Changelog v0.15
This is solely a gameplay update!
(Not save compatible cause I messed with a bunch of gameplay stuff. Womp, womp.)
Changes
If you don't like dealing with fighting raids and stuff, you can let Jesus and the AI take the wheel and deal with that aspect of the game for you! (I actually don't recommend for you to do this at the beginning of the game just because of how precarious of a situation the player is economically and the AI will always try to recruit at least 5 Banners. But if you got gold and men then go ahead. Although my second warning is that it needs more testing and that the AI is still pretty wonky so do it at your own risk!)
Added an outline to the names of the characters so they are more readable. (I wanted it to be white cause it looked good in my head, but black was just more readable.)
Redrew the assets for the older king. (And not to toot my own horn, but personally I think that the crown that I did for him looks sick as heck.)
Redrew the art assets for the protagonist.
Added a mini event between the older roomie and the knight lady when the latter arrives to court.
Added 40+ court events. Some are dynamic i.e. Events that only occur during Autumn or if you have a certain building, edict, and so on.
The region menu now shows you how much gold you receive from that particular region.
Maybe made the world map run slightly faster? Plus added a bunch of names to it so it doesn't look so empty and also more mappy. (This also includes the names of the different realms.)
Added two more provinces.
You can technically invade other kingdoms and conquer their lands. However, this system is very much still quite primitive and bare bones. So it still needs a lot of polish and more testing. But if you wanna give it a go you can now. (It's just not really recommended at the moment. Plus the AI is still a bit wonky as I said.)
Armies move differently now. Instead of moving 1 or 2 provinces per week, now it will take them weeks to move between provinces, making stuff like roads, seasons and army composition more important.
Characters now have morals and values! I mean... hopefully you thought they already did. But what I mean is that I implemented a system like the sims or ck3 personalities. The player is not supposed to see any of this, but what it does is to make it possible for characters to like you more or less depending on which decisions you take. i.e. A kind character will like you more if you take decisions that helps others. While a bold one will dislike it if you act cautious and vice versa. It's very rudimentary, but it should add a layer of depth to decisions taken, as well as tie the dating sim mechanics and the strategy ones more neatly. All court events utilize this system now, but the plan is for all decisions taken to use it one way or another.
In a similar vein, the factions now remember how many times you have sided for or against them. So they might resent you if you go against them too much and vice versa.
The opinion of the different factions can go below 0 and the chances for a losing screen will only run at below -30 . (This is a first step in making losing conditions more dynamic rather than just a black or red screen.)
Under the hood change to how character variables are stored. (First step to ensure future updates to be save compatible with more consistency.)
Included a system in which all regions except a realm's capital is administered by a different noble house or faction. This makes it so the player only receives a portion of gold from regions that are not administered directly by the royal house. HOWEVER, more interestingly and the reason why I did this, is so you no longer simply recruit levies loyal to you from any region. You can only do that at the capital now. From any other region you can raise banners. The difference is that these banners can already be a more advance type i.e. light cavalry. (Although you can also just raise them as levies.) This should make gameplay more easy since you no longer have to train companies from zero to have an effective fighting force. The downside is that nobles won't appreciate you raising their banners for long. And this is mostly cool cause I got to design a bunch of banners too.
Slight change to how the pop/labor/trade system works. Labor is now a multiplier for the pops. So if you have 3 pops and 3 labor then you should get 9 gold at max tax as tribute. However, this is only in a vacuum. Stuff like taxes, terrain, season and all that will increase or decrease these numbers.
Bug Fixes
Witch should no longer appear before certain events in the story.
Fixed an issue with the older roomie's mouth jumping around while talking.
Fixed an issue that kept the player from progressing the story with the steel maiden.
Fixed an issue that made it likely for the elven queen route to be locked due to court events.
Changed the order of events for the younger childhood friend.
Fixed some minor typos and visual errors.