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Good day everyone! We're releasing an update today to tackle some balance, bugfixes and interface issues affecting Roads to Power and the associated 1.13x "Basileus" Update.
Notable changes include the addition of a game rule to limit the amount of adventurers in game and Administrative governments having a new "Realm" interface. See the changelog below for a full list of changes.
PC Update 1.13.2 Changelog
Expansion Features
Free Features
Game Balance
Bugfixes
Art
History
Game Content
Interface
While today's update should be fully compatible with existing save files, we encourage you to disable any mods and start a new campaign if you encounter any issue. If the issue persists afterward, then please submit a report via the bug report board on our official forums[forum.paradoxplaza.com]!
Notable changes include the addition of a game rule to limit the amount of adventurers in game and Administrative governments having a new "Realm" interface. See the changelog below for a full list of changes.
PC Update 1.13.2 Changelog
Expansion Features
- Administrative government now has access to a new tab in the “Realm” interface, listing additional laws that can be changed independently of imperial bureaucracy to allow an administrative top liege to have greater agency and control over their realm.
- Added a new law for administrative to prevent governors from using the boundary dispute and subsume governorship schemes, ensuring that your internal borders stay somewhat more constant over time.
- Added a new law for administrative, which allows the top liege to prevent governors from declaring external wars.
- Added a new law for administrative to prevent governors from using the boundary dispute and subsume governorship schemes, ensuring that your internal borders stay somewhat more constant over time.
Free Features
- Added a new game rule to limit the amount of adventurers in a game.
- Added a new game rule to adjust the amount of damage gained by point of advantage in battles.
- Options include 1, 2, 5, 7, and 10.
Game Balance
- Default damage adjustment is now 5% per advantage in battles, down from 10%.
- The martial lifestyle perk “Strict Organization” now provides increased governor efficiency for administrative rulers.
- Increased the cost of refilling MAA with provisions by 68.75% for adventurers.
- Rebalanced cost and bonuses of the great tower of silence.
- The stewardship lifestyle perk “Detailed ledgers” now provides some additional administrative vassal tax obligation for administrative rulers.
- Increased the base levy obligation for administrative to 30%, up from 10%. While admin has less levies in general, there is no need for the governors to keep that many levies for themselves.
- Civilian themes no longer provide less levies to the liege. They are meant to generate income and provide development, which means that they have less reason to keep their levies than other administration types.
- When a populist faction sends their demands to a ruler with a state faith, the ruler can only choose to change the state faith if the faction’s faith is of the same religion as they are, or if the faith covers a majority of their realm (60% or more of the realm’s counties).
- Enabled raiding for governors of frontier themes, allowing them to raid neighboring realms.
- Governors will now spend a higher portion of their income on men-at-arms. This should prevent governors from disbanding their troops too easily when their governor efficiency changes, or when they are replaced by a new governor with a lower efficiency.
- The emperor now has 0 candidate score for appointment, making sure to avoid inheriting titles needlessly if there are others in the line of succession with low scores.
- Significantly reduced the likelihood and frequency of the AI asking for a council position (not accounting for when they force themselves onto the council).
- The “Men-at-Arms” innovation in the high medieval era now increases the size of title MAAs by 1.
- Reduced the amount of gold you receive from dividends when you found a holding as a landless adventurer.
- Added a grace period after you take the “Stand with Us” contract. No longer will you be called out as an “Oathbreaker” if the war immediately ends and you have no time to join it.
- Increased the chance of a vassal governor to accept, and to accept without making any demands, when you ask them to end their war.
- Asking a vassal to end their war now takes the Loyal and Disloyal traits into account, increasing and decreasing acceptance respectively.
- Higher levels of imperial bureaucracy now increases republican tax obligation in addition to administrative tax obligation.
- Level 3 provides a base +5%, while level 4 provides a base +10%, bringing the total obligation to +30% at maximum bureaucracy.
- In an effort to make sure that titles are created at a rate we want them to within an administrative realm, administrative government now has an innate -50% title creation cost bonus.
- AI vassals will no longer adopt a state faith if their top liege follows the same faith as they do. If the emperor can have it, then so can we!
- Non-admin vassals will only consider to adopt a state faith if their faith hostility is low enough, and will not adopt it by themselves if they consider the state faith hostile or evil.
- Enabled the “Demand Administrative Governance” interaction towards republics, allowing you to convert mayors into admin.
- Lowered the defensive advantage the vassal gains from frontier administration to 6, down from 8.
- Lowered the coastal advantage the vassal gains from naval administration to 10, down from 15.
- Updated acclamation succession to take the palace politics cultural tradition into account for reducing candidate score based on disfigurement. Not having this tradition will no longer reduce a candidate’s score if they are blind, disfigured, infertile, etc.
- Increased the penalty to a candidate's score for appointment succession when of the non-preferred gender to -80%, up from -66%.
- Made it a bit easier for vassals to convert with you when creating a new faith when you also have a state faith.
- If you hold a lot of sway within the realm (i.e. you have high diplomacy, learning, legitimacy, influence level, is part of a powerful family, etc.) vassal acceptance will increase.
- Additionally, having the Prophet lifestyle perk will increase acceptance based on your diplomacy and learning.
- If you hold a lot of sway within the realm (i.e. you have high diplomacy, learning, legitimacy, influence level, is part of a powerful family, etc.) vassal acceptance will increase.
- The “Influence candidacy” interaction no longer requires the target character to belong to a noble family. This allows you to promote lowborn and nobles who have yet to become a noble family to governorships, without having to resort to revoking a governorship and using “Grant Appointment.”
- The AI will no longer force others to join their faction if they themselves were forced to join.
- The influence option in the “Force to join faction” interaction can no longer be used on characters who actually like their liege.
- Administrative can now adopt the cultural tradition “City Keepers”.
- Administrative vassals who are not a part of your de-jure can now be granted independence.
- Administrative rulers can now grant independence to tribal vassals who are a part of their de jure.
- Made it more expensive for administrative to convert tribal holdings, increasing the base cost by 25%. Admin should not want to conquer tribal land, but rather wait until someone else does it first and make it more civilized.
- Moved 1 MAA limit from the Roaring campfire building to the Swords-for-Hire and Legitimist camp purposes directly in order to promote specialization.
- Moved one MAA max size from the Proving Grounds to the Lockwagon building (unlocked by Freebooters, Swords-for-Hire, and Legitimists) in order to promote specialization.
- Reduced knight limit from Roaring Campfire significantly.
- Reduced adventurer government knight limit by 8 (10 -> 2), added 8 knight limit to Swords-for-Hire and Legitimists, added 3 knight limit to Freebooters.
- Moved knight efficiency from Proving grounds to Roaring Campfire.
- The base acceptance for the “Make a Request” interaction has been reduced to 0 (down from +30).
- AIs are now less willing to give adventurers gold using the “Make a Request” interaction just because the adventurer is poor.
- AIs now give less gold when adventurers use the “Make a Request” interaction.
- AIs will no longer give adventurers using the “Make a Request” interaction more gold if they have 25+ opinion of them. It now only counts being friends/lovers.
- Best friends/soulmates will give adventurers more gold when using the “Make a Request” interaction.
- Requesting a new contract now only reduces opinion by -5, and the AI gets +30 acceptance for the request.
- AIs are now less willing to give adventurers gold using the “Make a Request” interaction if they themselves are poor (from -10 to -30).
- AIs are now less willing to give maa using the “Make a Request” interaction if the adventurer is powerful (-25 at 400 max strength, -50 at 800 max strength).
- AIs are now less willing to give maa using the “Make a Request” interaction if the adventurer is stronger than themselves (using max troops count).
- Reduced the acceptance bonus for the “Make a Request” interaction based on your prestige level (from 10, 20, 30, 40 to -> 5, 10, 20, 30).
- Lowered opinion malus from demanding artifacts.
- Rebalanced options in stewardship_wealth.1051.
- Significantly lowered gold costs in travel_events.2013.
- Removed stress from opting out of buying a trinket in travel_events.4036.
- “Gather Provisions” now has a chance of critical success and critical failure: critical success awards more provisions, and failure can result in wounds, illness, or frostbite (depending on terrain).
- Removed the MAA max size modifiers from excellent aptitude camp officers.
- Reduced the piety gained from “Proselytize to Locals” by 50%.
- Reduced the “Max MAA regiment limit” that you could get from your adventurer camp by 4 (across multiple buildings).
- Reduced the “Max MAA regiment size” that you could get from your adventurer camp by 5 (across multiple buildings).
- Reduced the individual MAA max size modifiers from the Baggage Train camp building by 2 (3 -> 1).
- Updated the AI acceptance in “Contest Appointment”. Spending influence now takes your influence level into account, and instead of comparing direct influence with the target governor, we now compare influence level instead.
- The AI will now avoid calling players to war if the player is in debt.
- Increased difficulty for adventurers attempting to chain church-robberies.
- Added an upper limit to gold reward from the “Stand with Us” contract of 1 yearly income of the employer and their current gold.
Bugfixes
- Eliminate performance degradation when zooming in and out close to terrain - map icons should now be much more efficient.
- Added missing localization and formatting to the administrative_government_vassal_opinion modifier.
- Fixed issue causing religion and culture to not show up for characters in the Arrange Marriage list of potential spouses.
- Fixed elope.1003 being broken.
- When restoring Rome and converting to Hellenic it will now destroy all head of faith titles you hold.
- Fixed a softlock in the “Conduct census” contract when the first destination was the same as your camp location.
- Allowed Turfida to start the game inside her husband Hereward's camp.
- Enabled Adventurers to complete betrothals without having to use another request for marriage.
- Fixed an exploit where you could keep reducing your stress when using the petition liege decision. By canceling the travel planner before you start to travel, you would lose stress, despite not having gained any stress yet.
- Fixed the effects of granting prestige and influence without gaining experience in their corresponding levels having no text.
- Fixed the petition liege decision not refunding your influence if you decided to cancel it before reaching your liege's capital.
- Fixed the Caravan Master and Wet Nurse court positions not being affected by the family business cultural tradition.
- Updated the script for when an estate is damaged, as it would deal much more damage than intended by removing entire buildings. An estate building should instead typically lose a level (or several) instead.
- Locked DLC only dynasty legacies for AI too.
- All cultural traditions lifting terrain restrictions on buildings will now properly check for the county culture instead of the holder's culture.
- Fixed an issue where you could use the “Force to Join Faction” interaction without having enough influence.
- Fixed the faction join-chance modifier “Liege was preferred heir” being applied twice.
- Fixed a previous change to the holding triggers which prevented you from constructing holdings in most baronies with desert or desert mountain terrain in the areas in and surrounding the Sahara. Only the corridors across the Sahara will remain empty.
- Updated the logic for the transferring of titles in the “Force to Step Down” interaction. Titles and vassals should behave more consistently as a result.
- Added missing petition type names in the “Petition Liege” invalidation event.
- Fixed a crash that occurred when hovering on a rally point icon that is moving with your adventurer camp, or on a province you've just lost in a war.
- The Varangian Guards men-at-arms and the Akolouthos court position are no longer strictly locked to the Byzantine Empire. All emperors who have the cultural tradition unlocking these have the option to use the decision to found the Varangian Guard for their primary title.
- When restoring the Roman Empire with the Varangian Guard founded, you get to keep access to the Varangian Guard MaA and the Akolouthos court position.
- Restoring the Roman Empire will now transfer your title Men-at-Arms to your new title, making sure they won't get lost as the old title gets destroyed.
- In order to befriend an ally you are helping at war you now have to actually contribute something to the war score.
- Blocked the decision to form Portugal if Portugal already exists.
- Changed the lone clan Portuguese vassal into feudal.
- Made it easier for landed rulers to become a legitimist landless adventurer by ensuring you get claims to all of your former titles on transition.
- Fixed an issue preventing the top liege of an administrative realm from granting the duchy containing your de jure capital to a vassal. It now checks de facto capital instead.
- You can no longer renounce personal ambition using the decision “Renounce Imperial Aspirations” if you are a diarch.
- The "Formation Fighting" cultural tradition now provides bonuses to the Strategist trait, providing a higher combat roll and reduces enemy defensive advantage.
- Removed the warning telling you that you have less than expected court grandeur, if you do not own the 'Royal Court' expansion.
- Fixed the domicile outline element being broken if you switched from admin to feudal.
- Fixed charnel grounds being missing from the duchy building list.
- Fixed the displaying of gold from mercenary contracts in the war overview.
- Fixed occurrences where adventurers may get stuck in contracts that became invalid while traveling.
- It's no longer possible as a landless adventurer to kidnap people and wait for their liege to offer you a contract to prison break them.
- Fixed tutor child contract to invalidate properly if the child or the employer is dead.
- Fixed hold_court.6080 to no longer target provinces with holdings and changing their holding types, instead target only empty provinces.
- You can no longer use the "contest appointment" interaction if you are invalid to be a governor for the requested title.
- Fixed the "Commission Artifact" decision cost reduction from estates not being applied correctly.
- As a head of faith, you can no longer use the “Adopt State Faith” decision. It wouldn't change your faith anyway.
- Artifacts you are wearing will now be correctly shown in your portraits and in the barbershop.
- Fixed characters that lost all titles, due to their liege losing a war, not having a chance to become landless adventurers.
- The “Discovered Secret Schemes” tab will now correctly display all known schemes.
- Administrative heads of faith will no longer lose their family head titles when their administrative titles are revoked.
- Moved the "Summon to War" interaction to the expanded section of the interaction list, and it is no longer shown on governors who don't have frontier or naval administration.
- Fixed becoming a wanderer instead of landed when getting promised land from support a faction contract.
- Fixed becoming a wanderer instead of either losing the game or becoming an adventurer when your last title is revoked.
- Discovering agents in hostile schemes against you will no longer expose agents that you were forced to remove from the scheme. Added a weak hook on the agent if you decide to not remove them.
- Fixed convert to witchcraft odds prediction to be more precise.
- Added missing localisation for the court gardener trigger.
- Fixed the court gardener court position requiring the employee to have, or have finished, an inspiration. It no longer does so.
- State faith will no longer change when the title gets inherited by landless rulers.
- Fixed an issue where granting an appointment as a vassal would give the new sub-vassal a noble family, even though they shouldn't get one.
- Added missing text for the heavy infantry pursuit and screen multiplicative modifiers.
- Added some text explaining that a governance issue is unavailable while you have an active issue already.
- Fixed the reception hall upgrade for the estate providing additional legitimacy for every title the emperor would get, including when revoking titles. The bonus is now only applied for the primary title.
- Fixed the reception hall not resetting the stored legitimacy upon being gained.
- Fixed global_culture.0015 being empty with an inappropriate background.
- The “Scholars of Baghdad” event can now only happen if you own and are located in baghdad.
- Fixed background of fp1_jomsvikings.1001.
- You can no longer start the depose scheme if you are disfigured, blind, etc. and the top liege has a culture that frowns upon these traits in regards to succession (e.g. the palace politics tradition). The scheme implies that you will take the title yourself, but due to your low score for having either of these traits, this will rarely happen.
- Fixed the description not always showing for the depose scheme interaction.
- Custom appearances in the ruler creator will no longer be automatically overwritten when changing culture.
- Removed options from the “Have child study language” interaction - you're already paying a tutor for that.
- Fixed the liege regency tutorial not progressing when it should.
- Bp1_yearly.5720 can now only happen if the rival is in the same location as you.
- Shortened the text and fixed animations of bp1_yearly.5720.
- Fixed an issue where you could accidentally enable Roman Empire hard-mode even if you never chose that option.
- Changed odds predictions in romance schemes to be more accurate.
- Fixed an issue when attempting to release a prisoner in exchange of becoming your executioner, where they would not end up becoming your executioner as expected.
- Fixed the secrecy grace period for the “Challenge status” scheme.
- The “Save preset” window in “Game rules” view will now be fully visible on 1080p resolution.
- Make sure the “Refill MAA with gold” option for adventurers states the correct numbers in the tooltip.
- Fixed the “Offer eunuch” interaction not allowing you to replace the selected character, should you have multiple eunuchs available.
- Clarified in the localization that you only have access to runestones before the High Medieval era.
- The “Offer eunuch” interaction now requires the target to be a ruler and have a court.
- The “Roaming, raving” event now correctly states it has a 25% chance of spreading the modifier, rather than the incorrect 15%.
- Fixed a small history issue with the County of Coburg being a prince-bishopric in 867.
- Your bishop will check a bit closer before claiming your marriage is consanguineous in nature.
- The “Warrior culture” cultural tradition will not properly explain that you need a tribal government to choose it.
- Fixed an issue where in some rare cases, when replacing a bodyguard in events, you would fire the best one instead of the worst one.
- Fixed a minor issue with the event “Ruin rumbling” where one of the characters wouldn't be assigned a proper nickname.
- Blind and maimed people will no longer take part in archery contests.
- Fixed an issue with the “Guest of honor” APA in camp parties, where they would occasionally not be able to find the host properly.
- Fixed an issue in the “Another lover” event where a character would check if they were attracted to themselves. Narcissus is before our time.
- Fixed an error in the event “Another lover” where you kept a best friend lover even if you broke up with them.
- The friendly language learning letter should be less likely to call you a mud-eater, even if you might deserve it.
- Added an event reason for some camp officers which were missing.
- Fixed an issue with cooldowns in the wedding event “Oath in moment.”
- Updated the text when attempting to change a tribal vassal into administrative. It will now say that only settled governments can change directly to admin.
- Fixed the “Do you know who I am” perk to actually give +20% acceptance instead of 50%.
- Fixed the reason not being shown when attempting to pick the cultural tradition city keepers without having an eligible government type.
- Set_designated_heir effect can now only be applied to direct children. Prevent some crashes when this becomes circular.
- Made a fix for Designate Heir to line up with recent code changes. The recipient now has to be your child to be eligible for being designated. (This should only affect administrative, who could designate close family members.)
- The “Request co-emperor” interaction will only designate the co-emperor as heir if they are a child of the current emperor.
- Made a fix for Designate Heir to line up with recent code changes. The recipient now has to be your child to be eligible for being designated. (This should only affect administrative, who could designate close family members.)
- Added missing text for when you have a hook available in the 'Summon to War' interaction.
- Fixed a bunch of animations not working in a large number of events.
- Removed duplicate war score values in the adventurer raid contract CB.
Art
- Added the correct grudge icon to the game concept.
- Added struggle trait background for modders.
History
- Saxon culture now starts in the high medieval era when starting a game in 1178.
- Corrected dynasty house for Robert de Dreux.
Game Content
- Added an event for adventurers where a follower wants to get married to a local.
- Added a new interaction named “Aid Tribal Development”, allowing lieges to support their non-tribal vassals in converting their tribal holdings into castles.
- Enabled the decision to restore the Roman Empire for administrative. You can now adopt the administrative government first and still restore Rome, instead of having to do it in a particular order.
- The Byzantine cultural traditions “Roman ceremonies” and “Palace politics” can now be adopted if you restore the Roman Empire and don't have the traditions already.
Interface
- Removed mentions of antiquarians being needed to repair artifacts from tooltips and court position description.
- Fixed “Music player” not being localized.
- Hid the commission legend artifact decisions unless you’ve completed a legend, and made the decision major.
- The breakdown tooltip for candidate score in appointment now explains the gender penalty in a better way by showing the % penalty, and not just the value.
- Fixed cut off text on “Fight Corruption” contracts.
- Added advanced features to the Ruler Designer: you will now be able to generate random appearances based on the selected Culture, only load Traits or Appearance from a saved Ruler, and decide whether to regenerate the Appearance when changing Culture.
- Added potential gold gained from mercenary contracts/interactions in the war overview for all participating landless adventurers.
While today's update should be fully compatible with existing save files, we encourage you to disable any mods and start a new campaign if you encounter any issue. If the issue persists afterward, then please submit a report via the bug report board on our official forums[forum.paradoxplaza.com]!