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Crusader Kings III News

Crusader Kings 3's new DLC will be revealed at PDXCon Remixed next month

Last month saw the release of the first Crusader Kings 3 DLC. Called Northern Lords, it's a minor 'flavour pack' that didn't add that many new gameplay features. Instead, it mainly focused on thematic content for characters of the Norse culture type, including events, visual assets for characters, and more winter-y winter mechanics.


Modern Paradox grand strategy games tend to get both major and minor expansions, and the CK3 community has been eagerly awaiting news on what the game's first 'big' expansion will be. We're still none the wiser on that, but at least we know when we'll find out: PDXCon Remixed in May.


During today's CK3 Dev Diary, the development team confirmed that the first major DLC will be announced during Paradox's annual PDXCon event. This year the company has gone completely digital due to the challenges posed by the ongoing COVID pandemic. This is the same event where we'll learn what the next strategy game will be from Paradox's internal studio, which is most definitely going to be Victoria 3 (probably - maybe not).


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Dev Diary #56 - An Azure Summer​ ​ 🌞

This week we have a few announcements to make: Azure Free Patch, Multiplayer stability, First Expansion & PDXCon!

► Read our Dev Diary #56 - An Azure Summer​



Greetings!

This week we have a few announcements to make! Firstly, as you saw in the last diary, we mentioned the number 1.3.X - this is the version number for an upcoming patch that we’re aiming to release around this summer (of course, the ‘X’ part will be an actual digit when it’s released, but for now we’ll just have to wait to see what it’ll be in the end!).

As you already know, we tend to name our patches using heraldic terms. The Northern Lords release had the name ‘Corvus’ for example. As we’re hoping for clear blue skies this summer, we’ve dubbed this patch ‘Azure’!

The Azure patch is a free patch, and there will not be any paid content coming out at the same time. It’ll focus on improving the stability of the game, fixing bugs, adding Quality of Life, balancing various systems, and adding some small features requested by the community. We’ll not go into many details in this diary, instead you can look forward to more info in some of the upcoming Dev Diaries!

Until then, here is a first teaser of some of the improvements that you will find in the patch:

  • War Declaration Window: The war declaration UI flow will be revisited in order to better highlight your opponent’s strength and the different objectives available for a given Casus Belli
  • Starting Men at Arms: Rulers will now start with a contingent of Men at Arms, depending on their income and culture. Default Men at Arms will also be generated when a Character is landed for the first time.


[Image of Duchess Matilda's starting MaA]

We hope to release Azure this summer, before the vacation season (the summer vacation usually starts late June and ends by the end of July) - but depending on how our plans work out, it might release during late summer.

***

Another thing we’re actively working with is improving Multiplayer stability, although this is separate from the upcoming Azure patch. We’re currently collecting as much data as we can, and it’s a process that’ll take time - at this point we’d not want to release the improvements as a patch.

Instead we’re aiming to release an Open Beta on Steam where you can get access to some of the Multiplayer stability improvements early. We highly recommend using this Open Beta when playing with your friends. This version of the game will have extra Multiplayer logging enabled, so that any remaining issues can be found more easily. As a side effect of these additional logs, the game will run a bit slower both in multiplayer and in singleplayer. If you notice the slowdown, you might want to switch back from the Open Beta for your singleplayer sessions. More specific info will be posted as the Open Beta is released.

This Open Beta will be available sometime in the near future for Steam users.

***

Now, as most of you have already figured out, the first big Expansion will be revealed during PDXCon in May! We’re looking forward to then, and to be able to share more details with you!

During the week of PDXCon we’ll have a DevDiary where we go into some detail about parts of the Expansion (we know that you’ll be hungry for more info after seeing the show!). After that diary, there will be some more Azure patch diaries before we start writing further Expansion diaries - just a heads up, so you know what to expect!

Crusader Kings 3 mods will soon be able to add in same-sex marriage

Last month's big 'Corvus' patch for grand strategy game Crusader Kings III introduced a host of free new features alongside the Northern Lords flavour pack, but it also had a surprising effect: mods that had allowed characters to take same-sex concubines stopped working. Paradox says this functionality will be returning soon, along with support for same-sex marriage mods, in upcoming patches.


In the latest developer diary, Paradox explains that same-sex concubinage was "unintentionally possible" to mod into the game prior to the 1.3 patch, but that due to some of Crusader Kings III's underlying code, this could lead to a "variety of errors." That led the team to restrict the functionality in patch 1.3 while it worked out a solution.


"Since then, we've made changes to properly support same-sex concubinage, and it will come alongside other modding improvements in 1.3.X," the dev diary reads. "Further, we plan to support same-sex marriage for mods in 1.4. Due to larger technical risks surrounding it, it was not feasible to include that in 1.3.X; we need more time to test it to ensure that this support does not introduce bugs in the vanilla game."


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Dev Diary #55 - Modding Improvements 🛠

This week, all about Field recording, Sound design of the Event Images, some 1.3 patch updates, and of course, the music from Andreas Waldetoft!
► Read our Dev Diary #55 - A Sound Plan



Good afternoon, all

I’m here today with a short dev diary on some upcoming improvements to moddability. We’re not quite ready yet to make any announcements about upcoming features and so on, but we thought you might be interested in hearing about some modding improvements we've been working on.

In an upcoming patch which I will from now on call 1.3.X (due to the exact version number being unknown at this time), we’ve spent a bit of time on making the game more moddable based on requests we’ve had from the modding community. In particular we would like to thank the Modding Co-op for coming up with a curated list of requested functionality. The curation of this list made it easy for us to get a good overview of what functionality the community would like, and limited to those requests that’d benefit a lot of modders rather than just a handful. As the amount of time we could spend on modding improvements this time around was rather limited, having an already curated list to pick from was great.
From that list we picked some of the simpler requests; things that’d require relatively minimal code and would only affect mods. We will likely implement more from this list in the future, though our list for 1.3.X is unlikely to expand.

In addition to implementing some functionality based on these requests, we’ve also had some conversations with modders, and looked at some common pain points. We can’t address most of them right now, but one we noticed is that a number of mods use the DummyMale and DummyFemale characters for a lot of things they weren’t meant for. This was a result of lacking functionality, which we have now introduced in 1.3.X.
With the need for this dummy-character removed, we will be deprecating it. That means that it’ll continue to work 1.3.X which introduces the replacement functionality, but that they will be largely removed in 1.4 to ensure that script and code are more maintainable in the long-term.

Another bit of functionality that we think modders will be interested in is that of same-sex concubinage. Proper support for
it will come alongside other modding improvements in 1.3.X. Before 1.3 the gender restrictions for concubinage were possible to work around (but could cause bugs), which is no longer possible in 1.3. In 1.3.X we support it more fully, eliminating odd edge-case bugs and the like.
Further, we plan to support same-sex marriage for mods in 1.4. Due to larger technical risks surrounding it, it was not feasible to include that in 1.3.X; we need more time to test it to ensure that this support does not introduce bugs in the vanilla game. We're really looking forward to being able to support more diverse experiences with this mod support.

Mods add so much to the experience of our games, and moddability has been something we’ve considered throughout CK3’s development. As a former CK2 modder myself, it’s great to see all the things the modding community is producing.

Finally, here’s all the modding improvements we plan to release in 1.3.X:
  • User Modding: Add CloseGameView data function so mods can close specific in game views.
  • User Modding: Add GetTraitFromGroup and GetTraitGroupLevel data functions on Character.
  • User modding: make_concubine now supports same-sex concubinage
  • User Modding: Add GetTraitGroup( 'tag' ) and Trait.GetGroup data functions to get trait groups.
  • User Modding: Add HasTrait and HasTraitFromGroup data functions to Character.
  • User modding: Added data functions GetTraitsWithFlag and GetTraitsWithoutFlag
  • User modding: Added datamodel GetTraits on TraitGroup
  • User modding: Added effect deactivate_holy_site
  • User modding: Added effect remove_dynasty_perk
  • User modding: Added effect remove_innovation = innovation_key
  • User modding: Added effect set_army_location
  • User modding: Added effects clear_traits and copy_traits
  • User modding: Added effects set_age and change_age
  • User modding: Added list builder x_culture_global
  • User modding: Added trigger has_innovation_flag
  • User modding: Added trigger perks_in_, to query how many perks exist in a given lifestyle (rather than how many a specific character has)
  • User modding: spawn_army will now only spawn levies if scripted to do so
  • User modding: Add GetGlobalVariable and GetGlobalList data functions for getting data saved from script.
  • User modding: 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.
  • User modding: Add ScriptValue data function to scope objects which will evaluate a script value just with that scope object as root.
  • User modding: Made the Localize data function allow the key it references to also call other data functions in it like SelectLocalization does.
  • User modding: Add AddList data function for GuiScope, it is to add_to_list what AddScope is to save_scope_as.


That’s all for today!
I’m excited to see what the modding community will do with these added pieces of functionality.

The journey to PDXCON begins: Introducing the Grand Campaign!

The journey to PDXCON begins: Introducing the Grand Campaign!
4 games, 4 weeks and 5 days of play!

Join the teams of Crusader Kings III, Europa Universalis IV, Hearts of Iron IV and Stellaris for the largest event this side of PDXCON Remixed. In a tale that takes us from 867A.D to the distant future, you, the Paradox Community, will have a deciding say on events that unfold!

Acting as our ‘Senate’, you can influence how each campaign unfolds. Want to see a more military focused nation, or one that values the power of diplomacy or trade? By debating and voting inside the Senate, you can shape the course of our nation through all four grand strategy games.

You can take your seat in the senate by heading over to the discord here: Discord PDXCon

Each leg of the journey will also have a knock on effect on the next, crafting a completely unique gamestate by the time we reach our Stellaris endgame. You have the power to not only shape history, but the universe!

The Event will be broadcast live on the Paradox Interactive Twitch Channel at the times below:

The Dates:
Crusader Kings III: 21st April 12:00-22:00 CEST
Europa Universalis IV: 28th April 12:00-22:00 CEST
Hearts of Iron IV: 7th May 12:00 - 22:00 CEST
Stellaris: 15th-16th May 12:00 - 20:00 CEST

We’re looking forward to bringing hours of grand strategy gameplay to you as we forge our own story, together!