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오픈베타라 스팀에서 해당게임-속상-베타에서 beta - Open beta를 선택해야 적용합니다.
베타아니랄까봐 시작부터 버그가 하나 나왔네요
- Wuffing 가문의 캐릭터를 클릭하면 랜덤하게 튕긴답니다.
(전부 번역은 힘드니 추가요소 항목만 번역합니다.)
###################
# 확장팩 요소
###################
몽크 앤 미스틱:
- 수도회 랭크 2에 영적 지도(Spiritual Guidance)라는 명령 추가
- 수도회 랭크 3에 미덕의 가르침(Teach Virtue)라는 명령 추가
- 수도회 랭크 4에 백작령 개종(Convert County)라는 명령 추가
- 들킨 악마 숭배자에게 발동되는 악마 사냥꾼 이벤트를 추가
- 헤르메스회에서 구한 재료는 이제 여러 이벤트의 효과를 강화하거나 패널티를 완화시켜주는 역활을 함
- 수도사가 이단적인 서적을 제거하는 이벤트를 추가
- 배교자 사냥은 이제 많은 철, 말뚝, 화염을 겪게 될 것
###################
# 무료 요소
###################
- 외교 상태와 관계도 표시를 더 잘 알아보도록 함
- 상속받을 때 아티팩트를 잃어버리거나 파괴당하면 메세지가 표시되도록 추가
- 비밀종교컬트는 이제 거의 모든 종교에게 가능하도록 바꿈
- 봉신은 주군의 전쟁에 참여를 요청해서 승리에 기여할 수 있음
- 비밀종교컬트 On/Off 게임룰을 추가
- 공중사제가 이단서적을 발견해서 이단으로 개종하는 이벤트에서 주군은 공개적으로 개종하거나 비밀적으로 개종하는 것을 선택할 수 있음.
- 이제 아티팩트를 선물할 수 있음.
###################
# 밸런스
###################
- 불능 상태이고 자살을 시도하려 할 때 도움을 요청하면 야심만만한 후계자는 "예"를 고를 확률이 늘어납니다.
- 이제 백작령이 아니라 그 영토의 남작령만 가지고 있더라도 약탈을 수행하는데 이웃하는 영토로 취급합니다.
- 영토회수 음모는 이제 대규모 반란이 있을 때 사용할 수 없습니다.
- 악마숭배교단의 납치 명령은 이제 목표 캐릭터의 작위 티어에 따라 소모되는 힘이 달라집니다. - 가신이면 50, 남작이면 150, 백작이면 300.
- 납치하는 것은 납치된 상대방이 당신을 싫어하게 만들고, 납치 성패 여부에 관계없이 해당 인물은 다음번에 납치하기 어려워집니다.
- 들킨 악마숭배자에게 같은 종교를 믿는 캐릭터가 성전을 선포할 수 있습니다.
- 악마의 마법을 사용하는 것은 몸과 정신에 타락을 이끌어서 말더듬이나 건강수치가 낮아지는 등의 부작용을 부여할 수 있습니다.
- Song of Anguish 이벤트 발동 빈도를 줄였습니다.
- 대규모 토론회(Grand Debate) 결과에 학식에 관련되지 않은 몇몇 트레잇도 영향을 줄 수 있도록 바꾸었습니다.
- 몇몇 헤르메스 아티팩트는 이제 가입하지 않더라도 높은 학식을 지니고 있으면 사용할 수 있습니다.
(역주 : 직접 파일을 뒤지니 핸드건의 경우 학식 20 이상이면 헤르메스 가입하지 않더라도 사용할 수 있네요)
- 어쌔신이 군주를 협박해서 호의를 받아내면 당분간 그 능력을 같은 군주에게 다시 사용할 수 없습니다.
- 협박하는 군주가 어새씬보다 더욱 강력하면 협박하기 어려워집니다.
- 수도회의 수도사 초청(Invite Holy Ascetic) 명령을 버프했습니다.
- 지휘관 조련(Drill Commander) 이벤트는 해당 지휘관이 무력을 20이 넘거나 이미 전술 트레잇을 가지고 있으면 발동되지 않습니다.
- 이제 봉신전쟁 무제한 법률이 봉신의 관계도 보너스를 주지 않습니다.
- 지휘관 임명으로 얻는 관계도 보너스를 10에서 5로 줄였습니다.
- Massive update to Faction balance!
- The AI will now no longer join the Increase Council Power faction if
they like their Liege 50 or more (down from 80 or more).
- Voter AI's will now be more likely to join Increase Council Power
factions the more faction laws are set to 'Ruler', the steps are 2, 4
and 6.
- Non-Voter AI's will be less likely to join Increase Council Power
factions the more faction laws are set to 'Council', the steps are 2, 4
and 6.
- The Increase Council Power faction has had its effect doubled (it now enacts two laws).
- The Increase Council Power faction now also revokes one level of 'Vassal Wars' laws.
- The AI is more inclined to join the Increase Council Power faction if their liege has enacted a 'Vassal War' law.
- The AI no longer wants to institute Elective Monarchy unless all council powers are enacted (except for Council Authority).
- The AI is less likely to join the Elective faction if their liege has Gavelkind succession.
- The AI is less likely to join the Elective faction unless their liege is a tyrant.
- The independence faction is more attractive to the AI if their liege is a Tyrant.
- The AI in now more inclined to start and join the Gavelkind faction.
- Discontent Councilors are very inclined to join the Gavelkind
faction if the liege does not have all council powers enacted, if all
powers are enacted they will prefer the Elective faction.
- The AI is now much more likely to stay by their backed Claimants.
- The AI is slightly more inclined to start factions backing women.
- Having bad opinion of your liege now makes the AI more likely to back a claimant.
- The AI is way more likely to back claimants that are part of their Society.
- The AI is way more likely to back a claimant if their liege is a tyrant.
- The AI is way more likely to back a claimant if they hate their liege.
- Culture is now less of a factor for the AI when backing claimants.
- The AI might join claimant factions even if they themselves have a claim on the same title, but it is still rare.
- The AI will now not back claimants if they like their liege by 40 or more (used to be 50 or more).
- Being a Sayyid/Mirza now only matters if the claimant is also Muslim.
- Having better opinion of the proposed Claimant now matters much more for the AI.
- More traits now affect the AI chances of joining the Claimant faction.
- The AI is now less likely to start another Claimant faction war if
their liege is already fighting in another Claimant faction war.
- The Overthrow Liege faction is now unattractive to the AI if it is backing a claimant already.
- The AI will no longer form the Overthrow Liege faction if their liege is not a tyrant.
- The AI will now only use the Overthrow Liege faction if they hate their liege (-40 or lower for most AI's).
- The Overthrow Liege faction will now also enact two Council Power laws upon success.
- The Overthrow Liege faction will now only institute Elective monarchy if all Council Power laws are set to 'Council'.
- The Overthrow Liege faction now revokes any active vassal war laws.
###################
# AI Improvements
###################
- Fixed the AI in some cases being able to cancel the movement of retreating armies
- Fixed the AI breaking betrothals in a lot of cases where it had no reason to
- Fixed the AI sometimes using favors on betrothals and marriages even when there's no need to
- Fixed the AI considering wars where it isn't the main defender when figuring out whether it should peace out of offensive wars
- Fixed the AI considering the same war multiple times when figuring out whether it should peace out of offensive wars
###################
# Interface
###################
- The interface for transferring subunits between two units no longer uses drag-and-drop, but instead uses buttons once more
- Fixed a number of relation types (E.G., "lover") not being localised
based on gender in the languages that need that (E.G., French)
- Fixed terrain modifiers showing up as blank modifiers (for example, in the supply tooltip)
- Executing an unrelated interaction will no longer cause council consideration to reset
- Fixed the modifier for the 3rd Satanist rank not being capitalized correctly
- Artifacts will now be equipped by default upon obtaining them, assuming the holder is able to equip it
- Fixed the cultural buildings showing up as "nobuilding" in the tech view
- Fixed the portraits for wars in the lower-right corner not always
updating when something changes them (E.G., imprisonment or coming of
age). They should now always update within one day
- Fixed the pause option for message settings always being disabled in the pop-up, even when actually set to enabled
- Fixed the pause option for combat results using the "other characters"
setting rather than the "close family members" setting when set to pop
up
- Societies can now be looked at when observing the game
- 3D objects for castles, cities and churches now have levels, as they were meant to.
- The level is computed by using the number of buildings in the main settlement of the province
- They are controlled by values in defines.lua: CITY_MAIN_BUILDING_LEVEL_2 and CITY_MAIN_BUILDING_LEVEL_3
- Longer names should now be visible in the council job view
- Fixed so that long army names do not go out of bounds in ally orders
- It is now possible to search for characters' secret religion in the
Character Finder. Will only return characters the player know is of the
specified secret religion. Also added a "Has Secret Religion" filter
that'll only show characters you know to have a secret religion
- When you can rank up in your society you now get a separate alert that
takes you to the Society screen, rather than being part of the
"important decision" alert and taking you to the Intrigue screen
- The ally order tooltip will now tell you when the AI is too busy with another war to help you
- Fixed hidden character modifiers being visible on the title screen
- No longer possible to give ally orders to other players, since nothing makes them obey them anyway
- Fixed nation adjectives not getting properly localised in some cases
- Council job selection now resets if your councilor dies or is replaced while you're assigning them a job
- Fixed the notification when a settlement is finished saying "A Tribal
has finished [...]" rather than "A Tribal holding has finished [...]"
- The "claim" console command now gives feedback on whether or not it worked
- The button that toggles all DLC in the launcher now toggles all mods if that's the currently selected tab
###################
# User modding
###################
- Fixed the game failing to find government unique title names at times.
Now it'll never return the default name if a non-default one is
defined. It now also tries without the tier string before it tries
without the government string, so if you were to define "city_title" and
"king_title", the former will be used
- "add_law" can now take parameters: "cooldown" and "opinion_effect".
"cooldown" simply works as a way to specify that there's no cooldown,
like add_law_w_cooldown does. "opinion_effect" can be used to specify
that the opinion effect of passing the law shouldn't be applied. E.G.,
the anger/happiness at succession law changes, or at tribal organization
changes. Existing script still works as before. Example of new syntax:
add_law = {
law = true_cognatic_succession
cooldown = no
opinion_effect = no
}
- Messed up localisation is now less likely to crash the game
- FROM in on_character_convert_religion and on_character_convert_culture
is no longer a temp character, but instead the culture/religion itself.
This only provides access to comparing to the culture/religion (or
group). It should also still work to set cultures/religions and such.
Please report any issues encountered with it. This change also means
that it should now be possible to reference the previous characters
outside "immediate" and similar without the game crashing
- same_society_as trigger will no longer be true when both characters are not part of a society.
- Added the command line argument -scriptlog to enable log triggers and effects without enabling script asserts.
- Added artifact backgrounds (arti_bg.dds, arti_bg_glow.dds,
arti_bg_small.dds, and arti_bg_glow_small.dds) to
gfx/inventory/artifacts to make it easier for modders to make their own
artifacts that follow the style of the vanilla artifacts
- Added society icon backgrounds (society_symbol_bg_stone.dds and
society_symbol_bg_wood.dds) to gfx/inventory/societies to make it easier
for modders to make their own societies that follow the style of the
vanilla societies
- Added a better secret religion system, now based around a code
attribute rather than traits. Characters can have up to one secret
religion. If the character ends up as their secret religion, their
secret religion is cleared. This can be set and accessed via script:
- Added triggers "secret_religion", "true_religion",
"secret_religion_group", and "true_religion_group". True religion being
defined as your secret religion if you have one, otherwise your public
religion
- The religion triggers (religion, secret_religion, true_religion,
and the group versions) can now optionally take a "target_type"
determining which religion of the target they check against. E.G.,
religion = { target = ROOT target_type = secret } will check if the
scoped character's public religion is the same as ROOT's private
religion. The valid types are "public", "secret", and "true". The
default is to use the same as the type being checked; religion default
to public, secret_religion to secret, true_religion to true. A religion
(group) name as the right-hand-side works for all the triggers
- Effect set_secret_religion takes a religion or a scope. It
optionally takes a target type (true/secret/public), but defaults to
secret
- Added trigger has_secret_religion which takes "yes" or "no"
- Added set_secret_religion and clear_secret_religion effects
- The "religion" and "set_secret_religion" effects optionally take a
religion type (true/secret/public) to determine which to use when a
scope is referenced. "religion" defaults to public, while
"set_secret_religion" defaults to "secret"
- Added "secret_religion" console command that sets a character's secret religion. Defaults to the player's character
- Who can see a character's secret religion is defined in 00_religions.txt
- Added a can_see_secret_religion trigger. Takes a scope, and checks
if the character scope you're currently in can see the target
character's secret religion
- Societies can now have an associated religion, which is accessible
from script in the same way as character or province religion,
including on the right-hand-side of triggers and effects. This is
scripted with for example "associated_religion = catholic". It has no
effect beyond being accessible via script
- Added a convert_to_secret_religion effect. Takes "yes" or a
character scope. Sets your public religion to your secret religion, or
the target character's secret religion if a scope is used
- Added a on_character_convert_secret_religion on_action
- Added SecretReligion and TrueReligion localisation promotions so that [This.SecretReligion.GetName] and similar work
- Added a dynamic secret religious society system that significantly
reduces the work involved in making a religious cult society
- All religions except those specifically excluded get a secret
religious society generated. The attributes of this society is defined
by a template in 00_societies.txt
- Most the sections in society definitions now provide the society itself as a scope (FROM)
- Societies can now have an associated religion (defined with
associated_religion = religiontag). This means that scopes can now be
used where religions could be used, such as the right-hand-side of the
"religion" trigger or effect. It also means that the "religion" trigger
and similar can be used within a society scope
- Added a secret_religious_cult scope, which will scope to the cult
associated with the character's secret religion. Also works in religion
and province scopes. This can also be used on the right-hand-side of
effects and triggers
- is_rank_full can now take a society scope rather than just a society name
- Added a "secret_religion" history effect
- Added an on_artifact_inheritance on_action
- Scope: ROOT is the character, FROM is the artifact, FROMFROM is the old holder
- Fixed bugs in artifact_owner and original_artifact_owner scope changes
- Added tooltips for artifact_owner and original_artifact_owner scope changes
- Added "owner" and "original_owner" as valid scope changes for artifacts
- Added on_society_created and on_society_destroyed on_actions
- Fixed scoping to saved society and artifact event targets not working
- Added religion_scope, secret_religion_scope, true_religion_scope, and
culture_scope as scopes. These scope to the religion/culture of the
character/province/society (only religion for societies) currently
scoped to. Can be saved as event targets
- Added a save_conversion folder in "common" which handles converting
obsolete objects in saves. Currently handles religions and societies
- Added a clear_flags_with_prefix effect. Works in character, province, title, and artifact scopes
- Fixed the society rank tooltip not having FROM defined. FROM is now the society grand master, as with other society tooltips
- Fixed troops spawned to unlanded characters not getting any tech
bonus. They now get the tech from the province they spawned in. If a
"home" province is defined, they'll use that province's tech instead
- Added "fallback_text" for custom loc. If none of the triggered texts
return true, this will be used instead if defined. The fallback text
cannot have a trigger, and only one can exist
- Fixed the error log complaining if you use "set_mother = 0"
- Added is_interested_in_any_society = <yes/no> trigger. It
evaluates if you're currently showing interest in a society or not.
- Society.GetName, Society.GetNameCap, and Society.GetCurrency now fall
back to null_society and null_society_currency rather than just ending
up blank
- Fixed the "has_artifact" condition showing up blank
- Fixed the game crashing in some cases after resigning and reloading,
and hovering over a port that had a fleet in it when you resigned
###################
# Database
###################
- Barbarossa now has a magnificent red beard
- Fortun Garcia is now One Eyed rather than Maimed
- 953 new Wikipedia links
- Fixed counts of Zollern
- Fixed date of birth/death and mother for Otto III of Anhalt-Bernburg
- Fixed date of death of Maria of Brabant
- Fixed date of death of Otto IV
- Fixed date of birth/death and parentage of Guy I of Ponthieu
- Fixed parentage of Even "le Grand" de Léon
- Fixed date of birth/death of Saint Judicael
- Fixed date of marriage of Arnold II of Looz
- Fixed various database issues in the Italian character file
- Fixed a bug with dynasty ID of Dante
- Fixed improper dynasty ID for Abu Man'a Khamis
- Fixed dates of birth for a couple sons of Drogo of Champagne
- Fixed date of birth of granddaughter of Charles Martel
- Fixed bad spouse ID for Adalbert Adalberts
- Fixed mother ID and removed bastard trait for Pepin the Short
- Fixed date of birth of Theudebert I
- Adjusted date of death of Godfrey of Hainault so he isn't 110
- Adjusted date of birth of Hamon of Leon to avoid false twin issue with brother
- Adjusted date of death of Riotham so son's date of birth makes sense
- Adjusted date of birth of Avice Cerneu to be consistent with father's date of death
- Adjusted date of birth of Azenor la Marck to avoid false twin issue with sister
- Adjusted date of birth of Budic of Nantes so his son isn't born when he's 8
- Adjusted date of birth of Evenus of Brittany to avoid false twin issue with brother
- Adjusted date of birth of Louis IV of Looz so his father isn't 11 when he's born
- Adjusted date of marriage of Charles Martel and Rotrude of Hesbaye
- Added Vitiges of Ostrogoths
- Added Ostrogoths to title history of k_italy
- Added parentage to Alberada of Buonalbergo
- Added missing marriage between Alan IV and Ermengarde of Anjou
- Added Vandal kings to k_africa title history
- Added Visigoths to Duchy of Toulouse title history
- Added missing marriage between Maria of Brabant and Otto IV
- Added missing marriage between Alaric II and Theodigotha
- Added missing marriages of Gruoch of Scotland
- Added missing marriage between Theophylact I and Theodora
- Added missing rulers for Corsica and Sardinia titles
- Added the House of Cinarca, who ruled southern Corsica, and missing Italian relatives
- Added complete Dynastic Family Trees for the Giudicati of Sardinia, and missing Italian relatives
- Added some unlanded Grant and MacCleod characters
- Added early Baduspanid characters
- Added early Ziyarid characters
- Added more title history to Dailam, Mazandaran, and Gurgan
- Added homosexual trait to Hadrian
- Added a missing twin trait to some fictional Pecheneg characters
- Added spouses and more children for al-Mahdi
- Added Dabuyid dynasty
- Added a weak claim to Scotland for Robert the Bruce
- Deleted unnecessary remove_spouse declaration for Conan IV
- Removed redundant marriage declaration for Avice Cerneu
- Removed invalid father definition for Wigbert Immedinger
- Replaced 867 holder of Faroes with a semi-historical character
- Modified Hadrian and Julian to have beards
- Modified Baduspanid and Ziyarid characters in 1066 to have sympathy for Zoroastrianism
- Modified the Merovingian, Wuffing, and Caimbeul coats of arms
- Modified Sassanid, Baduspanid, and Ziyarid coats of arms
###################
# Bugfixes
###################
- Added some flavor text for sacrificing the Aztec religious head during a blot
- Fixed the game sometimes pausing without allowing you to ever unpause in the tutorial due to an event triggering
- Fixed it in some cases being possible for priests of religions where
priests are not allowed to marry to marry or betroth someone
- Fixed the AI in some cases switching capital for no apparent reason
- Fixed changing primary title allowing you to pass another demesne law
- Fixed artifacts sometimes starting off inactive even when the trigger is met
- Fixed log message about "Malformed token: achievement" for ironman saves
- Fixed it being possible to pass laws by ensuring you have no
councillors whatsoever. The empty seats will now always be considered
actively voting against you
- Fixed brew_happiness_potion taking society currency from the target rather than the person brewing the potion
- Fixed previously identified "witches" being grateful for being released even if they're not actually imprisoned
- Fixed the "steward is ambitious and wants land" event triggering even when there's no valid title to give out
- Fixed the game in some cases failing to clear out the patricians of a merchant republic that's died out
- Fixed voters in some cases getting removed upon losing a voter title even if they've got another voter title
- Fixed the leader of a war dying and not getting replaced by anyone in some cases not causing the war to invalidate immediately
- Fixed dead characters sometimes still being in wars
- Fixed the game in some cases adding someone to the council of someone other than their new liege when their old liege dies
- Fixed trade posts not counting for war score in embargo wars if the
target character is the liege of one or more merchant republics rather
than being a merchant republic
- Fixed the game claiming you've got non-aggression pacts with dead characters
- Fixed OOS caused by nomadic title ID mismatch
- Fixed an issue with any_friend scope in triggers.
- Added missing text in the options of two events for the "Perform Statecraft" job
- Idolizer was incorrectly shown as being a bad trait for the
Stewardship education in the focus view, replaced the trait with the
correct trait Indolent
- Added the missing localisation for String_Muslim
- Fixed the trait 'Immoral Priest' being slightly cut off on the right side for Zoroastrians
- Fixed an issue in event MNM.1460 were you would receive money for hosting a gathering rather than paying for it
- Fixed a rare crash involving invalid plots
- Fixed it taking up to 8 days for courtiers to abort invalid plots and ambitions
- Fixed an issue in event MNM.3949, in which you can choose to keep your
old religion as a secret religion, were it could give you the wrong
secretly religious trait (e.g. getting 'Secretly Sunni' instead of
'Secretly Orthodox')
- The Weaponsmith and the Goldsmith will no longer be killed if they become landed
- Fixed a crash caused by characters getting deleted while still referenced by events
- Fixed a div / 0 crash
- The trigger and actual cost for writing a Magnum Opus is now both set to 500
- You can no longer abduct revolt leaders or people who are at war with you
- Fixed a few 'Devil Worshiper' events that would give you the lifestyle
trait Impaler, even when you already had another lifestyle trait
- Fixed an issue where the kingdom of Lombardy/Italy wouldn't get the Iron Crown when starting before 1066
- Fixed an issue in the 'Antiking' faction which required your liege to be a Nomad in order to be able to create it
- Incapable characters can no longer host a Grand Debate
- Fixed an OOS when changing start dates
- Updated Summer Fair events so that they check for Prisoner, Incapable,
Inaccessible and Adult status for randomly chosen courtiers/vassals
- Courtiers and vassal commanders can now acquire the various crusade traits again
- Fixed an issue where you could induct characters you shouldn't be able to into your Devil Worshiping cult
- Zunists can now be recruited to the Satanists
- You can now find the Holy Grail with unrestricted supernatural events on
- The Monophysite Monastic Society now has the same currency gain rate as the other societies
- Pagan vassals who subjugate characters above their own tier should no
longer go independent from their liege if they are still valid vassals
- Can no longer buy indulgences while in seclusion, prison or when incapable
- Non-hindus can now properly be visited by Hindu ascetics again
- Unified the decision and event conditions for Introduce Heir to Realm, they should now be the same
- You can no longer revoke the Hermetic 'Apprentice' title
- The Demon Child can no longer trigger the Aztec Invasion ahead of time
- Fixed an issue where the Blending In-mission for secret religious
societies could get stuck upon evaluating the mission fail-state
- Fixed a rare crash on joining multiplayer via Steam
- Fixed characters sometimes changing government form on succession for no apparent reason, most prominently tribal->feudal
- Fixed an infinite loop while counting trade posts
- Fixed the game crashing if a fort was destroyed while sieged, due to for example starting a holding construction
- Members of a Secret Cult can now induct wards to have them adopt the same secret religion correctly
- Fixed the 4th council job not being set as active by default in multiplayer
- Fixed adventurer troops not getting any tech bonuses
- Fixed patricians that somehow end up without a liege keeping their patrician title and becoming immortal
- Fixed a crash that could happen after resigning and starting anew, as a
result of provinces storing references to characters that no longer
exist
- Immortal characters should no longer die when making love too fiercely with their spouse
- Fixed a rare crash resulting from dying during faction validation as a result of faction validation
- Fixed loot being reset on loading a save
- Fixed OOS caused by objectives referencing characters or titles that don't yet exist on the user's machine
- Fixed OOS caused by saved event targets referencing titles that don't yet exist on the user's machine
- The game should no longer slow down so massively when a dynasty has
thousands of living members. Having such a large dynasty still isn't
recommended, but should no longer grind the game to a near halt
- Fixed granting someone independence by giving them a title of your tier not reducing your threat
- Fixed the game crashing if you deleted a trade post, fort, or hospital
while the building view was open and a building was under construction
- Fixed the ally order background not changing based on religion, thus
not matching the rest of the UI if you played a Pagan or Muslim
- Fixed using "include lower titles" when giving out a viceroyalty resulting in the title not being a viceroyalty
- Fixed a crash in the tutorial
- Fixed asking for a Crusade not working
- Fixed an OOS resulting from liege levies being calculated as slightly different on different clients
- Fixed Aztec horse archers being invisible
- Fixed a crash when a nomad needs a capital but there's no available open slot, or tribal holding to replace
- Fixed "add_trait" in the console not removing traits that are mutually exclusive with the added trait
- Fixed a random OOS at startup due to society's membership generation
- Fixed the game crashing if your last artifact got destroyed while you had the artifact view open
- Fixed the destroy_artifact console command messing up other artifacts in your inventory
- Possibly fixed a crash that could happen while idling on the society screen
- Due to a lack of contribution, blind characters can no longer host or participate in Stargazing
- Fixed an OOS that could happen at the start of MP as a result of
characters ending up with slightly different traits on different clients
due to timing issues
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첫댓글 봉신은 주군의 전쟁의 참여???? 오?
이제 대제국끼리 전쟁일으키기 힘들어 지겠네요....
상대 봉신까지 고려에 넣어여하니...
오오 드디어 기다리고 기다리던 2.7.1 패치!
악마 숭배교 납치가 너무 오버 파워라 생각했는데, 역시나 바로 벨런싱 되는군여
1066년 제노아의 상인은 플레이 불가능한 캐릭터로 나옴
음 빅인터페이스 모드 가 편한대 역시나 2.7.1 베타로 업글하니 쓰면 팅기내...
봉신이 드디어 마을 엔피씨 수준에서 벗어나려나 보군요
물론 렉도 증가하겠군요.
크킹의 민주주의가 2.7.1에서 끝이났습니다 ㅠㅠ
왜욥?
@놀이 AI 틈만나면 선거 팩션 일어나서, 100년만지나면 모든 유럽의 왕국들이 선거제로 바뀌는 현상이 사라졌거든요.
베타 나온 소식 알려주셔서 감사합니다.
드디어 부하얘들이 일을하는건가
아티팩트중에서 핸드건은 총인가요?
예, 권총이 맞습니다.
번역감사합니다.