Crusader Kings II 2.7.1 Patch Notes By Michelle-Louise Janion, 04 Apr 2017 CommentsGreetings!Today I'd like to share the full 2.7.1 patch notes with you. We've been hard at work fixing issues and implementing suggestions since the release of MnM, and we will hopefully be able to release this patch as an Open Beta later this week! Enjoy!Full Patch Notes:Expansion FeaturesMONKS AND MYSTICS:Added a Rank 2 power for Monastic Orders: Spiritual GuidanceAdded a Rank 3 power for Monastic Orders: Teach VirtueAdded a Rank 4 power for Monastic Orders: Convert CountyAdded Demon Hunter events that fire for Known Demon WorshipersHermetic Ingredients are now used in a multitude of event options to enhance the outcome or reduce the penaltyAdded an event that allows Monastic Order members to rid themselves of heretical booksHunt Apostates is now involves a lot more branding irons, stakes and fireFree FeaturesOptimized access to diplomatic status and opinionsAdded a message to make it more clear that artifacts get lost / destroyed during inheritanceSecret religious societies are now available to virtually all religionsYou can now ask to join your liege's wars if you want to help ensure they winAdded a game rule to toggle Secret CultsWhen your Lord Spiritual finds a heretical scripture and converts to a heresy, you now have to option to secretly adopt the religionBalanceWhen incapable and asking for help to commit suicide, an ambitious heir is more likely to say 'Yes'A secondary holding in a province will now count for the purpose of looting; if you have a holding in a neighboring province you'll get the lootThe "plot to revoke title" plot can no longer be used while in a major revoltThe cost of abduction now scales based on the tier character you are abducting unlanded characters cost 50, Barons cost 150 and Counts cost 300Abducting someone now makes them unhappy with you, and a failed or successful abduction attempt will make it harder to abduct that person in the future.Known devil worshippers can now be the target of Holy Wars of characters of their religionPerforming dark magic as a devil worshipper can now lead to the corruption of body and mind, which has side effects such as stutters and poor healthReduced the chance of event 'Song of Anguish' (MNM.20060) to triggerAdded a few non-learning traits that can affect your performance in the Grand DebateSeveral Hermetic artifacts can now also be used by characters with very high learningAssassins can no longer intimidate a ruler for a favor if they have intimidated said ruler recentlyAssassins will have a harder time intimidating rulers more powerful than themselvesBuffed the Monastic Order power "Invite Holy Ascetic" slightlyThe 'Drill Commander' event can no longer improve your commanders past 20 martial if they already have at least one tactic traitUnrestricted vassal wars no longer gives an opinion bonus.The opinion bonus from the Commander title sliced in half (from 10 to 5).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 ImprovementsFixed the AI in some cases being able to cancel the movement of retreating armiesFixed the AI breaking betrothals in a lot of cases where it had no reason toFixed the AI sometimes using favors on betrothals and marriages even when there's no need toFixed the AI considering wars where it isn't the main defender when figuring out whether it should peace out of offensive warsFixed the AI considering the same war multiple times when figuring out whether it should peace out of offensive warsInterfaceThe interface for transferring subunits between two units no longer uses drag-and-drop, but instead uses buttons once moreFixed 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 resetFixed the modifier for the 3rd Satanist rank not being capitalized correctlyArtifacts will now be equipped by default upon obtaining them, assuming the holder is able to equip itFixed the cultural buildings showing up as "nobuilding" in the tech viewFixed 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 dayFixed the pause option for message settings always being disabled in the pop-up, even when actually set to enabledFixed the pause option for combat results using the "other characters" setting rather than the "close family members" setting when set to pop upSocieties can now be looked at when observing the game3D 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_3Longer names should now be visible in the council job viewFixed so that long army names do not go out of bounds in ally ordersIt 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 religionWhen 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 screenThe ally order tooltip will now tell you when the AI is too busy with another war to help youFixed hidden character modifiers being visible on the title screenNo longer possible to give ally orders to other players, since nothing makes them obey them anywayFixed nation adjectives not getting properly localised in some casesCouncil job selection now resets if your councilor dies or is replaced while you're assigning them a jobFixed 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 workedThe button that toggles all DLC in the launcher now toggles all mods if that's the currently selected tabUser moddingFixed 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 gameFROM 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 crashingsame_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 artifactsAdded 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 societiesAdded 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 religionThe 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 triggersEffect set_secret_religion takes a religion or a scope. It optionally takes a target type (true/secret/public), but defaults to secretAdded trigger has_secret_religion which takes "yes" or "no"Added set_secret_religion and clear_secret_religion effectsThe "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 characterWho can see a character's secret religion is defined in 00_religions.txtAdded 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 religionSocieties 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 scriptAdded 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 usedAdded a on_character_convert_secret_religion on_actionAdded SecretReligion and TrueReligion localisation promotions so that [This.SecretReligion.GetName] and similar workAdded a dynamic secret religious society system that significantly reduces the work involved in making a religious cult societyAll religions except those specifically excluded get a secret religious society generated. The attributes of this society is defined by a template in 00_societies.txtMost 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 scopeAdded 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 triggersis_rank_full can now take a society scope rather than just a society nameAdded a "secret_religion" history effectAdded an on_artifact_inheritance on_actionScope: ROOT is the character, FROM is the artifact, FROMFROM is the old holderFixed bugs in artifact_owner and original_artifact_owner scope changesAdded tooltips for artifact_owner and original_artifact_owner scope changesAdded "owner" and "original_owner" as valid scope changes for artifactsAdded on_society_created and on_society_destroyed on_actionsFixed scoping to saved society and artifact event targets not workingAdded 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 targetsAdded a save_conversion folder in "common" which handles converting obsolete objects in saves. Currently handles religions and societiesAdded a clear_flags_with_prefix effect. Works in character, province, title, and artifact scopesFixed the society rank tooltip not having FROM defined. FROM is now the society grand master, as with other society tooltipsFixed 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 insteadAdded "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 existFixed the error log complaining if you use "set_mother = 0"Added is_interested_in_any_society = 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 blankFixed the "has_artifact" condition showing up blankFixed the game crashing in some cases after resigning and reloading, and hovering over a port that had a fleet in it when you resignedDatabaseBarbarossa now has a magnificent red beardFortun Garcia is now One Eyed rather than Maimed953 new Wikipedia linksFixed counts of ZollernFixed date of birth/death and mother for Otto III of Anhalt-BernburgFixed date of death of Maria of BrabantFixed date of death of Otto IVFixed date of birth/death and parentage of Guy I of PonthieuFixed parentage of Even "le Grand" de LéonFixed date of birth/death of Saint JudicaelFixed date of marriage of Arnold II of LoozFixed various database issues in the Italian character fileFixed a bug with dynasty ID of DanteFixed improper dynasty ID for Abu Man'a KhamisFixed dates of birth for a couple sons of Drogo of ChampagneFixed date of birth of granddaughter of Charles MartelFixed bad spouse ID for Adalbert AdalbertsFixed mother ID and removed bastard trait for Pepin the ShortFixed date of birth of Theudebert IAdjusted date of death of Godfrey of Hainault so he isn't 110Adjusted date of birth of Hamon of Leon to avoid false twin issue with brotherAdjusted date of death of Riotham so son's date of birth makes senseAdjusted date of birth of Avice Cerneu to be consistent with father's date of deathAdjusted date of birth of Azenor la Marck to avoid false twin issue with sisterAdjusted date of birth of Budic of Nantes so his son isn't born when he's 8Adjusted date of birth of Evenus of Brittany to avoid false twin issue with brotherAdjusted date of birth of Louis IV of Looz so his father isn't 11 when he's bornAdjusted date of marriage of Charles Martel and Rotrude of HesbayeAdded Vitiges of OstrogothsAdded Ostrogoths to title history of k_italyAdded parentage to Alberada of BuonalbergoAdded missing marriage between Alan IV and Ermengarde of AnjouAdded Vandal kings to k_africa title historyAdded Visigoths to Duchy of Toulouse title historyAdded missing marriage between Maria of Brabant and Otto IVAdded missing marriage between Alaric II and TheodigothaAdded missing marriages of Gruoch of ScotlandAdded missing marriage between Theophylact I and TheodoraAdded missing rulers for Corsica and Sardinia titlesAdded the House of Cinarca, who ruled southern Corsica, and missing Italian relativesAdded complete Dynastic Family Trees for the Giudicati of Sardinia, and missing Italian relativesAdded some unlanded Grant and MacCleod charactersAdded early Baduspanid charactersAdded early Ziyarid charactersAdded more title history to Dailam, Mazandaran, and GurganAdded homosexual trait to HadrianAdded a missing twin trait to some fictional Pecheneg charactersAdded spouses and more children for al-MahdiAdded Dabuyid dynastyAdded a weak claim to Scotland for Robert the BruceDeleted unnecessary remove_spouse declaration for Conan IVRemoved redundant marriage declaration for Avice CerneuRemoved invalid father definition for Wigbert ImmedingerReplaced 867 holder of Faroes with a semi-historical characterModified Hadrian and Julian to have beardsModified Baduspanid and Ziyarid characters in 1066 to have sympathy for ZoroastrianismModified the Merovingian, Wuffing, and Caimbeul coats of armsModified Sassanid, Baduspanid, and Ziyarid coats of armsBugfixesAdded some flavor text for sacrificing the Aztec religious head during a blotFixed the game sometimes pausing without allowing you to ever unpause in the tutorial due to an event triggeringFixed it in some cases being possible for priests of religions where priests are not allowed to marry to marry or betroth someoneFixed the AI in some cases switching capital for no apparent reasonFixed changing primary title allowing you to pass another demesne lawFixed artifacts sometimes starting off inactive even when the trigger is metFixed log message about "Malformed token: achievement" for ironman savesFixed it being possible to pass laws by ensuring you have no councillors whatsoever. The empty seats will now always be considered actively voting against youFixed brew_happiness_potion taking society currency from the target rather than the person brewing the potionFixed previously identified "witches" being grateful for being released even if they're not actually imprisonedFixed the "steward is ambitious and wants land" event triggering even when there's no valid title to give outFixed the game in some cases failing to clear out the patricians of a merchant republic that's died outFixed voters in some cases getting removed upon losing a voter title even if they've got another voter titleFixed the leader of a war dying and not getting replaced by anyone in some cases not causing the war to invalidate immediatelyFixed dead characters sometimes still being in warsFixed the game in some cases adding someone to the council of someone other than their new liege when their old liege diesFixed 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 republicFixed the game claiming you've got non-aggression pacts with dead charactersFixed OOS caused by nomadic title ID mismatchFixed an issue with any_friend scope in triggers.Added missing text in the options of two events for the "Perform Statecraft" jobIdolizer was incorrectly shown as being a bad trait for the Stewardship education in the focus view, replaced the trait with the correct trait IndolentAdded the missing localisation for String_MuslimFixed the trait 'Immoral Priest' being slightly cut off on the right side for ZoroastriansFixed an issue in event MNM.1460 were you would receive money for hosting a gathering rather than paying for itFixed a rare crash involving invalid plotsFixed it taking up to 8 days for courtiers to abort invalid plots and ambitionsFixed 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 landedFixed a crash caused by characters getting deleted while still referenced by eventsFixed a div / 0 crashThe trigger and actual cost for writing a Magnum Opus is now both set to 500You can no longer abduct revolt leaders or people who are at war with youFixed a few 'Devil Worshiper' events that would give you the lifestyle trait Impaler, even when you already had another lifestyle traitFixed an issue where the kingdom of Lombardy/Italy wouldn't get the Iron Crown when starting before 1066Fixed an issue in the 'Antiking' faction which required your liege to be a Nomad in order to be able to create itIncapable characters can no longer host a Grand DebateFixed an OOS when changing start datesUpdated Summer Fair events so that they check for Prisoner, Incapable, Inaccessible and Adult status for randomly chosen courtiers/vassalsCourtiers and vassal commanders can now acquire the various crusade traits againFixed an issue where you could induct characters you shouldn't be able to into your Devil Worshiping cultZunists can now be recruited to the SatanistsYou can now find the Holy Grail with unrestricted supernatural events onThe Monophysite Monastic Society now has the same currency gain rate as the other societiesPagan vassals who subjugate characters above their own tier should no longer go independent from their liege if they are still valid vassalsCan no longer buy indulgences while in seclusion, prison or when incapableNon-hindus can now properly be visited by Hindu ascetics againUnified the decision and event conditions for Introduce Heir to Realm, they should now be the sameYou can no longer revoke the Hermetic 'Apprentice' titleThe Demon Child can no longer trigger the Aztec Invasion ahead of timeFixed an issue where the Blending In-mission for secret religious societies could get stuck upon evaluating the mission fail-stateFixed a rare crash on joining multiplayer via SteamFixed characters sometimes changing government form on succession for no apparent reason, most prominently tribal->feudalFixed an infinite loop while counting trade postsFixed the game crashing if a fort was destroyed while sieged, due to for example starting a holding constructionMembers of a Secret Cult can now induct wards to have them adopt the same secret religion correctlyFixed the 4th council job not being set as active by default in multiplayerFixed adventurer troops not getting any tech bonusesFixed patricians that somehow end up without a liege keeping their patrician title and becoming immortalFixed a crash that could happen after resigning and starting anew, as a result of provinces storing references to characters that no longer existImmortal characters should no longer die when making love too fiercely with their spouseFixed a rare crash resulting from dying during faction validation as a result of faction validationFixed loot being reset on loading a saveFixed OOS caused by objectives referencing characters or titles that don't yet exist on the user's machineFixed OOS caused by saved event targets referencing titles that don't yet exist on the user's machineThe 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 haltFixed granting someone independence by giving them a title of your tier not reducing your threatFixed the game crashing if you deleted a trade post, fort, or hospital while the building view was open and a building was under constructionFixed the ally order background not changing based on religion, thus not matching the rest of the UI if you played a Pagan or MuslimFixed using "include lower titles" when giving out a viceroyalty resulting in the title not being a viceroyaltyFixed a crash in the tutorialFixed asking for a Crusade not workingFixed an OOS resulting from liege levies being calculated as slightly different on different clientsFixed Aztec horse archers being invisibleFixed a crash when a nomad needs a capital but there's no available open slot, or tribal holding to replaceFixed "add_trait" in the console not removing traits that are mutually exclusive with the added traitFixed a random OOS at startup due to society's membership generationFixed the game crashing if your last artifact got destroyed while you had the artifact view openFixed the destroy_artifact console command messing up other artifacts in your inventoryPossibly fixed a crash that could happen while idling on the society screenDue to a lack of contribution, blind characters can no longer host or participate in StargazingFixed 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 issuesMore Crusader Kings II stories: Crusader Kings II Free for a Limited Time New DLC Available - Crusader Kings II: Monks and Mystics Crusader Kings II Patch 2.6.2 Released Crusader Kings II Development Diary - The End of Days Crusader Kings II Conclave Dev Diary #5 WindowsLinuxMac OS XGame Patch Written by Michelle-Louise JanionI tend to favour the puzzle, RPG, action-adventure and strategy genres. My particular favourites over the years have been Final Fantasy IX, Metal Gear Solid, Civilisation V and The Last of Us. I'm also a sucker for a series: Darksiders, Assassin's Creed, Tomb Raider etc.I am a bit of a lone gamer as I tend to steer clear of PvP, and only play multiplayer with close friends.