Crusader Kings 2 2.6.3 Patch Download

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Archived

Hello and welcome back to another CK2 Development Diary. The 2.6.2 update looms rather near now, and if everything goes to plan it should be released on Thursday. I’ll start out with the bad news; due to some unforeseen problems one of the game rules I mentioned last week will not be included with this patch: The Multiplayer Assassination rule. However, we do have two other game rules for you which you may find interesting:

De jure Requirement: Default/Required. On default, nothing changes, but with “Required” characters who hold titles which have de jure land will eventually lose the title if they don’t hold any of the de jure land. Horse Lords:Nomad Stability: Unstable/Stable. Now when a Khagan dies, his vassals have the possibility to break away and form their own realms -with the new Khagan getting a CB on them. Setting “Stable” keeps the old behaviour.

There was some outcry last week because Jews and Zoroastrians didn’t also get a crusader style trait, so I’ve managed to sneak both in with the Shaddai and Gond-i Shahanshah traits. While we were in a trait-adding mood, both Cannibal and Lover’s Pox were changed from character modifiers to traits (although we have left the old modifier checks in place so ongoing games aren’t broken).

The Gender Equality gamerule and laws revealed a few problems with Muslim events always assuming Muslim rulers would be male, so we’re spend a bit of time adding the appropriate checks which should result in a more flavourful Muslim experience.

Patch

As well as this, there are plenty of small fixes and additions to many other things, but I’ll let you explore the game and/or the patchnotes to discover them for yourselves.

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Expansion Features

The Reaper's Due:

  • More Cat and Dog events

  • Added a new Game Rule for non-epidemic disease frequency

  • Added a new Game Rule allowing you to keep punished prisoners imprisoned

  • Suicide event chain, with special outcomes for immortal characters

The Old Gods

  • Added a new decision for Slavic, Romuva, Suomenusko and West African pagans to pick a patron deity along with patron deity events.

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  • zoroastian crusader trait

  • jewish crusader trait

  • vassal wars laws

  • Added another option to Supernatural Events to allow the AI to receive them

  • All Pagan religions may gain a trait when partaking in their Great Holy Wars, if available

  • Female raiders may now become Sea Queens rather than Kings!

  • Added a new Game Rule decreasing the restrictions on whom you may duel

  • Cannibal and having Lover's Pox are now traits

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Balance
  • Antipope vassalage can no longer be transfered to vassals

  • The moral authority from religious head's piety is now capped

  • No longer possible to create an antipope if the Pope is your vassal

  • Nomad vassals of nomads no longer care when you retract someone's vassal

  • The Nomad Subjugation CB will no longer result in vassals getting the 'defender against infidels' opinion modifier unless the attacker is a different religion from the defender

  • When a barony is destroyed (E.G., due to pillaging nomads), all claims on it are removed

  • Temporary titles (E.G., revolt titles) are no longer considered when it comes to monthly prestige and piety

  • Mystics bringing promises of eternal life are more likely to be frauds

  • AI characters are now less likely to risk mutilation in order to cure a disease, especially if the condition isn't life-threatening

  • Made it a bit easier for Sabuktigin of the Ghaznavids to appear

  • Provinces may change culture sooner if recently depopulated

  • Characters under 16 no longer get gout

  • Landed characters can no longer be heirs in Merchant Republics

  • Mercenaries will now try to spawn in a friendly province if the capital has hostile units in it, rather than the first province it finds without hostile units

  • ancestor worship dull event now just adds dull rather than removing genius/quick

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  • With matrilineal marriages turned off, female rulers should prefer to marry members of the same dynasty, if there are any available

Interface
  • Added government flavor for landed Mercenaries

  • Attached units, and units that have attached units, now have icons next to their name in the army tooltip - To show if and how units are attached to each other

  • No longer possible to assign commanders to empty flanks

  • Ensured that when inviting plotters, the yellow hand won't show when giving a gift wouldn't be enough due to the character hitting the opinion cap

  • Hovering over a major river with a navy selected will no longer show it as traversable if you're unable to traverse rivers

  • The Ruler Designer no longer shows the wrong title for women on the attribute page

  • The Ruler Designer no longer shows beards as available for women

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  • Added define 'AUTHORITY_FROM_PIETY_CAP' to cap the moral authority bonus from piety of the religion's leader

  • Added 'immortal_age' to the create_character effect to set the age at which a character became immortal

Database
  • Made Jérôme of house Jerome-Karling the count of Saintois in 769, husband to Ermentrude, due to her father being dead since 765

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  • Fixed an incorrect scope in event 4110

  • Fixed an issue were a reincarnated character would mess up the dynasty tree

  • Added Roman as a 'used_for_random = no' culture

  • Fixed an issue with patricians being unable to use the decision to recruit a court physician

  • Regrowing lost limbs now removes phantom pain

  • Fixed Scaled Opinion Modifiers not being saved

  • Units no longer disappear if merged while embarked on fleets

  • Kali Puja feast now grants some prosperity in you capital like the other feasts

  • Fixed so allies can't be called to war against enemies who have the ally's liege on their side

  • Special disease clearing events now also remove illness modifiers

  • Fixed a few improper uses of 'reign' in text

  • AI less likely to revoke shieldmaidens

  • When a lowborn man marries a noble woman, he will now immediately found a new dynasty

  • Remade event TOG.6001 - in which children get the 'Saoshyant Descendant' trait - from a MTTH event to be a triggered event and to make sure that all children get the trait properly

  • Event where liege is notified about outcome regarding physician's book will no longer trigger if the physician has died

  • You can no longer cancel your retreat if one day has passed since you gave the order, solves problem with army being wiped out due to not being able to retreat

  • Event 100170 no longer introduces lovers or concubines as strangers

  • Most era picker characters are no longer over their demesne or vassal limit

  • Playing a female ruler with the war focus now always allows you to duel, and unlocked challenging women to duel for certain cultures, religions and game rules

  • Members of a coalition will not join a coalition war if they are at war with any member of the coalition

  • Fixed case where betrothed can marry alert showed up when interaction was invalid

  • Fixed so looters no longer are looters and hostile when becoming landless

  • Fixed crash when selecting Republic

  • Fixed OOS happening when titles are granted or stolen from vassals

  • Nomad no longer creates multiple dynamic nomadic titles when selecting between bookmarks

  • Fixed so you can play with Merchant Republics

  • Fixed a rare case of holy war being invalidated when the liege grants one the counties being target to a vassal

  • Fixed rare case of game crashing when removing units

  • Fixed some errors and did some improvements for unplayable Republics in game setup screen

  • Fixed cases where upgrading tribal holding would create invalid settlements

  • Custom rulers no longer start with a discontent council

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  • Added opinion bonus for councillors added through the female councillor events.

  • Zoroastrians and Messalians can now seduce their close family members.

  • Zoroastrians and Messalians no longer get two separate decisions to send their Son-Husbands and Daughter-Wives into hiding.

  • Fixed Swords of Islam localisation to adapt to new gender equality game rule.

  • Fixed some once in a lifetime features to have a cooldown instead (subjugation CBs, grand tournaments, known murderer opinion penalty)

(These are works in progress, when the patch is released we’ll post a final version)

Kings

And, last of all, from next week onwards we’ll be posting CK2 DDs on Mondays instead of Tuesdays.

156 comments

Crusader Kings II is the perfect game for creating alternate history, and full conversion mods (like those for Lord of the Rings and Game of Thrones ) are great for creating alternate fictional history. Are you ready for some alternate future history? After the End is a mod for CKII set in North America in the year 2666, after an unspecified cataclysmic event has shattered the planet and humankind is desperately trying to pick up the pieces, regain control, and understand its own murky past.

After the End is still very early on in its development, but there's already lot to be excited about. While the western two-thirds of the map have yet to be populated, the east coast of North America, as far north as Canada and as far south as Cuba, is playable. The 'Event', whatever it was, clearly wiped out most of the population and destroyed a great deal of human knowledge and written history. The world is essentially back in medieval times, and while some ideas, borders, cultures, traditions, and religions survive, they're distorted and half-remembered through the dark lens of the cataclysm.

Take Florida, for example. Much of it is dominated by Tribe of the Mouse, which makes a lot of sense: people wandering around in the post-apocalypse of Orlando with little knowledge of history couldn't be blamed for thinking Mickey was some sort of mighty king (he did have a huge castle) or religious figure to be worshiped.

In the game I played, I had to hire mercenaries at one point, and found, fittingly, that they were named after sports teams and other ancient organizations. It makes sense—peering back through time with only fragments of evidence, future generations might assume that the Philadelphia Eagles or the Buckeyes of Ohio were mighty warriors, revered and celebrated for their combat prowess and who clashed in massive, now-decaying stadiums. Poking around some of the characters in the game can yield a few fun surprises as well.

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Religions and cultures, naturally, have held on or sprung up, many based on whatever traditions survived the Event. You'll still find pockets of Catholicism and Protestantism, some Lovecraft-style Occultists and Pagans, a huge swath of Evangelicals in the south, naturally, and there are some heretical groups as well. There are Americanist groups, who worship the founding fathers, and a cult called the Consumerists, who treat materialism as a religion (The Almighty Dollar is their actual deity) and are convinced the world fell apart because people didn't worship money enough. We certainly don't seem to be in any danger of that at the present.

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Just because the game takes place in North America doesn't mean there isn't an entire world out there, slowly rebuilding, expanding, and threatening to impose itself on your game. The British will get themselves together and do what they used to do best: invade and take over as much of the world as possible, so you can expect the return of the Redcoats at some point. There are also plans to add other invading hordes in the future, possibly from the remnants of Russia, China, or South America.

In terms of technology, it's just as you'd expect: there's a lot of remnants of the old world (our world) left lying around, though it's not fully understood. Future plans for the mod include adding exploration activities into old army bases, subway systems, and other forgotten tech-troves as the rising civilizations attempt to reverse engineer the secrets it once knew and use them to their advantage.

It's especially great to see a CK II mod set in North America, and it's been fun to play on my home turf (I grew up in New York). In my game I fought desperate wars over Hudson Valley, Albany, Woodstock, and one especially bloody and extended battle in Poughkeepsie. I even fabricated a claim on Long Island, where I was actually born, and marched my troops in to conquer it. In keeping with the theme of remaining reverent to the past without entirely understanding it, I named my three children Pepsi, iPhone, and DotA, figuring there would surely be some puzzling artifacts demonstrating that these things were treasured in the long-ago.

I look forward to watching this mod develop: it's packed full of interesting ideas. The modders drew some inspiration from post-apocalyptic science fiction novel The Canticle for Leibowitz (which was also an influence on the Fallout games), and they've begun to paint an interesting portrait of a shattered world trying to forge ahead while struggling to understand its own past.

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Installation : The mod isn't on Steam Workshop yet, though I'm told it will be soon. In the meantime you can grab it from this Mediafire link . Once you've got it, unzip the contents to My Documents/Paradox Interactive/Crusader Kings II/mod. Then, in the game launcher, just tick the box for the mod.