- FROM in on_character_convert_religion and on_character_convert_culture is no longer a temp character, but instead the culture/religion itself. This only provides access to comparing to the culture/religion (or group). It should also still work to set cultures/religions and such. Please report any issues encountered with it. This change also means that it should now be possible to reference the previous characters outside "immediate" and similar without the game crashing - same_society_as trigger will no longer be true when both characters are not part of a society. - Added society icon backgrounds (society_symbol_bg_stone.dds and society_symbol_bg_wood.dds) to gfx/inventory/societies to make it easier for modders to make their own societies that follow the style of the vanilla societies - Added a better secret religion system, now based around a code attribute rather than traits. Characters can have up to one secret religion. If the character ends up as their secret religion, their secret religion is cleared. This can be set and accessed via script: - Added triggers "secret_religion", "true_religion", "secret_religion_group", and "true_religion_group". True religion being defined as your secret religion if you have one, otherwise your public religion - The religion triggers (religion, secret_religion, true_religion, and the group versions) can now optionally take a "target_type" determining which religion of the target they check against. E.G., religion = { target = ROOT target_type = secret } will check if the scoped character's public religion is the same as ROOT's private religion. The valid types are "public", "secret", and "true". The default is to use the same as the type being checked; religion default to public, secret_religion to secret, true_religion to true. A religion (group) name as the right-hand-side works for all the triggers - Effect set_secret_religion takes a religion or a scope. It optionally takes a target type (true/secret/public), but defaults to secret - Added trigger has_secret_religion which takes "yes" or "no" - Added set_secret_religion and clear_secret_religion effects - The "religion" and "set_secret_religion" effects optionally take a religion type (true/secret/public) to determine which to use when a scope is referenced. "religion" defaults to public, while "set_secret_religion" defaults to "secret" - Added "secret_religion" console command that sets a character's secret religion. Defaults to the player's character - Who can see a character's secret religion is defined in 00_religions.txt - Added a can_see_secret_religion trigger. Takes a scope, and checks if the character scope you're currently in can see the target character's secret religion - Societies can now have an associated religion, which is accessible from script in the same way as character or province religion, including on the right-hand-side of triggers and effects. This is scripted with for example "associated_religion = catholic". It has no effect beyond being accessible via script - Added a convert_to_secret_religion effect. Takes "yes" or a character scope. Sets your public religion to your secret religion, or the target character's secret religion if a scope is used - Added a on_character_convert_secret_religion on_action - Added SecretReligion and TrueReligion localisation promotions so that [This.SecretReligion.GetName] and similar work - Added a dynamic secret religious society system that significantly reduces the work involved in making a religious cult society - All religions except those specifically excluded get a secret religious society generated. The attributes of this society is defined by a template in 00_societies.txt - Most the sections in society definitions now provide the society itself as a scope (FROM) - Societies can now have an associated religion (defined with associated_religion = religiontag). This means that scopes can now be used where religons could be used, such as the right-hand-side of the "religion" trigger or effect. It also means that the "religion" trigger and similar can be used within a society scope - Added a secret_religious_cult scope, which will scope to the cult associated with the character's secret religion. Also works in religion and province scopes. This can also be used on the right-hand-side of effects and triggers - is_rank_full can now take a society scope rather than just a society name - Added a "secret_religion" history effect - Added on_society_created and on_society_destroyed on_actions - Fixed scoping to saved society and artifact event targets not working - Added religion_scope, secret_religion_scope, true_religion_scope, and culture_scope as scopes. These scope to the religion/culture of the character/province/society (only religion for societies) currently scoped to. Can be saved as event targets - Added a save_conversion folder in "common" which handles convering obsolete objects in saves. Currently handles religions and societies - Added a clear_flags_with_prefix effect. Works in character, province, title, and artifact scopes - Fixed the society rank tooltip not having FROM defined. FROM is now the society grand master, as with other society tooltips