Update 1.13.0.3
Hello everybody! We’re releasing a small hotfix today to address some of the issues reported to us by the community since the release of Roads to Power and the 1.13.0 “Basileus” Update on Tuesday. Most notably, Adventurers have received a few balance adjustments to their military strength and income.
If you encounter any issues after today’s update, please check our Known Issues list and submit a bug report if your issue isn’t already listed there. We hope this hotfix improves your enjoyment of new content!
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[h2]Balance[/h2]
[h2]Bugfixes[/h2]
[h2]Interface[/h2]
If you encounter any issues after today’s update, please check our Known Issues list and submit a bug report if your issue isn’t already listed there. We hope this hotfix improves your enjoyment of new content!
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PC Update 1.13.0.3 Changelog
[h2]Balance[/h2]
- Fixed an issue that would frequently cause adventurers using the Refill Men-at-Arms interaction to be told they were going to be charged significantly more gold or provisions than they were; this has meant removing scaling provision costs based on maximum army size, so the overall cost of refilling with provisions has been boosted by about 25% to compensate
- Rebalanced buffs to Adventurer MaA from officers and Buildings; they should now be much more consistent between unit types (moved additive bonuses to be multiplicative by-and-large) and on average lower. Adventurers will still be very powerful (esp. early on) but should not crush enemy armies into a fine powder with just a handful of upgrades.
- General contract gold rewards decreased by about ~30%
- Travel contract gold rewards decreased by about ~25%
- Crime contract gold rewards decreased by about ~16%
- The “Settle Boundary Dispute” contract had its gold rewards significantly decreased (~50%), due to it being so much easier than most other contracts
- Provision contract rewards decreased by approximately 1 tier:
- 500 -> 250
- 750 -> 500
- 1250 -> 1000
- 2000 -> 1500
- 500 -> 250
- "Free Provisions" in the Visit Settlement decision has been nerfed
- Halved the amount you would gain from trying to charm the salesmen
- Halved the amount you would gain from trying to steal provisions
- Halved the amount you would gain from trying to charm the salesmen
- The refund for aborting your Rite of Passage now matches the initial cost. Changing your mind should not conjure up gold and prestige from thin air.
- Nerfed the "Reinstated the Theodosian Borders" modifier gained from the decision to re-establish said borders. The Renown gain has been removed. It was, frankly, quite insane to give everyone in your dynasty a 10% boost. You'll gain a flat amount of Renown by taking the decision instead.
- Significantly reduced the amount of AI's willing to leave their realms behind to become adventurers, as it became almost impossible to manage a realm under some scenarios because your vassals kept packing their stuff up and leaving
[h2]Bugfixes[/h2]
- Fixed an issue where loading an old save into 1.13 would cause armies to number in the billions
- Fixed an instance where the player’s Adventurer camp could get ‘cleaned up’ because their heir wasn’t cool enough, this should no longer happen and the player should be able to continue on their merry way!
- Fixed an issue where Bookmark adventurers wouldn’t inherit from landed rulers properly (they would break free from realms rather than stay subjects as intended)
- Fixed an issue where your vassals would gain Strong Blackmail Hooks on you without you having a say in it
- Fixed some Administrative-specific events firing for non-Administrative rulers
- Fixed the issue with the lingering Eunuch story cycle, even after the Eunuch left court.
- Made sure you couldn't inherit any titles with the Gallivanter trait.
- Adventurers who win Crusades should now adopt a more logical government (more often Feudal instead of Clan)
- Fixed the 'Not Content to Serve' achievement not triggering when playing as Alexios (if you’ve already started a game as him before the update you need to restart unfortunately)
- Fixed a crash that occurs when loading old saves with mismatching provinces.
- Fixed guests showing up as blank agent spaces in the Agent selection window for Hostile Schemes.
- The estate/domicile window will now close rather than crash when the estate ceases to exist due to the character dying.
- Fixed the issue where you would occasionally try to settle down peacefully as the Champion of a Culture, and fail to receive any land.
- Ensured that you aren't petitioning your liege repeatedly in an infinite loop.
- You can no longer recruit a hooded figure infinitely from the tavern.
- You can no longer create Custom Rulers as Landless Administrative Vassals, as that would cause the game to crash.
- Fixed the issue where you could be asked if you wanted land in an Administrative realm, but not receive anything besides a Duchy title (and not transferring Counties), leaving you as a non-ruler
- Ensured that there is only one estate per Noble Family. This should also fix the issue where Estates could reset on inheritance.
- Fixed a crash when trying to calculate the number of free building slots in holdings.
- Fixed a crash in vassal contracts that could occur when loading an older save
- Fixed an OOS that could occur when Hotjoining
- Fixed the LotD soundtrack not showing in the Music Player
[h2]Interface[/h2]
- The decision menu will now close itself when taking certain decisions; Visit Settlement, Gather Provisions, etc. This should make the flow smoother.
- The Relationship Reason icons will now be visible for other characters again in the relationships tab, so you can see the reason why two characters are friends, rivals, etc


[The new intrigue window, with a murder scheme spinning up]
[An adventurer contract scheme]
[The tooltip for an agent type, the Footpad, which makes schemes faster]
[The tooltip for an agent type, the Assassin, which increases a scheme’s maximum success chance]
[The new murder interaction window]
[An agent event]
[Inviting an agent to a scheme, with many new bribes pictured — though not all]
[The tooltip for a scheme’s current success chance, showing how much has been gained over time]
[Schemes may now be executed manually, as pictured]
[The various countermeasure focuses]
[A specific countermeasure, reducing opposing secrecy drastically for a significant cost]
[Sway, a basic scheme, still uses simple mechanics]
[The new adventurer bookmark]


[Highlighted external building slot states of the Camp]
[Highlighted internal building slots of the Estate]
[Database of domicile type displaying how the array of domicile building slots is defined]
[Database of domicile type showing how window background is selected using triggered domicile assets]
[Example building of the domicile building database]
[Picture of a more complex tree structure. Note you won’t find this particular building in the game]
[Displaying decisions sorted into collapsible groups]
[Displaying decisions sorted into collapsible groups]
[Picture of the Message Setting window in the patch version]
[Example of the Message Setting Filter database]
[Image of shortcut icon on a toast message to its message settings filter]
[Text search field for message filters]
[Screenshot displaying the Custom Message feature]
[The Object Browser with more information and bigger input fields]
[Picture of several stacked Object Browser window, also demonstrating it remembers a Default size and position]
[The same error reported in the old log style and the new]
[A long chain of script calls, from a ‘hold_court_decision’ initial call, all the way through a series of triggered events]
[Map debug menu - all these button now again do things, nice for streamers and modder that want to enable/disable visuals]
[The script profiler at work, showing us how much time was spent on various script statements]
[AIWatch Window with military power in the CB tab]
[AI War Coordinator Watch Window]
[Character Window showing “Our Military Strength” tooltip with debug mode enabled]
[CK3 Mod Co-op !warfaremodding command proposal and first use]
[Warfare modding example with change_maa_troops_count]
[Music Player Modding directories]
[music.txt entry example for music player modding]
[music_category.txt example for music player modding]
[Directory structure to add illustration for music player]
[Complete structure of the flavourization, minus the detailing documentation]
[Example flavourization entry for Badass Queen]
[Slack thread on Flavourization changes and discoveries]


















