Crusader Kings III

Crusader Kings III

War Lords
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Oppdatering: 19. mai @ 8.31

v1.21

- Add new game rule for administrative realms, which gives them the option to either ignore / follow commander limitation rules
- Add new game rule for hired mercenaries, separating them out of the base "Leaders" tier 0 rule

Oppdatering: 3. mai @ 16.40

v1.20

- Change Marshal modifier advantage bonus to a combat roll bonus

Oppdatering: 1. mai @ 12.54

v1.19

- Update for Crusader Kings 1.16

Oppdatering: 22. apr. @ 11.40

v1.18

- Move ruler story cycle logic into simpler weekly global story cycle

Oppdatering: 17. apr. @ 13.18

v1.17

- Give Marshal councilors an advantage bonus modifier that scales with liege tier (like the prowess bonus). This is implemented as a character modifier rather than a councilor position modifier in order to maintain compatibility with total conversion mods.

Oppdatering: 13. apr. @ 4.44

v1.16

- Allow player to lead AI armies if they are a trusted commander

Oppdatering: 9. apr. @ 12.46

v1.15

- Show Marshals that don't meet criteria to command in commander list, but with a description explaining why they're ineligible

Oppdatering: 7. apr. @ 12.19

v1.14

- Add game rule that allows rulers to place their marshals in command

Oppdatering: 5. apr. @ 12.42

v1.13

- Fix AGOT compat issue where women would serve as knights regardless of prowess

- Fix AGOT trait stubs showing in vanilla ruler designer

Oppdatering: 3. apr. @ 19.56

v1.12

- Fixed initial MSC compat from v1.10