Hello everyone.
Today we’re rolling out Patch 42 to the main branch, adding a number of fixes and improvements. Nothing revolutionary, but that only makes next week’s patch more interesting.
Here’s what we’ve adjusted compared to the current beta:
Interface and hints
Fixed the template for displaying residents’ thoughts in tooltips
Fixed incorrect selection of statistically strong positive thoughts for the residents’ hint
Character behavior and tasks
Fixed a bug where characters would automatically wake up and get out of bed after loading a morning save, which prevented them from gaining inspiration
Fixed a bug where an incapacitated lord could not be carried to the stone hall if one bed slot was already occupied
Fixed a bug where a character’s menu would not open if they had a training task while the teacher was not present on the local map
Growing up now resolves the issue of “the child does not receive training”
Economy and balance
Fixed a bug where residents could buy nectar at any set price, effectively creating money out of thin air
Fixed a bug where the “Offering to the King” action could cost 0 resources
Player policies will no longer require attacks on the player’s hostile vassals
Battles and world map
Characters in an army can no longer catch fire or receive burns from burning fortifications (gates, towers, etc.)
Fixed multiple bugs in the battle simulation on the world map, where city garrisons and other factors were not taken into account when calculating victory chances and balance of power
Archers now fire more slowly in simulated battles, and damage to gates and towers is dealt twice as fast — simulation results are now closer to manual battles
Fixed a bug where retreating using the world map button with a vassal’s or ally’s army counted as an automatic victory
Fixed a bug where editing an existing army allowed adding a lord who was already part of another army
Fixed a crash that could occur after burning down the city of an alliance or vassalage leader
Fixed the NO error that occurred when appointing a younger lord as a knight
Fixed a bug where the “Puppet Uprising” button did not work
Sound
Fixed a bug where battle preparation music would play simultaneously with battle music during a cultural uprising
And here are the Patch 42 contents (the remaining improvements compared to the main branch):
Full Changelog
Buildings and Assets
Updated assets for buildings with plazas — Hall, Altar, Den, and Market. The plaza now occupies the entire building area without a half-tile margin.
Characters can now enter the Temple through any door, not just the lower one.
Updated model for the Chancellery.
Interface and Notifications
Added an on-screen notification when a lord gains a romantic rival.
Added a new filter in the Relations menu: “Spouses and Children.”
The mercenary recruitment menu now displays soldier equipment; four mercenaries will have starting weapons and armor.
Mercenary tooltips now show whether their contract has expired.
Added tooltips and status messages for “Preach” and “Study Knowledge” actions, explaining their function and why they can’t be performed right now.
If the player cannot cancel a command, the tooltip now specifies the reason.
Added detailed explanations for why certain tasks cannot be forced.
Fixed icon and number alignment in tooltips (e.g. gold amounts no longer break into separate lines).
Character Behavior, Orders, and AI
Conspiracy activities are now marked as important — the player cannot override them.
The cancellation event for conspiracies now includes the initiator’s name.
Guest traits Schemer and Duelist are now displayed at the top of the trait list.
Reworked the guest role “Duelist.”
Tasks assigned by guests now appear in the task list of both the executor and the target.
Duels are no longer considered “bad” — relations with the Matriarch won’t worsen if the duelist isn’t from the player’s faction.
Updated the activity selection algorithm: bad mood or low hunger/sleep/rest no longer fully block actions; they’ll just happen less frequently.
Task priority is now divided into three levels — assignment (low), self-initiated (high), and player command (highest).
Knowledge study tasks now have higher priority so they aren’t interrupted by other lords.
Dates are now only canceled when sex begins, not when the date starts.
The Date button now checks for nervous breakdowns.
Characters having a mental breakdown can no longer carry others.
Guests with the Lothario role no longer flatter — they now spend time seducing.
Guest tasks can no longer be forced.
Removed the old character menu code (previously used for animals). Animals now use the standard character menu.
Many orders now use the treasury instead of lords’ personal funds.
Added a flag for “problematic” houses with negative comfort.
Added positive and negative thoughts based on the distance between home and workplace.
Needs, Traits, and Actions
Added a new Need task button — “Drink Alcohol,” shown when a character has the Alcohol Addiction trait and wants to drink.
Added “Drink Nectar” for the Nectar Addiction trait.
Added detailed explanations for why a character cannot perform an assigned “Study Knowledge” task.
Added “Play Dice” for Gambler characters who aren’t currently thinking about playing.
Reworked the needs satisfaction buttons (Eat, Sleep, Bribe Peasant for Sex) — they now appear only if the character has the matching trait and thought.
Added explanations for why “Play Dice” cannot be performed.
Inspiration is no longer gained from fulfilling a dream; it now appears when a lord wakes up with mood ≥ 90.
World, Crime, and Events
Thugs can now rob the Hall, not just lord houses.
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.
On Peaceful difficulty, a bandit camp will appear in the player’s province on Day 4 (once per save).
After migration due to war ends, a bandit camp may appear in the player’s province if none exists.
Bandit camps now attack every 3–5 days instead of 4–6.
If a camp has 7+ bandits, one may join incoming migrants.
The “Church is Displeased” counsel will no longer appear if “Matriarch Enraged” is active.
Forest bandits attacking the player’s city will now steal gold from the Hall instead of resources.
Economy and World Map
Book prices doubled.
Reworked letters from unique guests, prophecies, and Inquisition warnings — now end with “Click to read the message.”
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%.
Walls also double perceived strength in the “Might of Liege’s Army” thought.
Removed the “Trade Agreement” thought (it’s now covered by daily trade relations).
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.
Tribute offerings now scale with the AI’s total army value.
Added a new quest: “Demand to Remove Tribute.” It can appear if a vassal’s strength ≥ 50% of the player’s and relations < 0.
Added “Remove Tribute” and “Restore Tribute” actions in vassal cities on the global map.
Kings now gain a positive thought toward neighboring rulers of the same culture who are under a foreign king’s rule.
Allies now send 100% of their troops (up from 70%) to assist other alliance members, keeping only a garrison behind.
Food, Addictions, and Misc. Balance
Added negative thoughts from consuming flour and carrots (lords and soldiers only).
The turnip thought is now 1.5× stronger and lasts twice as long for lords and soldiers on all difficulties.
The meat thought is weaker and shorter.
Alcohol thoughts are now half as strong for lords.
Fixed bugs where characters rarely developed alcohol addiction from beer or moonshine.
Fixed hangovers triggering only after beer, not moonshine or ale.
Reduced flowers per bush from 3 to 2; daily regrowth chance lowered from 10% to 6.6%.
Brewing now produces 1 ale per 1 flower and 1 hop (previously 2).
Added negative interest modifier between characters with different counts of Holy Rings.
Dice game stakes raised to 100 coins; win/loss thoughts now last 24 hours (up from 4) and are stronger.
Misc. Fixes
Fixed a bug where ongoing global map orders were canceled after loading.
Changing preferred social stratum now triggers job recalculation.
Fixed king culture icon position when zooming out on the world map.
Fixed error when pressing Q or E while all lords were on the opposite map layer.
Fixed missing tooltip for “Punish” order when no scaffold was built.
Fixed task progress indicators not appearing until reopening the city menu.
Fixed lord capture and execution logic — lords no longer consider executions “dishonorable” if ordered by the king.
Fixed self-targeting tasks (deposit/withdraw money, punishments).
Fixed reward desire persisting after a character became king.
