mind that beyond special actions and notifications, some MTTH are now affected by this too
  • new steward flavour (delegation)
  • AI with no tribal vassals won't enact tribal related laws
  • tribal laws can only bring gold (with opinion counterpart) to non tribal and never give troops to anyone
  • some renovated and new events pics
  • updated and added some icons (modifiers and target decisions)
  • Muslim school building "Madrasah" gets an additional level
  • cities get a city size marker automated building chain, showing the growth of the holding (3 levels)
  • some buildings cost both gold and prestige (prestige cost is displayed in the buildings' tooltips and triggers)
  • adapting some vanilla buildings to holdings specializations (capped by specialization)
  • new chains of buildings (perception and belfry)
  • new chains of buildings (main power buildings like episcopal palace, seigniorial residence... and their Muslim variations when needed
  • fortification buildings for cities and temples holdings (merely same as castles ones)
  • chancellor's "perform statecraft" job now can protect against claim fabrication
  • spymaster's "scheme" job can help spotting a foreign chancellor fabricating claims on you
  • new option to arrest and banish a chancellor fabricating a claim
  • added support for pre-scripted holding specialization for episcopal cities and monasteries for both vanilla and SWMH map
  • Romanesque cathedral burning may bring in pilgrims
  • addition of a Pilgrim inn/road house you can build in a province with a province relic
  • a province relic in itself don't bring taxes any-more (it didn't differed among religions)
  • addition of a "Mufti" council position for Muslim
  • new horse armours artefacts given as prize in Furusiyyas
  • some event optimisation and file clean-up
  • better event computation, code and files clean-up
  • filling missing texts and better texts
  • improved some English translations

BALANCE

  • realm capitals are now assigned on startup
  • AI may sometimes not attend to tournaments and furusiyyas
  • can't add a new holding slot in a province any-more
  • religious tolerance technology now worsen inter-religion opinion instead of improving it
  • put some limitations on using the extort tribute CB (theocracies can't use it, as well as feudal vs other feudal co-religionists)
  • building costs won't decrease overtime due to technology
  • improve ambition chains ("textile experience" and "the sword") are now more likely to happen (lessen the skill cap)
  • "cadastre" event chains are now more dynamic and triggered only, it is also more rewarding
  • tax laws for feudal and iqta are now capped by centralization levels, tax levels are lowered, levy slider don't bring taxes any-more
  • ask for/ask to lift excommunication actions now require some reasonable amount of prestige and piety to be performed
  • weaken chances a bit for "increase council power" faction
  • dynamic trade routes helps with troops reinforcement and technology spread
  • prosperous industry modifier is more worthy
  • general military: less raids, lower reinforcement speeds, naval attrition, armies are slightly slower, more expensive maintenance
  • the population buildings progression are a bit faster on first levels
  • trade-posts limits are now higher (vanilla has much more pre-built trade-posts than the limits, vastly disadvantaging emerging patrician houses)
  • general income and taxes changes
  • various changes to specialization buildings, tribal holdings
  • tweaked the demesne sizes for various ranks, tribal government type don't bring any-more demesne size bonus
  • you can't revoke a recently given title any-more (cool-down is 100years instead of 12months)
  • improved starting population levels for various areas and eras
  • changed some starting technologies for various areas and eras

BUGFIX

  • fixed relic not being consumed properly when starting the cathedral
  • fixed buying relic not always transferring the relic properly
  • non Christian capitals properly get a "Feudal city" (or equivalent) on startup
  • fixed some vanilla bugs
  • fixed my own bugs by the way
  • population bonus from specializations now apply correctly

Tolls update to 1.00

14 Jun 21:06
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Tolls update to 1.00 Pre-release
Pre-release
v1.00_tolls

Merge branch 'master' into DEV_tolls

Play update to 1.00

14 Jun 21:07
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Play update to 1.00 Pre-release
Pre-release
v1.00_play

Merge branch 'master' into play

Monasteries bloodlines+Custom duchies update to 1.00

14 Jun 21:06
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v1.00_monasterie_custom_duchies

merging custom duchy VS master - retag some event ID

Cities update to 1.00

14 Jun 21:05
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Cities update to 1.00 Pre-release
Pre-release
v1.00_cities

Merge branch 'master' into Cities

Bandits update to 1.00

14 Jun 21:04
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Pre-release
take newest bandit version from 2020 master - ! removal of Bandit bra…

…nches flags

ECO_revision update to 1.00

14 Jun 21:07
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v1.00_ECO_revision

Merge branch 'master' into ECO_revision

SAINT2

03 Nov 12:49
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RELEASE BETA 0.99 SAINT2 (3rd of november 2019) for CK2 v3.2.x and 3.3.0

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MAJOR

  • upgrade to 3.2.x and 3.3.x game versions

MINOR and VARIOUS

  • adding a title renamer, it works on any title by right-clicking on its coat of arms
  • improved the easter eggs hunt event chains (weightening, costs...)
  • added a "find the one-egg" ambition
  • redrawn the "build a monument" ambition icon
  • marshland provinces can now receive one ressource (none before)
  • various balancing tweaks to sainthood
  • new event pictures for beatification, mass conversion and sheep breeding
  • some improved tooltips
  • addition of a start bonus for population for starting dates between year 900 and 1000
  • population increase bonus from properirty and being province/realm capital can be be stacked
  • republic IA may forget less to build in tradepost instead of palaces
  • piety and prestige gain from technology are moved from "Majesty" to church and noble customs techs

BUGFIX

  • non catholic can no more make a gift fot cathedrals
  • various corrections and improvments for english localisation

SAINT1

09 Apr 18:52
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RELEASE BETA 0.98 SAINT1 (9th april 2018) for CK2 v3.1.x

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MAJOR

  • upgrade to 3.1.x game version
  • "fast start" : ressources are now given immediatly at game launch
  • new holding specialization: episcopal village, equivalent of the feudal village for a bishop
  • addition of a "capital" mechanism that gives a bonus in your capital, its update is automatic
  • enrichment of the conditions to be canonized
  • mechanism of martyrdom, increases the chances of being canonized
  • religious conversions increase the chances of being canonized
  • crusades and religious wars increase the chances of being canonized

MINOR and VARIOUS

  • new decision to hide some notifications (weather)
  • possibility to place the interest of the crown on a province with a trade route, the IA also possesses this faculty
  • the crown focus affects the growth of the population
  • the capitals of provinces are now feudal cities by default
  • a capital has a better population growth rate
  • relic type artifacts from vanilla can now be used for the construction of cathedrals
  • additional icons for character decisions (buy a relic etc.)
  • donating to a cathedral now gives it advancement points rather than gold to its builder
  • holy wars can advance the outbreak of "Opus francigenum"
  • it is no longer possible to sell a dynastic relic
  • new artifact illustration: a reliquary, used for some relics
  • various improved texts

BUGFIX

  • correction of the bug that prevented the depopulation modifier from being removed