Crusader Kings III

Crusader Kings III

Historic Invasions
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Update: Oct 10, 2022 @ 1:14pm

### Version 1.19.1
# fixed Fatimids and Ottomans never attacking past their first war

Update: Oct 10, 2022 @ 12:29pm

### Version 1.19.0
# added Hunnic Empire (Attila); disabled by default, tiny random chance (0.01 %) to trigger if enabled

Update: Oct 9, 2022 @ 5:42am

### Version 1.18.9
# accepting vassalage by the Ghurids now grants the religious exemption contract
# fixed everyone gaining dread upon succession (effect was located in the wrong bracket)

Update: Oct 7, 2022 @ 2:50pm

### Version 1.18.8
# changed modded decision to restore the HRE: if you control either Burgundy, Bohemia, Sorbia or Pomerania upon taking the decision, those kingdoms will also become de jure part of the HRE
# Ghaznavids now clean up their de jure borders better
# invaders now wait to recover 90% of their maximum military strengh before declaring a new war
# Nomads no longer spawn with 5000, 10000 or 15000 troops, but instead 4000, 8000, 12000 or 16000 troops
# added cavalry siege bonus for invaders that mainly use mounted troops
# Keita: now accounts for the local islamic faith instead of always being ashari (conversion event happens three days after their appearance)

Update: Oct 7, 2022 @ 7:52am

### Version 1.18.7
# duchy tier invasions no longer try to 'complete' partially owned kingdoms, instead it now tries to complete partially owned duchies
# Almoravid, Almohad: due to the above change, these invaders will try to again conquer three more duchies in Hispania
# Invader bonus levy calculation upon declaring a war has been changed: The strength of all enemy alliance networks is reduced by the invader's current military strength. The difference x1.2 is awarded as bonus levies. There is a minimum amount of 1200 levies.
# this should result in balanced wars (considering all enemies from every war)

Update: Oct 6, 2022 @ 1:06pm

### Version 1.18.6
# new CoA for: Ayyubid, Jannabid, Anushtiginid, Yelü
# Byzantines lose special CB for Nikaea since Rûm no longer targets that area
# added debug-only interaction to start era of Turkish migrations
# cultural heritage checks now also consider any parent cultures
# Jannabids: new on-map color

Update: Oct 6, 2022 @ 7:36am

### Version 1.18.5
# collapsed on title gain inheritance on action bonuses into one on action
# reworked story succession script (Fatimid story 1 in Africa uses a mix of the old and new system)
# removed story succession notification events (.1001)
# removed story end notification events (.1005) - players instead receive an interface message
# moved invader notification event from .1002 to .1001
# lots of general spring cleaning within the script structure
# Almohad: no longer mechanically consists of two story scripts; al-Mu'min now is Amghar's designated heir

Update: Oct 5, 2022 @ 10:31am

### Version 1.18.4
# localization fixes

Update: Oct 5, 2022 @ 8:09am

### Version 1.18.3
# Anushtiginid: greatly expanded dynasty tree
# Yelü: expanded dynasty tree
# fixed some old piece of code that most likely hasn't been working since v1.0
# invaders now gain dread while receiving their special title instead of immediately after spawning (landless character can't have dread)
# Timurid: fixed an error.log entry if Timur occupies a county with 0 development
# Ghurid: doesn't spawn landless any more; instead it now tries to pick an existing landed dynasty member to become the invader and only spawns a new one as a fallback (see: Rurikid / Chola / Keita mechanics)
# Ghurid: now conquers Makran; Anushtiginid: no longer conquers Makran

Update: Oct 4, 2022 @ 10:37am

### Version 1.18.2
# Rurikid, Chola, Keita: Now only pick a landed dynasty member as story owner if their capital county is located within a certain region (event.0001) to prevent invaders from appearing across the map.
# Reworked the starting locations and mechanics of the following stories: Timurid, Fatimid, Ghaznavid, Seljuk, Ziyarid, Almoravid, Ludolfinger, Jannabid, Terteroba, Rurikid, Chola, Anushtiginid, Yelü, Ottoman, Keita
# event.0001 now won't trigger the invasion that year if every county within a defined starting region is player controlled
# when picking a starting location for the invader, the script now primarily checks for duchies that are fully AI controlled; if it can't find any, it'll start choosing from duchies that are partly AI controlled. if it still can't find a valid starting location, it chooses a random county as a fallback - though since event.0001 accounts for that, it should never be triggered (unless a player uses console commands to spawn invaders).
# the following stories still spawn with random counties: Ayyubid [coup], Almohad [coup]
# the counties they receive have their control set to 100 and their garrisons refilled
# invaders now immediately gain access to their modifiers (only relevant to landless invaders)
# invaders now spawn with a physician
# script: collapsed separate servant spawn effects into one
# script: collapsed separate title spawn effects into one (exceptions: Ayyubid [coup], Almohad [coup], Ludolfinger [title might already be created], Vlaanderen [troops need to be tied to war scope])
# Ottoman: dynasty relation bugfix if certain conditions were not met