Full Changelog
Buildings and Assets
- [p]Updated assets for buildings with plazas — Hall, Altar, Den, and Market. The plaza now occupies the entire building area without a half-tile margin.[/p][/*]
- [p]Characters can now enter the Temple through any door, not just the lower one.[/p][/*]
- [p]Updated model for the Chancellery.[/p][/*]
Interface and Notifications
- [p]Added an on-screen notification when a lord gains a romantic rival.[/p][/*]
- [p]Added a new filter in the Relations menu: “Spouses and Children.”[/p][/*]
- [p]The mercenary recruitment menu now displays soldier equipment; four mercenaries will have starting weapons and armor.[/p][/*]
- [p]Mercenary tooltips now show whether their contract has expired.[/p][/*]
- [p]Added tooltips and status messages for “Preach” and “Study Knowledge” actions, explaining their function and why they can’t be performed right now.[/p][/*]
- [p]If the player cannot cancel a command, the tooltip now specifies the reason.[/p][/*]
- [p]Added detailed explanations for why certain tasks cannot be forced.[/p][/*]
- [p]Fixed icon and number alignment in tooltips (e.g. gold amounts no longer break into separate lines).[/p][/*]
Character Behavior, Orders, and AI
- [p]Conspiracy activities are now marked as important — the player cannot override them.[/p][/*]
- [p]The cancellation event for conspiracies now includes the initiator’s name.[/p][/*]
- [p]Guest traits Schemer and Duelist are now displayed at the top of the trait list.[/p][/*]
- [p]Reworked the guest role “Duelist.”[/p][/*]
- [p]Tasks assigned by guests now appear in the task list of both the executor and the target.[/p][/*]
- [p]Duels are no longer considered “bad” — relations with the Matriarch won’t worsen if the duelist isn’t from the player’s faction.[/p][/*]
- [p]Updated the activity selection algorithm: bad mood or low hunger/sleep/rest no longer fully block actions; they’ll just happen less frequently.[/p][/*]
- [p]Task priority is now divided into three levels — assignment (low), self-initiated (high), and player command (highest).[/p][/*]
- [p]Knowledge study tasks now have higher priority so they aren’t interrupted by other lords.[/p][/*]
- [p]Dates are now only canceled when sex begins, not when the date starts.[/p][/*]
- [p]The Date button now checks for nervous breakdowns.[/p][/*]
- [p]Characters having a mental breakdown can no longer carry others.[/p][/*]
- [p]Guests with the Lothario role no longer flatter — they now spend time seducing.[/p][/*]
- [p]Guest tasks can no longer be forced.[/p][/*]
- [p]Removed the old character menu code (previously used for animals). Animals now use the standard character menu.[/p][/*]
- [p]Many orders now use the treasury instead of lords’ personal funds.[/p][/*]
- [p]Added a flag for “problematic” houses with negative comfort.[/p][/*]
- [p]Added positive and negative thoughts based on the distance between home and workplace.[/p][/*]
Needs, Traits, and Actions
- [p]Added a new Need task button — “Drink Alcohol,” shown when a character has the Alcohol Addiction trait and wants to drink.[/p][/*]
- [p]Added “Drink Nectar” for the Nectar Addiction trait.[/p][/*]
- [p]Added detailed explanations for why a character cannot perform an assigned “Study Knowledge” task.[/p][/*]
- [p]Added “Play Dice” for Gambler characters who aren’t currently thinking about playing.[/p][/*]
- [p]Reworked the needs satisfaction buttons (Eat, Sleep, Bribe Peasant for Sex) — they now appear only if the character has the matching trait and thought.[/p][/*]
- [p]Added explanations for why “Play Dice” cannot be performed.[/p][/*]
- [p]Inspiration is no longer gained from fulfilling a dream; it now appears when a lord wakes up with mood ≥ 90.[/p][/*]
World, Crime, and Events
- [p]Thugs can now rob the Hall, not just lord houses.[/p][/*]
- [p]Vagabonds now steal the most valuable non-equipment resources from warehouses and flee town; guards will attempt to stop any bandit leaving after a crime. If caught, all stolen goods go to the player’s warehouse.[/p][/*]
- [p]On Peaceful difficulty, a bandit camp will appear in the player’s province on Day 4 (once per save).[/p][/*]
- [p]After migration due to war ends, a bandit camp may appear in the player’s province if none exists.[/p][/*]
- [p]Bandit camps now attack every 3–5 days instead of 4–6.[/p][/*]
- [p]If a camp has 7+ bandits, one may join incoming migrants.[/p][/*]
- [p]The “Church is Displeased” counsel will no longer appear if “Matriarch Enraged” is active.[/p][/*]
- [p]Forest bandits attacking the player’s city will now steal gold from the Hall instead of resources.[/p][/*]
Economy and World Map
- [p]Book prices doubled.[/p][/*]
- [p]Reworked letters from unique guests, prophecies, and Inquisition warnings — now end with “Click to read the message.”[/p][/*]
- [p]If a vassal has walls, their military power counts as doubled when calculating rebellion chance. During rebellion, other vassals with relations < -25 will join with 100% chance, < -15 with 50%.[/p][/*]
- [p]Walls also double perceived strength in the “Might of Liege’s Army” thought.[/p][/*]
- [p]Removed the “Trade Agreement” thought (it’s now covered by daily trade relations).[/p][/*]
- [p]Vassals of different cultures now gain a negative thought toward their suzerain; if the culture is hostile, the effect is stronger. Added a tooltip warning about this when vassalizing.[/p][/*]
- [p]Tribute offerings now scale with the AI’s total army value.[/p][/*]
- [p]Added a new quest: “Demand to Remove Tribute.” It can appear if a vassal’s strength ≥ 50% of the player’s and relations < 0.[/p][/*]
- [p]Added “Remove Tribute” and “Restore Tribute” actions in vassal cities on the global map.[/p][/*]
- [p]Kings now gain a positive thought toward neighboring rulers of the same culture who are under a foreign king’s rule.[/p][/*]
- [p]Allies now send 100% of their troops (up from 70%) to assist other alliance members, keeping only a garrison behind.[/p][/*]
Food, Addictions, and Misc. Balance
- [p]Added negative thoughts from consuming flour and carrots (lords and soldiers only).[/p][/*]
- [p]The turnip thought is now 1.5× stronger and lasts twice as long for lords and soldiers on all difficulties.[/p][/*]
- [p]The meat thought is weaker and shorter.[/p][/*]
- [p]Alcohol thoughts are now half as strong for lords.[/p][/*]
- [p]Fixed bugs where characters rarely developed alcohol addiction from beer or moonshine.[/p][/*]
- [p]Fixed hangovers triggering only after beer, not moonshine or ale.[/p][/*]
- [p]Reduced flowers per bush from 3 to 2; daily regrowth chance lowered from 10% to 6.6%.[/p][/*]
- [p]Brewing now produces 1 ale per 1 flower and 1 hop (previously 2).[/p][/*]
- [p]Added negative interest modifier between characters with different counts of Holy Rings.[/p][/*]
- [p]Dice game stakes raised to 100 coins; win/loss thoughts now last 24 hours (up from 4) and are stronger.[/p][/*]
Misc. Fixes
- [p]Fixed a bug where ongoing global map orders were canceled after loading.[/p][/*]
- [p]Changing preferred social stratum now triggers job recalculation.[/p][/*]
- [p]Fixed king culture icon position when zooming out on the world map.[/p][/*]
- [p]Fixed error when pressing Q or E while all lords were on the opposite map layer.[/p][/*]
- [p]Fixed missing tooltip for “Punish” order when no scaffold was built.[/p][/*]
- [p]Fixed task progress indicators not appearing until reopening the city menu.[/p][/*]
- [p]Fixed lord capture and execution logic — lords no longer consider executions “dishonorable” if ordered by the king.[/p][/*]
- [p]Fixed self-targeting tasks (deposit/withdraw money, punishments).[/p][/*]
- [p]Fixed reward desire persisting after a character became king.[/p][/*]
