Releases: ArkoG/L3T
Releases · ArkoG/L3T
SEAL2
RELEASE 1.10 SEAL2 (26th of july 2020) for CK2 v3.3.3
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
RELEASE 1.00 SEAL1 (14th of june 2020) for CK2 v3.3.3
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
v1.00_tolls Merge branch 'master' into DEV_tolls
Play update to 1.00
v1.00_play Merge branch 'master' into play
Monasteries bloodlines+Custom duchies update to 1.00
v1.00_monasterie_custom_duchies merging custom duchy VS master - retag some event ID
Cities update to 1.00
v1.00_cities Merge branch 'master' into Cities
Bandits update to 1.00
v1.00_bandits take newest bandit version from 2020 master - ! removal of Bandit bra…
ECO_revision update to 1.00
v1.00_ECO_revision Merge branch 'master' into ECO_revision
SAINT2
RELEASE BETA 0.99 SAINT2 (3rd of november 2019) for CK2 v3.2.x and 3.3.0
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
RELEASE BETA 0.98 SAINT1 (9th april 2018) for CK2 v3.1.x
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