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[CK2] Holy Fury


Kagarus

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So Holy fury will apparently have a couple of... interesting features:


-An improved dueling system, one of the outcomes of a duel is to become lovers
-Swaying/Antagonizing to improve relationships or make rivals, details depending partly of lifestyle traits. They haven't shown what happens when you have master seductress yet, buut...
-Certain female rulers can have up to 3 consorts. Unclear whether multiple husbands are also supported and whether you can force captives to become consorts.
-The remade pagan reformations doesn't introduce features that weren't present, but allow for some interesting RP (reforming to polygamy, divine marriage or enactic clans, for example...)

 

We'll have to see how moddable everything is (adding new duelling outcomes or reformation doctrines come to mind).

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Unknown at this time, it's not even one of the announced features, just something that was spotted in a stream - the unreformed african religion has it as a feature (in addition with the usual "man can have 3 concubines" pagans have): forum.paradoxplaza.com/forum/index.php?threads/things-from-the-new-stream.1119894/page-4#post-24685289

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2 hours ago, Kagarus said:

Unknown at this time, it's not even one of the announced features, just something that was spotted in a stream - the unreformed african religion has it as a feature (in addition with the usual "man can have 3 concubines" pagans have): forum.paradoxplaza.com/forum/index.php?threads/things-from-the-new-stream.1119894/page-4#post-24685289

Yes, great. Thank you.

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  • 1 month later...

The official changelog is now available in the latest dev diary: https://forum.paradoxplaza.com/forum/index.php?threads/ck2-dev-diary-108-achievements-appearances.1127439/

 

Here's some highlights that might prove useful for, uh, our kind of purposes:

Spoiler

- It is now possible to specify characters' opinions of specific traits, and specify their opinion effect on people with specific traits. "lustful_opinion = 10" for example will now make Lustful characters like you more. "opinion_of_lustful = -10" will make you dislike lustful characters. Works in any modifier (E.G., traits, artifacts, event modifiers). Has to be defined in the modifier definitions folder, just like religion and culture opinion
- You can now define an opinion explanation for custom opinion modifiers like religion, culture, and trait opinion. Simply take the modifier key (E.G., "norse_opinion") and add "_EXPLANATION" to it, and write some loc. It gets post-fixed to the line in the opinion-breakdown. Defining one for Lustful for example might show something like "Attractice (effect on Lustful): +10"
- Added religion parameter male_temple_holders (default "yes") and trigger religion_allows_male_temple_holders
- Added the following effects, which change religion features. Works in religion scope, or a scope from which a religion can be gotten (character, province, county/barony title, title with religion defined, society with associated religion):
set_peace_piety_gain
set_pacifist
set_convert_other_groups
set_convert_same_group
set_peace_prestige_loss
set_ai_aggression
set_unit_modifier
set_unit_home_modifier
set_hard_to_convert
set_raised_vassal_opinion_loss
set_piety_loss_for_attacking_same_religion
set_max_wives
set_max_consorts
set_feminist
set_heir_designation
set_short_reign_opinion_year_mult
set_jizya_tax
set_can_retire_to_monastery
set_can_excommunicate
set_can_grant_divorce
set_can_grant_invasion_cb
set_can_grant_claim
set_can_call_crusade
set_pc_marriage
set_bs_marriage
set_psc_marriage
set_cousin_marriage
set_seafaring
set_allow_looting
set_allow_rivermovement
set_autocephaly
set_pentarchy
set_religion_head # When used in religion scope, sets the title that controls the religion. Use "none" to set the religion as not having any controller. If a title already controls the religion when this is called, it will cease to control the religion. Example: set_religion_head = k_norway/ROOT/none
set_uses_decadence
set_can_have_antipopes
set_priests_can_marry
set_priests_can_inherit
set_ignores_defensive_attrition
set_character_modifier
add_intermarry
remove_intermarry
clear_intermarry
set_defensive_attrition
set_female_temple_holders
set_male_temple_holders
set_branch_tag
set_allows_matrilineal_marriage
- set_divine_blood effect now works on religions, not just characters
- set_divine_blood effect now works on religions, not just characters
- Cultures and religions can now store flags, event targets, and variables
- Added effects set_flag and clr_flag, and triggers has_flag and had_flag, which work on anything that can store flags. Note as a result there are no culture/religion specific versions
- Added Scripted score values similar to scripted triggers and effects. Can be utilized in ai_chance, ai_will_do, random list weighting and anything that utilizes the triggered modifiers to calculate a value.
- Women can now take consorts. Be aware that this may in some cases break your existing script
- "add_consort" will now cause the person scoped to to be the senior party, rather than the woman. Same goes when adding one in history. "remove_consort" will still work on either party. The scopes remain the same, and will work regardless of who is the senior party
- The trigger "is_senior_consort_party" has been added, which simply checks that the character has consorts rather than being someone's consort. Example: "is_senior_consort_party = yes"
- is_consort now checks that you're the junior party, rather than female and having a consort
- num_of_consorts now returns 0 for the junior party
- title_male_consort also needs to exist in minor titles
- A religion can be defined to allow women to take consorts using "women_can_take_consorts = yes" in the religion definition, or be enabled for the religion by event/similar using the new effect "set_women_can_take_consorts = yes". It can also be set in government definitions (but not dynamically) in the same manner.
- Also added is "men_can_take_consorts" in religion and government definitions (defaults to yes), and a "set_men_can_take_consorts" effect for religions. If a religion/government's max consorts is 0, men/women_can_take_consorts has no effect
- Society ranks can now also define max_consorts, men_can_take_consorts, and women_can_take_consorts. Works as with religion and governments. You'll need to put a description of the effect in the rank manually, using the "powers" section or the "custom_tooltip" key
- Multiple wives now take precedence over the ability to have concubines
- Variables, flags, and event targets can now be saved to societies. Example: the_satanists = { set_flag = test_flag }
- Added effect set_player_character, which makes the player controlling the current character control the target character instead. Example: "set_player_character = player_heir" would result in the player taking over as their heir. Be careful, as it is entirely possible to cause an instant game over using this effect. The effect does *not* enforce remaining within the same dynasty. This effect works even in multiplayer, hence the need to be scoped to the player's character
- Added "prompt_name" effect, which can be used to let the player rename characters, provinces, landed titles, artifacts, and bloodlines. Example:
prompt_name = {
player = ROOT # What player should get the prompt
type = NEWBORN # What message type to use, as defined in messagetypes.txt. This is what defines the text and picture. The text uses the current scopes
portrait = e_hre # Optional. What portrait to show on the right. If not defined, the scoped character (if scope is a character) will be used
name_list = LOC_KEY # Optional. What name list to use. Can also use "religion" for religious names of the scoped character's religion, or "culture" for cultural names. If not specified, there will be no "randomize name" button (except for characters, that'll use the standard buttons for newborns). The loc key should contain a list of names separated by pipes. E.G., "LOC_KEY;Name|Name2|Name3;;;;;;x". When the name list is specified, a name from the list will be chosen at random, and hitting "randomize name" will cause the name to change to another random name in the list. When using a loc key rather than culture/religion, custom loc is supported, using the current scopes
}
- Added on-actions on_character_renamed, on_title_renamed, on_province_renamed, on_artifact_renamed, and on_bloodline_renamed. These fire when a player renames such an object
- christian_church_opinion can now be used outside of traits and there is now a version for each religion group.
- Added 'add_god_names' effect which makes it possible to add new god names to the scoped religion
- Added 'remove_god_names' effect which makes it possible to remove all god names from the scoped religion
- Added 'set_high_god_name' effect which makes it possible to set the name of the high god for the scoped religion
- Added 'add_evil_god_names' effectwhich makes it possible to add new evil god names to the scoped religion
- Added "persistent_event_target". Works like regular event targets, except are not saved in event chains. Instead they're saved in provinces, characters, titles, artifacts, societies, or offmap powers. They thus persist until cleared. Syntax is as follows:
save_persistent_event_target = { name = name_of_target scope = event_target:my_character } # Scope is the scope to save. It'll be saved in whatever the current scope is scoped to, assuming it supports persistent event targets. Relative scoping like ROOT, liege, and similar work as well
clear_persistent_event_target = name_of_target # Removes the given target
persistent_event_target:name_of_target = { } # Scopes to the given target
[name_of_target.SomeLocCommand] # Scopes to the given target in loc. In the case of collision with a regular event target, the persistent target takes precedence
- Variables now work in artifacts, societies, and offmap powers as well, not just characters, titles, and provinces
- Cultures and religions can now store flags, event targets, and variables
- Added effects set_flag and clr_flag, and triggers has_flag and had_flag, which work on anything that can store flags. Note as a result there are no culture/religion specific versions

 

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7 hours ago, ngppgn said:

Retinues, trade posts, hospitals, poligamy, and a bunch of other "technical features" beg to disagree.

What? All of those things can be modified. I mean you can't have multiple husbands yet, but very soon you will if that's what you meant there. But like, all of those are completely modifiable I don't know what else you'd want from them.

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24 minutes ago, whateverdontcare said:

What? All of those things can be modified. I mean you can't have multiple husbands yet, but very soon you will if that's what you meant there. But like, all of those are completely modifiable I don't know what else you'd want from them.

Retinues requires Legacy of Rome for the retinue tab in the military screen to be selectable.

 

Trade posts can only be build by merchant republics, which requires The Republic DLC, or by lords in the Silk Road if they have Horse Lords or Jade Dragon.

 

You cant have multiple husbands in Holy Fury, only male concubines. Polygamy is a Sword of Islam feature.

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So the feature video on the new update had a bit of a revelation.

 

Spoiler

 

 

For those who don't want to watch the whole thing, they added an "Animal Kingdom" selection for the randomly generated world. Horse culture in the steppes, Elephant culture in India, a dog culture in Egypt.

 

EDIT: Another link, with Ducks, and a Holy Dog Empire. Also Muslim Hedgehogs. And FUCKING DRAGONS, BEARS, CATS.

 

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I stand corrected on polygamy. The rest of the list are not technical features in the sense that I meant it. I meant things such as a property of a religion. But I was wrong on that. After some testing it turns out you also need TOG to benefit from concubinage provided by religion and CM to benefit from concubinage provided by government type. Interestingly AI characters benefit from those even if you lack the DLC in question.

 

As for polygamy requiring SoI, I think that will change with Holy Fury. There will be a Polygamy reformation doctrine so I expect HF will become an alternative DLC to unlock it for the player.

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1 hour ago, Zmaj said:

I stand corrected on polygamy. The rest of the list are not technical features in the sense that I meant it. I meant things such as a property of a religion. But I was wrong on that. After some testing it turns out you also need TOG to benefit from concubinage provided by religion and CM to benefit from concubinage provided by government type. 

 

But concubinage has always been a thing since The Old Gods for tribal governments. Are you sure you need Charlemagne for modding it?

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21 hours ago, Ultim said:

 

On 11/11/2018 at 3:25 AM, Onimonipea said:

So the feature video on the new update had a bit of a revelation.

 

  Hide contents

 

 

For those who don't want to watch the whole thing, they added an "Animal Kingdom" selection for the randomly generated world. Horse culture in the steppes, Elephant culture in India, a dog culture in Egypt.

 

EDIT: Another link, with Ducks, and a Holy Dog Empire. Also Muslim Hedgehogs. And FUCKING DRAGONS, BEARS, CATS.

 

Not sure if Holy Fury

 

Or Holy Furry

 

Darn at first I thought this thread was actually about Furry and not about the new patch...

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