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changelog update
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109 changes: 54 additions & 55 deletions L3T/Changelog_ENG.txt
Original file line number Diff line number Diff line change
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###############################
##################################
# MOD Les 3 Tours / The 3 Towers #
##############################
##################################

###by Arko and Mouchi

CURRENT DEV


m�j 31mai
RELEASE 1.00 SEAL1 (14th june 2020) for CK2 v3.3.3

INSTALL WILL REQUIRE DIRECTORY CLEAN-UP (renamed and removed files, event ID re-tag)
NOT SAVE COMPATIBLE



credits to Mouchi for translate helper


MAJOR:
-INSTALL WILL REQUIRE DIRECTORY CLEANUP (renamed and removed files, event ID retag)
-religion tradition/minorities
-revamped bandits events (smuggler's ring etc. ) and effects. Additional events involving your marshal
-new claims mechanics and flavour (mechanics being rule locked behind a new game rule)
-new way to apply stewardship bonus to taxes, making holdings, buildings, provinces matter much
-changed some computation on population growth mechanics, among changes, the steward's "research technology" bringing possible bonus here.
-brand new loading screens based on "Codex Manesse" graphics
-made "Fortress" specialization more worthy (prison building, new special fortifications, balance)
-Romanesque cathedrals are now wonders and so showed on map with a 3D model

MINOR and VARIOUS:



-BALANCE on military side : less raids, lower reinforcement speeds, naval attrition, armies are slightly slower, more expensive maintenance
-made "Fortress" specialization more worthy (prison building, new special fortifications, balance)
-new prison building and according decision to use that new accomodation. A prisoner can't be moved back from there. Various liberation/evasion options are less likely to happen and success
-tax laws for feudal and iqta are now capped by centralization levels, tax levels are lowered, levy slider don't bring taxes anymore
-BALANCE the population buildings progression are a bit faster on first levels
-improve ambition chains ("textile experience" and "the sword") are now more likely to happen (lessen the skill cap)
-"cadastre" event chains are now more dynmaic and triggered only, it is also more rewarding
-new prison building and according decision to use that new accommodation. A prisoner can't be moved back from there. Various liberation/evasion options are less likely to happen and success
-proselytize job map highlights now feature a distinct colour for heresies
-debug event is now reduced to only one event (L3T.1), alternatively turning on/off the debug mod. Mind that beyond special actions and notifications, some MTTH are now affected by this too
-new steward flavour (delegation)
-building costs won't decrease overtime due to technology
-religious tolerance technology now worsen inter-religion opinion instead of improving it
-AI with no tribal vassals won't enact tribal related laws
-BALANCE tradepost limits are higher as vanilla has much more pre-built tradeposts than the limits, vastly disadvantaging emerging patrician houses
-tribal laws can only bring gold (with opinion counterpart) to non tribal and never give troops to anyone
-some renovated and new events pics
-updated and added some icons (modifiers and target decisions)
-BALANCE income and taxes
-BALANCE technology giver buildings - trade routes also now give technology progression
-muslim school building "Madrasah" gets an additional level
-BALANCE specialization buildings, tribal holdings
-cities get a city size marker automated building chain, showing the groth of the holding (3 levels)
-Muslim school building "Madrasah" gets an additional level
-cities get a city size marker automated building chain, showing the growth of the holding (3 levels)
-some buildings cost both gold and prestige (prestige cost is displayed in the buildings' tooltips and triggers)
-adapting some vanilla buildings to holdings specializations (capped by specialization)
-new chains of buildings (perception and belfry)
-new chains of buildings (main power buildings like episcopal palace, seignorial residence... +their muslim variations when needed)
-fortification buildings from castles exported to city and temple holdings as well
-new chains of buildings (main power buildings like episcopal palace, seigniorial residence... and their Muslim variations when needed
-fortification buildings for cities and temples holdings (merely same as castles ones)
-chancellor's "perform statecraft" job now can protect against claim fabrication
-spymaster's "scheme" job can help spotting a foreign chancellor fabricating claims on you
-new option to arrest and banish a chancellor fabricating a claim
-added support for pre-scripted holding specialization for episcopal cities and monasteries for both vanilla and SWMH map
-BALANCE tweaked the demesne sizes for various ranks, tribal government type don't bring anymore demesne size bonus
-BALANCE you can't revoke a recently given title any more (cooldown is 100years instead of 12months)
-put some limitations on using the extort tribute CB (theocracies can't use it, as well as feudal vs other feudal co-religionists)
-romanesque cathedral burning may bring in pilgrims
-Romanesque cathedral burning may bring in pilgrims
-addition of a Pilgrim inn/road house you can build in a province with a province relic
-a province relic in itself don't bring taxes anymore (it didn't differed among religions)
-addition a "Mufti" council position for muslim
-AI may sometimes not attend to tournaments and furusiyyas
-a province relic in itself don't bring taxes any-more (it didn't differed among religions)
-addition of a "Mufti" council position for Muslim
-new horse armours artefacts given as prize in Furusiyyas
-BALANCE improved starting population levels for various areas and eras
-BALANCE some starting technologies for various areas and eras
-improved religion conversions
-some event optimisation and file cleanup
-realm capitals are now assigned on startup
-historical cathedrals (hardcode)
-can't add a new holding slot in a province anymore
-one new cathedral event picture
-improve skill "selling textile" event chain has been improved a bit
-improve skills event chains from the mod are now more likely to fire
-romanesque cathedrals are now wonders and so showed on map with a 3D model
-some event optimisation and file clean-up
-better event computation, code and files clean-up
-filling missing texts and better texts
-improved some English translations

BALANCE:
-realm capitals are now assigned on startup
-AI may sometimes not attend to tournaments and furusiyyas
-can't add a new holding slot in a province any-more
-religious tolerance technology now worsen inter-religion opinion instead of improving it
-put some limitations on using the extort tribute CB (theocracies can't use it, as well as feudal vs other feudal co-religionists)
-building costs won't decrease overtime due to technology
-improve ambition chains ("textile experience" and "the sword") are now more likely to happen (lessen the skill cap)
-"cadastre" event chains are now more dynamic and triggered only, it is also more rewarding
-tax laws for feudal and iqta are now capped by centralization levels, tax levels are lowered, levy slider don't bring taxes any-more
-ask for/ask to lift excommunication actions now require some reasonable amount of prestige and piety to be performed
-weaken chances a bit for "increase council power" faction
-dynamic trade routes helps with troops reinforcement and technology spread
-prosperous industry modifier is more worthy
-general military: less raids, lower reinforcement speeds, naval attrition, armies are slightly slower, more expensive maintenance
-the population buildings progression are a bit faster on first levels
-trade-posts limits are now higher (vanilla has much more pre-built trade-posts than the limits, vastly disadvantaging emerging patrician houses)
-general income and taxes changes
-various changes to specialization buildings, tribal holdings
-tweaked the demesne sizes for various ranks, tribal government type don't bring any-more demesne size bonus
-you can't revoke a recently given title any-more (cool-down is 100years instead of 12months)
-improved starting population levels for various areas and eras
-changed some starting technologies for various areas and eras

-better event computation, code and files cleanup
-filling missing texts and better texts
-improved some english translations
BUGFIX:
-fixing some vanilla bugs
-fixing my own bugs by the way
-fixed relic not being consumed properly when starting the cathedral
-fixed buying relic not always transferring the relic properly
-non Christian capitals properly get a "Feudal city" (or equivalent) on startup
-fixed some vanilla bugs
-fixed my own bugs by the way
-population bonus from specializations now apply correctly



RELEASE BETA 0.99 SAINT2 (3rd of november 2019) for CK2 v3.2.x/v3.3.0

MAJOR:
Expand Down
83 changes: 76 additions & 7 deletions L3T/Changelog__FR.txt
Original file line number Diff line number Diff line change
@@ -1,17 +1,86 @@
###############################
##################################
# MOD Les 3 Tours / The 3 Towers #
##############################
##################################

###par Arko et Mouchi

CURRENT DEV

RELEASE 1.00 SEAL1 (14th june 2020) for CK2 v3.3.3

INSTALL WILL REQUIRE DIRECTORY CLEAN-UP (renamed and removed files, event ID re-tag)
NOT SAVE COMPATIBLE


MAJEUR :
-revamped bandits events (smuggler's ring etc. ) and effects. Additional events involving your marshal
-new claims mechanics and flavour (mechanics being rule locked behind a new game rule)
-new way to apply stewardship bonus to taxes, making holdings, buildings, provinces matter much
-changed some computation on population growth mechanics, among changes, the steward's "research technology" bringing possible bonus here.
-brand new loading screens based on "Codex Manesse" graphics
-made "Fortress" specialization more worthy (prison building, new special fortifications, balance)
-les cathédrales romanes sont désormais des "merveilles" et sont représentées sur la carte de jeu avec un modèle 3D

MINEUR et DIVERS :
-nouvelle illustration d'évènement pour les cathédrales
-les chaines d'évenements pour améliorer ses compétences ont plus de chances d'occurir
-les cathédrale romanes sont désormais des "merveilles" et sont représentées sur la carte de jeu avec un modèle 3D
-new prison building and according decision to use that new accommodation. A prisoner can't be moved back from there. Various liberation/evasion options are less likely to happen and success
-proselytize job map highlights now feature a distinct colour for heresies
-debug event is now reduced to only one event (L3T.1), alternatively turning on/off the debug mod. Mind that beyond special actions and notifications, some MTTH are now affected by this too
-new steward flavour (delegation)
-AI with no tribal vassals won't enact tribal related laws
-tribal laws can only bring gold (with opinion counterpart) to non tribal and never give troops to anyone
-some renovated and new events pics
-updated and added some icons (modifiers and target decisions)
-Muslim school building "Madrasah" gets an additional level
-cities get a city size marker automated building chain, showing the growth of the holding (3 levels)
-some buildings cost both gold and prestige (prestige cost is displayed in the buildings' tooltips and triggers)
-adapting some vanilla buildings to holdings specializations (capped by specialization)
-new chains of buildings (perception and belfry)
-new chains of buildings (main power buildings like episcopal palace, seigniorial residence... and their Muslim variations when needed
-fortification buildings for cities and temples holdings (merely same as castles ones)
-chancellor's "perform statecraft" job now can protect against claim fabrication
-spymaster's "scheme" job can help spotting a foreign chancellor fabricating claims on you
-new option to arrest and banish a chancellor fabricating a claim
-added support for pre-scripted holding specialization for episcopal cities and monasteries for both vanilla and SWMH map
-Romanesque cathedral burning may bring in pilgrims
-addition of a Pilgrim inn/road house you can build in a province with a province relic
-a province relic in itself don't bring taxes any-more (it didn't differed among religions)
-addition of a "Mufti" council position for Muslim
-new horse armours artefacts given as prize in Furusiyyas
-some event optimisation and file clean-up
-better event computation, code and files clean-up
-filling missing texts and better texts
-improved some English translations

EQUILIBRAGE :
-realm capitals are now assigned on startup
-AI may sometimes not attend to tournaments and furusiyyas
-can't add a new holding slot in a province any-more
-religious tolerance technology now worsen inter-religion opinion instead of improving it
-put some limitations on using the extort tribute CB (theocracies can't use it, as well as feudal vs other feudal co-religionists)
-building costs won't decrease overtime due to technology
-improve ambition chains ("textile experience" and "the sword") are now more likely to happen (lessen the skill cap)
-"cadastre" event chains are now more dynamic and triggered only, it is also more rewarding
-tax laws for feudal and iqta are now capped by centralization levels, tax levels are lowered, levy slider don't bring taxes any-more
-ask for/ask to lift excommunication actions now require some reasonable amount of prestige and piety to be performed
-weaken chances a bit for "increase council power" faction
-dynamic trade routes helps with troops reinforcement and technology spread
-prosperous industry modifier is more worthy
-general military: less raids, lower reinforcement speeds, naval attrition, armies are slightly slower, more expensive maintenance
-the population buildings progression are a bit faster on first levels
-trade-posts limits are now higher (vanilla has much more pre-built trade-posts than the limits, vastly disadvantaging emerging patrician houses)
-general income and taxes changes
-various changes to specialization buildings, tribal holdings
-tweaked the demesne sizes for various ranks, tribal government type don't bring any-more demesne size bonus
-you can't revoke a recently given title any-more (cool-down is 100years instead of 12months)
-improved starting population levels for various areas and eras
-changed some starting technologies for various areas and eras

CORRECTION DE BUGS :
-fixed relic not being consumed properly when starting the cathedral
-fixed buying relic not always transferring the relic properly
-non Christian capitals properly get a "Feudal city" (or equivalent) on startup
-fixed some vanilla bugs
-fixed my own bugs by the way
-population bonus from specializations now apply correctly



RELEASE BETA 0.99 SAINT2 (3 novembre 2019) pour CK2 v3.2.x/v3.3.0
Expand Down

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