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Crusader Kings 3 : Patch 1.4.0 Azure
Crusader Kings 3 : Patch 1.4.0 Azure
Voici la traduction du
63ème carnet de développement
de CK3, le jeu de Grande Stratégie Médiévale de Paradox Development Studio, sur le Voyage du Monarque disponible avec le patch 1.4.0 Azure.
Bonjour les croisés !
Je suis ravi de vous rencontrer tous, ce n'est que l'année dernière que j'ai rejoint l'équipe de production de Crusader Kings III, c'est donc avec grand plaisir que j'écris mon premier carnet de développement - pour partager avec vous le changelog final du patch Azure, et quelques nouvelles sur la bêta ouverte Multijoueur.
Tout s'est bien passé depuis le dernier carnet de bord, le patch sera donc disponible
aujourd'hui
comme promis. Il contient un mélange de nouvelles fonctionnalités, de nouveaux événements, d'améliorations de l'équilibre, d'améliorations de l'IA, d'améliorations du modding et de corrections de bugs signalés par notre grande communauté.
Consultez les carnets de développement ci-dessous pour vous rafraîchir la mémoire sur ce qui a été mentionné sur Azure jusqu'à présent :
CK3 Dev Diary #55 - Modding improvements
Dev Diary 56 - 20 avril 2021 - Un été azure
Dev Diary 57 - 27 avril 2021 - Un été mouvementé
Dev Diary 58 - 4 mai 2021 - Stresser les traits
Dev Diary 59 - 11 mai 2021 - Préréglages fantastiques et où les sauvegarder
Dev Diary 60 - 18 mai 2021 - Le coût de la guerre
Dev Diary 62 - 1 juin 2021 - Voyage du Monarque libéré
Le Changelog
Voici donc le changelog final si vous avez envie de parcourir 10 pages d'ajouts et de corrections :
Spoiler:
1.4.0 “Azure” Changelog
###################
# Free Features
###################
Game rule presets can be created! You can now easily switch between different configurations depending on your mood. The last configuration is used by default for future games.
Character finder presets can be created. Finding future spouses, wards, councillors,... will be easier than ever! When creating a new preset, you can save almost everything! Dynamic objects however won’t be memorized (custom faiths, specific Dynasties and Houses)
Men at arms can be raised independently of levies, either to the first existing rally point or from a specific one. It will allow you to crush small rebellions or wage small wars without calling all your levies.
At game start, rulers now start with a decent amount of men at arms already hired, based on their income. Upon becoming landed, newly landed rulers will also receive men at arms.
Dynamic garrisons for holdings have been introduced. Garrisons now have a max and min capacity. When a siege is won, the garrison is depleted and set to its min value. Each month, the current garrison reinforces until it reaches its max capacity. The reinforcement rate is improved by upgrading the holding.
Unlocked the Monarch's Journey cosmetic items for all players (Hennin, Chaperon, Jester's Hat, Wizard's Beard, Miller, Miller Highlights, Jeanne d'Arc, Pageboy, and Mullet)
Jeanne d'Arc haircut will be used by some Frankish women
Mullet haircut will be used by some Scottish men
The Chaperon hat will be used by some Western mayors after 1300
The Hennin hat will be used by some Noble women after 1300
Added new Lifestyle events:
One for Learning: Scholarship
One for Martial: Strategy
An Event Chain for Martial: Authority
Added the Meet Peers activity for children. The activity allows them to forge relationships with other kids and maybe learn from unexpected situations. Explore a dozen new events for a more diverse childhood, allowing you to take control of your destiny.
Some traits have access to new Interactions and Decisions:
Arbitrary: can remove a hook by paying prestige and gaining Tyranny
Deceitful: can take a decision improving the ongoing hostile schemes if they are above the stress level 1
Diligent: can take a decision that will increase the development of the Capital but increase their stress
Forgiving: can consume a hook to lose stress and gain opinion
Impatient: can take a decision to immediately advance all their on going scheme if they are above the stress level 1
Vengeful: can fabricate hooks on their rival without unlocking the perk.
Wrathful: can duel criminals to enforce the punishment.
Irritable: can duel who they want if they are at the stress level 1 or above. It will generate dread and tyranny
###################
# Balance
###################
You can now hire mercenaries of your culture from further away. It will allow Iceland to have access to mercenaries.
The Norman culture now has access to the Regional innovation from the Norse Culture from the start of the game
Some traits were updated:
Ambitious: they now gain stress when signing a White Peace
Arrogant: they now gain stress when signing a White Peace
Craven: added hostile scheme resistance and intrigue
Fickle: added +1 intrigue and increased diplomacy from 1 to 2
Generous: loses stress when organizing activities and gifting money
Gluttonous: they have a high chance to avoid being murdered if the Poison food method is chosen
Greedy: they have a weaker monthly income bonus but an increasing monthly income depending on their stress level
Gregarious: they gain stress if they fail at swaying someone
Honest: they can lose stress by exposing a secret
Just: they can lose stress by exposing a secret
Lazy: they have a stronger stress loss bonus
Shy: they do not suffer from stress when starting a personal scheme anymore. BUT they have a huge penalty on personal scheme power.
Overall faction dynamic has been updated:
The power threshold is more dynamic: it will be decreased by other factions and their state.
There will be no factions created by AI Vassals in the first years of the game to give enough time to stabilize existing realms.
1 year for Dukes
5 years for Kings
10 years for Emperors
Faith modifiers are more impactful for Zealous characters and weaker for Cynical
Intimidated characters will not be afraid of joining a faction above its power threshold
Terrified vassals have a small chance of joining a faction above its power threshold
Characters with an opinion of 80+ will never join a faction
Independence faction modifiers have been updated:
Characters will join a suitable Populist faction if they exist instead of creating a new Independence faction
Electors are less likely to join or create a faction
Vassals that have more than 50% of their territory outside of the De Jure primary title will be more likely to join or create the faction
The bigger their realm size, the more likely they are
Counts are less likely to join or create a faction
Kings are more likely to join or create a faction
Characters can be more motivated to join if one of their neighbour is in the faction
Claimant faction modifiers have been updated
Powerful vassals are more likely to create Claimant factions if they have a negative opinion
Vassals with a different culture are more likely to join than before
Vassals are less likely to create a Claimant if they are not a De Jure vassals. They will instead prefer to create an Independence faction
Characters are more likely to join a faction if the Claimant is their De Jure liege
Characters are more interested in Claimant faction concerning title above their and in their De Jure hierarchy
Defeating or dealing with Scandinavian Adventurers now gives a temporary reprieve proportional to size, with smaller realms gaining a larger break whilst larger realms become valid targets again faster
Embarkation costs can no longer be reduced more than 90%
Faiths with concubines no longer give Counts a prestige-penalty for not having them, and now only expect dukes to have 1 rather than 2
Fire and Blood event now adds loot to your raid army, not directly to your treasury, and fires a little less often
Founding the Capital of the Rus now gives a more mild development level boost, as well as a reasonably hefty boost over time, rather than immediately catapulting you to Constantinople-levels
Increased the amount of money everyone starts the campaign with by 50%
Raiders no longer take attrition when raiding next to major rivers
Scandinavian Adventurers now stagger their attacks through the year instead of ritually attacking on January 1st
Scandinavian Adventurers will now stop so consistently starving to death at sea before they reach their target
Scandinavian Adventurers' event MaA are now inheritable
The cost of mercenary and holy orders now slowly goes up based on the size of your realm
The cost of mercenary now increases with the tier of the primary title with each Era
The Tribal government now gives a small amount of prestige each month. This helps avoid situations where new rulers have virtually no prestige gain
Upped the truce time on for raid-trade events from 5 years to 10
Stress is now lost when a Rival loses a title
Updated the stress impact of organizing a Grand Blot
Greedy and Shy never lose stress and suffer a progressive stress impact depending on who is invited: the merrier, the bigger the stress impact.
Generous and Gregarious never loses stress and suffers a progressive stress impact depending on who is invited: the lesser, the bigger the stress impact.
###################
# AI
###################
Your children and grandchildren can now get married off by their liege if their liege is their parent or grandparent and is allowed to marry on their own
Added logic for transferring siege weapons from a subunit to the main subunit
Added small bonus to current location when selecting a target province to avoid units switching places
All vassals are now able to declare war no matter how deep down in the vassal tree they are
CB
can now have a scripted score that is added to the hard-coded one
Changed CB base score to be title's Tier^3 instead of Tier^2
Fixed opinion of self overtaking the base score of many CB
Moved CB score multipliers to defines
Subunit stacks will be more hesitant to split off siege weapons
The main subunit stack will never split off its best siege weapons
The score of potential CB
are no longer scaled with the strength of the target
Told the AI that it shouldn't be avoiding running into stronger enemies when it is explicitly trying to help out one of its own units dealing with stronger enemies
Told the AI that just because it cannot fit its entire army in a single province, that doesn't mean it should stop resupplying
Told the AI that just because its units are in a separate stack, that doesn't mean it shouldn't help out in a combat it is losing 2 provinces away
Told the AI to keep its stacks a bit smaller so that it has an easier time resupplying
Tweaked down de jure multipliers for scoring titles when evaluating CB
Units should ignore strait penalties and hostile attrition if helping another unit
Units should ignore strait penalties if going into an ongoing combat
Units with siege weapons will now try to relieve or help sieging units without siege weapons
Will be more hesitant pushing a claimant's CB over its own
Will focus more on CB
that target a title of a higher tier than its current primary title
Will no longer push a claimant's CB if it targets a title the AI has a claim on
Will now hunt nearby enemy units even in hostile attrition territory if it deems it worthy
Willingness to attack a stronger target now scale the more wars the target is in
Willingness to attack a stronger target now scale with attacker's boldness
Lowered the odds of creating a Cadet Branch for Counts and Ruler serving a liege of the same Dynasty
Feudal and clan rulers will not declare war to tribal rulers if they have Tribal holding to convert in their realms
Vassals’ Holy War will be declared only to direct neighbours to protect smaller realm from the Byzantine empire bigger realms
Feudal and clan rulers will never start a Vassalization war of a tribal ruler.
Kings and Emperors are less likely to accept Faction’s demand if they are not at war already.
###################
# Interface
###################
The Declare War window has been restructured to allow for a better comparison between the two side and ease the access to the Objectives attached to a casus belli
Fixed some historical characters changing hairstyle or beard upon death
Fixed the mass prisoner actions in some cases acting on far fewer characters than they should
Fixed the "Only X Faiths" checkbox in the Other Faiths list in the Faith window being inverted
Faction members do not hide the opinion of other faction members anymore
Fixed Send Poem sometimes saying it has 0% chance of success when it actually has 1% chance
If someone is your ally in a war and your enemy at the same time, they now show as your enemy since walking into them will cause combat. This does not solve the underlying issue of conflicting wars being possible in rare cases
Fixed typing something into the newborn naming box that matches a localization key causing the text in the box to be replaced with that localization. E.G., in German typing "He" would get replaced with "Er"
Added missing tooltip when taking a concubine for the chance of children
All former spouses are now shown in the character window, not just those that are former due to death
Fixed a bug where a vassal player would not be correctly warned when their own vassals' counties had formed a populist faction against their liege
Fixed an issue that could cause numerous duplicate interaction notifications to appear
Fixed unlocked innovations in some cases being hidden due to being impossible to get if you didn't already have them. This could for instance happen to Longships when creating Norman culture
Fixed sidebar clipping with open windows
Fixed marriages in some cases giving you a notification about the other party's arranger (E.G., their court owner) getting married, rather than about the alliance formed by the marriage
Fixed the prestige breakdown incorrectly claiming that army cost modifiers apply to army prestige cost. E.G., the breakdown would say "Tribal: -50%" despite the prestige cost of armies being unaffected
###################
# Game Content
###################
Defenders of Rod now require a Holy Site without an existing special building
Game Over loc will now mention any big empire/kingdom you've formed/reformed/unified through the existing big decisions
Beating a significant amount of landless Scandinavian Adventurers now rewards unique nicknames
Challenging your Ruler for their title now uses the SCE
Courtiers who carry a rotting trophy now give off an off-putting smell
Having a trading ceasefire with a former raid target will now occasionally give both parties access to recruitable notable immigrants
Poet trait now has a runestone memorialisation
Raised Voices at the Ting Meet event now has several issues, rather than literally always being the same squabble
Scandinavian Adventurers may now be paid off or given land preemptively rather than always needing to be fought to the end
Winter commanders can now auto-win at competitive skiing
Harsh Winter now has a concept in the encyclopedia
You can now pay for a runestone your child defaced yourself, though they'll take the lesson to heart
Dynast can now enforce a divorce or ask a divorce for any member of their Dynasty within their Realm
Adding new piety icons for Zoroastrianism and Judaism
Added a follow-up event to a Stewardship: Wealth Lifestyle event which had empty options
Olympus replaces Sparta as a Holy Site for Hellenism
Added some extra events around raiders forming a trade relationship with their potential-victims
###################
# User Modding
###################
# Deprecations
GetDummyMale and GetDummyFemale are now deprecated. Modifying them in script is no longer possible. Their use-cases have been replaced with GetGlobalVariable and GetGlobalList. They will be removed completely in 1.5 to ensure script and code that is more maintainable in the long-term.
# Changes
Add CloseGameView data function so mods can close specific in game views.
Add garrison_reinforcement_factor. The param is used for set how fast current garrison size is increasing
Add GetTraitFromGroup and GetTraitGroupLevel data functions on Character.
Add GetTraitGroup( 'tag' ) and Trait.GetGroup data functions to get trait groups.
Add HasTrait and HasTraitFromGroup data functions to Character.
Add GetGlobalVariable and GetGlobalList data functions for getting data saved from script.
Add MakeScopeValue, MakescopeFlag, and MakeScopeBool to create scope objects out of primitive types directly since they are not automatically creatable via the MakeScope member on complex types like Character.MakeScope.
Add ScriptValue data function to scope objects which will evaluate a script value just with that scope object as root.
Made the Localize data function allow the key it references to also call other data functions in it like SelectLocalization does.
Add AddList data function for GuiScope, it is to add_to_list what AddScope is to save_scope_as.
Added data functions GetTraitsWithFlag and GetTraitsWithoutFlag
Added datamodel GetTraits on TraitGroup
Added defines NMercenary::REALM_SIZE_MULT and NHolyOrder::REALM_SIZE_MULT
Added effect deactivate_holy_site
Added effect remove_dynasty_perk
Added effect remove_innovation = innovation_key
Added effect set_army_location
Added effects clear_traits and copy_traits
Added effects set_age and change_age
Added list builder x_culture_global
Added modifiers army_siege_value_mult, army_damage_mult, army_toughness_mult, army_pursuit_mult, and army_screen_mult
Added trigger has_innovation_flag
Added trigger perks_in_<lifestyle>, to query how many perks exist in a given lifestyle (rather than how many a specific character has)
Building_garrison was renamed to building_max_garrison
CBs now support the "icon" parameter to have them use a different icon key
Character interactions now support the "icon" parameter to have them use a different icon key
Create_betrothal now logs an error rather than silently failing when something's wrong
Ensured that laws are always stored in database order, so that it is predictable how they will override one another
Fixed replace_path in mod descriptors having no effect
Fixed hot-reload for linux
Make_concubine now supports same-sex concubinage
Rename garrison param to max_garrison for building configs
Spawn_army will now only spawn levies if scripted to do so
The assign_council_task effect now properly errors when the old councillor cannot be fired, rather than just silently doing nothing
###################
# Bugfixes
###################
Populist factions can no longer usurp a player's primary title if it is their only title of their tier
Fixed spiritual head succession not always properly applying, leading to the spiritual head of faith passing on to temporal rulers. In rare cases that could lead to the player game-overing on death as a result of having inherited the head of faith title
Removed occurrence of game over despite having a heir
Theocratic rulers will keep their government after converting to a faith with the Theocratic doctrine
The “Return Roma” decision now always return it to the Pope
Elective heir from Primary title sets only for the title and doesn't affect others. Succession is tied to each title individually, so that changing succession in one doesn't affect other titles.
Fix a bug when temple holdings get disabled randomly
Fix an issue where on the MS Store/Gamepass version on some systems the launcher would get stuck during startup and never show up
Fix random crash/freeze when accessing the military view
Fixed a rare case where the game would completely freeze
Fixed AI being able to declare war directly on someone else's vassal
Fixed an issue that causes unavailable culture innovation can be chosen
Fixed hiring a holy order charging you piety in cases where the interface tells you it will be free
Fixed the Straight Medium Beard and Straight Pointy Beard missing from the Barbershop
Forbid a Scandinavian Adventurer to start a war against someone if they have a Truce with one of their Liege
Potentially fixed a way you could get booted into observe mode upon succession rather than getting to play as your heir
Scandinavian Adventurers now receive a loan to ensure they don't start out in debt
Securing the High Kingdom of the North Sea now requires *you* to hold the relevant kingdom titles, not just any randomer
Spouses of rulers will now once again wear clothes based on their spouse's culture
The Make Shieldmaiden interaction now correctly checks for Content and Humble traits.
Updated the localization to better explain why the "different faith" modifier is applied in the context of a Marriage acceptance
Lingering Resentment event is not triggered anymore if the kid do not have a crush
Bubonic plague will now only occur after 1346
Liege-less children can be recruited
Fixed eye skinning issue in males and females models
First of the Crusader Kings achievement is now properly tagged as impossible after the first Crusade started
Removed the list of Crusade and Jihad participants on the left-hand side of the Declare War window
Fixed a typo in the Danevirke description
Remove incorrect Courtier Left message when inviting a courtier
Fixed a case where your concubine would go to another court due to someone in their close family getting landed
Character selection list filters player is not get correctly
Concubines can always be dismissed, even when they are out of the diplomatic range
Corrected color code used by some icons to match the correct level color code
Varangian Adventurer will stop having new lovers appearing randomly
Domestic affairs task do not display the loss of crown authority as a potential negative side effect
Fixed a typo in the Hunter’s Stable description
Fixed a typo in Malcolm’s name in the Fate of England bookmark description
Partners will now be less likely to cheat when they have high opinion
The rightful liege condition now is verify the whole hierarchy instead just the n+1 title only
Added additional checks to make sure all needed scopes exists before generating tooltip about funding holy order
Arabic High Nobility will now use the Scholar's Turban and Caliphs will use the Caliphal Robes
Corrected a trigger incongruity that stopped Adventure and Pillage dynasty legacies being unlocked by valid non-Norse characters (e.g., Swedes, Estonians, etc.)
Corrected your opponent's weapon teleporting into your hand if they concentrated hard enough during a bout
Event wars are now counted for the purposes of raising runestones
Exiling a character as a nithing now causes them to hate you, not themselves
Fix console window being invisible on some startups on Linux and macOS (even in debug mode)
Fixed hiring new courtiers in a holy order always belong to that holy's order faith
Fixed map flashing on macOS when zooming between the terrain map and the flat map while advanced shader effects were enabled
Fixed the End of an Era achievement not unlocking; now unlocks a month before the end date
Fixing the issue with "Promote Culture finished" task not displaying what county was converted.
Fixed inconsistent month formatting in Simplified Chinese localization
Gift-Givers legacy now has a tooltip explaining that it makes you more likely to get trade-raid events
If an unlanded character is used in a Conversion event, they will wear the proper religious clothes
Landless Scandinavian Adventurers now correctly usurp duchies & may raise conquest runestones
The 'Spindly' Trait will not make people's limbs too thin anymore
The AI is now rewarded for fighting well/cunningly in duels even if the player isn't involved
The control rebate received when winning a Varangian Adventure now has a tooltip
Upped the likelihood for the Grandmaster of the Jomsvikings to rip their shirt off and come at you for your impiety & assorted faults
Upped the likelihood of the Jomsvikings to harass anyone who isn't an unreformed Norse pagan
The Mellow Spirit now applies opinion to parents instead of the liege
When revoking a title, the acceptance modifier from the military strength is clamped to +20
Stopped adding a weak hook on top of a weak hook if the expiration date is the same.
Vassals under the de facto claimed title holder in a war are transferred even if the holder is not the top liege.
Children cannot fight the Troll anymore, and thus cannot become Wolf/Moose/Lynx/Bear/Wolverine-Slayers
Armies won’t suffer from the starving penalty when the army is not using supplies
The Logistician traits now affect supply duration at sea and in friendly territories
The winter supply modifiers do not subtract bonus from “in friendly territory” anymore
Tutorial texts have been updated to reflect the map update
The “I need to know” event will not be spammed anymore when a character has a lot of lovers
The countdown timer for council tasks are now properly updated
A Life to Remember refers to the right character’s relationship with the deceased.
When trying to join a private server, password are not displayed in clear anymore
La Cerda cadet branch localisation has been repaired
Participants of a civil war can now all be punished without incurring Tyranny
In case of white peace, they can only be imprisoned and their titles revoked
In case of them being defeated, they can also be banished or executed
Avoid a notification spam of Alliance Proposal after reloading a save file
The Temple tooltip now tells Rulers with a Theocratic Doctrine that they will be leased to the Realm Priest after the construction.
Sinon, en plus de tous les changements déjà couverts dans les précédents carnets de développement, voici quelques points saillants :
Comportement de faction
Qui a dit que la vie d'un souverain médiéval n'était qu'une série infinie de conquêtes ? Maintenir de bonnes relations avec les principaux vassaux et l'intégrité du royaume est une danse diplomatique complexe. Azure introduit des changements dans le comportement des factions afin de les rendre plus réaliste et d'avoir un impact plus important sur l'expérience du souverain. Nous sommes impatients de vous entendre et de recueillir vos commentaires sur le nouveau comportement ! Notre intention est d'axer l'expérience de CK3 sur la vie complexe d'un souverain médiéval - pleine de dilemmes politiques - au-delà de la peinture de la carte.
Correction de bugs
Vous avez parlé et nous sommes toujours à l'écoute ! Nous avons mis l'accent sur la correction des problèmes signalés dans le forum, alors continuez à nous aider en postant des bugs et en réagissant à ceux qui vous importent le plus, cela nous aide à les classer par ordre de priorité pour les corriger.
Beta ouverte multijoueur
Nous prévoyons de déployer une bêta ouverte multijoueur mise à jour sur Steam peu après la sortie d'aujourd'hui. La bêta ouverte aura les mêmes fonctionnalités qu'Azure mais comprendra des améliorations de la stabilité du réseau pour laquelle nous avons besoin de votre aide pour tester. Vous pouvez trouver plus d'informations dans le sous-forum dédié à la bêta ouverte. Nous tenons à vous remercier tous pour votre soutien continu et nous vous invitons à continuer à nous envoyer vos commentaires très utiles.
Dans les semaines à venir, nous continuerons à vous donner plus de détails sur Royal Court à mesure qu'il progresse et se développe dans l'extension graphiquement riche que nous vous préparons.
D'ici là, profitez d'un été azuréen (ou d'un hiver si vous êtes dans cette partie du monde).
A la vôtre !
Vous pouvez discuter de CK3 sur le forum
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