Fixed a freeze issue with the copying of laws into usurped titles
The invasion cb can now be granted correctly again
The Pope now gets a significantly lower contribution score in Crusades
AI: The Pope/Caliph will now be more reluctant to accept a White Peace when Crusading/Jihading
The Metaserver should now work again
Fixed a rare crash with sieges
Changed the speed settings so they are all faster, except for max speed (level 2 is now level 1, etc)
Added missing message text for calls of allies
Added missing message text for offers to join wars
No longer possible to usurp religious head titles, even if they have de jure vassals
Tied together a few more cultural names
Fixed more typos and database errors
Fixed a bug where you could have duplicate laws due to the history scripts
Fixed a bug with the event effects 'prestige' and 'health'
Fixed a rare crash bug with very long war names (could also cause corrupt saves)
Fixed a rare de jure assimilation issue when one character holds multiple kingdoms/empires
Fixed an issue with de jure assimilation status not always being saved
When events in multiplayer time out, the first VALID event option is now automatically chosen (rather than just the first option)
Added some missing characters in Novgorod
Fixed numerous relatively rare bugs causing unintentional independences at the end of wars
No longer possible to declare wars while in revolt against your liege
No longer possible to revoke titles off or imprison lower vassals in revolt against their liege
No longer possible to ask for invasion against a liege or above
Fixed some bugs with Crusade outcomes
No longer possible to attach units to those owned by someone of a lower rank
Fixed an asymmetrical hostility issue between revolting vassals of revolting vassals and the top liege
No longer allowed to ask to join wars while in revolt
Can no longer ask to join a war against a liege above your liege
Fixed a bunch of event bugs
Broken savegames no longer crash the game when you open the savegame browser, they are now marked as broken and cannot be loaded by clicking on them.
MAJOR:
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MINOR:
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The Sword of Islam - Dev Diary 1
Well, it's Friday and high time to spill the beans on the new expansion for Crusader Kings II; the Sword of Islam. Judging by the forum, playable Muslims is the most requested feature for CKII, and who are we to disagree? We always wanted to do it, provided we could do the Muslim world justice. That time is now (or, well, soon ). As with the Ruler Designer DLC, the Sword of Islam will be released together with a major content patch. What you get with the Sword of Islam is simply the ability to play as the Muslim rulers, but all the new mechanics will be there and running for the AI (or other players in multiplayer) even if you don't have the expansion.
I'll be doing three dev diaries on the Sword of Islam, each one dealing with some unique features for the Muslims as well as some free features that everyone will have access to simply by patching to 1.06.
One of the major hassles with making Muslims playable was the prevalence of text with obviously Christian or Western terminology. Therefore, we had to go through all text to make it fit the setting if you are playing a Muslim. Often, this required writing whole new events and decisions. For example, Muslims don't hold tournaments, they have the Furusiyya instead, which is an exhibition of martial arts and horsemanship. They don't hold Grand Feasts, they observe the Ramadan, etc. We also added some completely new decisions, like going on the Hajj (the pilgrimage to Mecca), which will initiate a cool little event driven story of what happens on the way to and from the holy city. Of course, there is also a whole slew of events dealing with various new gameplay features (more on that in later dev diaries.)
Another issue we needed to solve was the Gothic looking graphical interface of Crusader Kings II, which we felt did not really work when playing as a Muslim ruler. So we did a complete reskin with sand tones and green symbols and patterns instead of the church window graphics of Christian rulers. Yet another problem was that many event pictures looked distinctly Western/Christian, so we've added about 25 new ones to serve as Muslim equivalents. Then there are all the little things, like trait icons with crosses, the Crusade banner, etc. All of that has been changed to provide the right atmosphere. We've even changed the five councillor models for Muslims when they're out in the provinces performing jobs. It's all been a lot of work, but I think it turned out really well.
Muslims get a slightly different set of character traits; they don't get the Kinslayer, Crusader, Celibate and Chaste Traits. Instead, they get the Mujahid, Hajjaj, Faqih (Islamic law expert), Hafiz (has memorized the Koran), Sayyid (agnatic descendent of Fatima or one of Muhammad's uncles) and Mirza (child of a Sayyida mother) traits.
Lastly, Muslims get another set of honorary titles to hand out to their vassals. They all get a few special flavour events - especially the Chief Qadi - a position requiring an ecclesiastical education.
That's it for the Sword of Islam in this dev diary; next time I will go into the core dynamics of playing as a Muslim ruler.
Now then, here's some of the free stuff we're giving ya'll in the 1.06 patch...
First off, we thought the southwest corner of the map looked a bit dull, so we added a bunch of new provinces down there, representing the flourishing civilizations of the Manden people; Ghana, Mali and Songhay. The area comes with historical rulers (of course) and a new West African culture group. The region is rich but hard to reach.
For flavour, we have also made it so that duchy tier and above titles held by rulers of Iranian, Arabic and Turkish cultures are named after the ruling dynasty. For example, the Kingdom of Egypt automatically becomes the Fatimid Sultanate while the Fatimids are in power (though the original name is also used where appropriate.) In case the same dynasty holds several high rank titles, only the highest is named after the dynasty. Thus, we can have both a Seljuk Sultanate and a Sultanate of Rum, both ruled by the Seljuk dynasty. Randomly generated characters of these cultures automatically get a dynasty name suitable to name states after (ending with -id or -n, etc).
Lastly (for this dev diary), there are seven new creatable empires (the Arabian Empire, the Empire of Persia, Britannia, Scandinavia, Francia, Spain and Russia) and a whole slew of new de jure kingdoms, mostly to break up the old kingdom of Khazaria. Now, I know the addition of the new empires is controversial, but the creation conditions are designed to be fairly difficult to achieve, so the AI will very rarely do it. We want players to have the imperial option to strive for if they so desire - the Unions turned out to be a popular feature in Europa Universalis III.
Oh, and before anyone asks, patch 1.06 will be semi-compatible with old save games: you will be able to keep playing, but we're making no guarantees that the balance will not be completely upset, or that any added new provinces will be active and working.
That's it for now. Next week I'll talk about polygamy, decadence, and strong and weak claims!