EMF: Extended Mechanics & Flavor
EMF Beta Changelog
Several open beta versions of EMF are made available to the public before an official release. Herein you'll find the current changelog for the latest beta (cumulative since the previous official release). If you'd like to see our comprehensive changelog archive for all officially released versions of EMF, see here.
Compatibility patch with Crusader Kings II v22.214.171.124
Old Norse provinces that might remain in England after 1100 when the English melting pot activates are now considered valid provinces to melt into English as well.
If you're plotting to kidnap a ruler, you may no longer declare war upon them for the duration of the plot; if you've just cause to declare war upon them and you wish to do so, then leave your intrigue at the door, grab an axe, and cancel that plot. This change resolves a particularly cheesy exploit.
Improved the quality of combat tactics graphics so that the icons no longer look like someone fed them through three different compression algorithms, and added sets of combat tactic icons that correspond with camel cavalry, war elephants, and galleys.
Mameluke Raid tactics will now display camel cavalry icons instead of horse archer ones, and Gray Wall tactics will now display war elephant icons instead of horse archer ones.
Set up cultural combat tactics, cultural retinues, and cultural castle buildings so that every cultural group has a "default" cultural specialty associated with it. This helps to future-proof the mod in case new cultures are added in the future, and helps integrate other modmods that add new cultures to existing cultural groups.
The offensive bonuses that horse archers got in Stand Fast tactics have been changed to be archer bonuses instead.
Missile Harass tactics have had the offensive bonuses they gave to archers moved to light infantry, and they have been renamed "Guerilla Harass" to better represent what the tactics do. This should line up better with the cultural retinues and cultural castle buildings of cultures that have access to this set of combat tactics.
Added cultural castle buildings to Roman, Venetian, and Ligurian cultures that are different from the normal, Italian castle cultural building and that line up with their respective cultural combat tactics and cultural retinues.
The AI will now properly build hospital holdings and buildings in hospital holdings. In general, AI characters will be more likely to build hospital holdings in their demesne, in provinces with active diseases, and/or if they have a lot of money, and non-feudal, non-republic characters will be most likely to build buildings in hospital holdings, then republic characters, then feudal characters.
Castle Town V now has a build time of 2190 days (from 2160 days), which makes it properly line up with how build times scale for all other buildings.
Added the missing entry for Stables VI for castle holdings that is referenced in multiple other places, but did not actually have an entry before.
Characters can now only build the Radhanite Quarter special building in trade posts if neither they nor any of their lieges has expeled the Jews. If either a character or any of their lieges expels the Jews at any point, all Radhanite Quarter buildings should get deactivated until the situation changes.
[ Several other changes which have not yet been documented! ]
Fixed some issues with new code which prevents forced abdication to an heir that has already force-abdicated within the realm.
Fixed an issue with Merchant Republics and the baron-tier border gore reduction code.
Fixed an issue where camel cavalry and war elephant combat modifiers from terrain (e.g. river crossing, amphibious landing, nomad province) were missing. Camel cavalry get the same bonuses and penalties as light cavalry, while war elephants get the same bonuses and penalties as heavy cavalry.
Fixed a bug where Mameluke Raid tactics were set as alternatives to Charge tactics when they were clearly supposed to work as alternatives to Raid tactics. Bonuses and triggers are unchanged because they were Raid bonuses and triggers from the start, but tactic groups and enemy tactic groups are changed.
Fixed an issue where Cumbric characters had access to two cultural combat tactics; they now only have access to Longbow Volley tactics.
Fixed issues where Mari, Karelian, Vepsian, Khanty, Estonian, Occitan, Livonian, Szekely, Suebi, Crusader (the culture, not the trait), Turkmen, Oghuz, Khalaj, Bolghar, Avar, Karluk, Kasogi, Kirghiz, Uyghur, Bashkir, Khitan, East Gothic, Udi, Caucasian Avar, Pictish, Prussian, Tibetan, and Chinese characters did not have access to any culture-specific combat tactics.
Fixed issues where Langobardisch, Canarian, and Jurchen characters had access to cultural combat tactics that did not line up with their cultural castle buildings and/or cultural retinues.
Fixed an issue where castle and tribal holdings would permanently lose culture-specific and/or terrain-specific buildings if the underlying province's culture changes. Instead, these buildings get deactivated and will only get reactivated if the province switches to a supported culture, just like how it works in the unmodded game.
Fixed Han, Jurchen, and Tibetan cultural castle buildings so that they work the same way other cultural buildings do (e.g. 6 tiers instead of 4, levies for non-boosted troop types are reduced, troop boost based on maintenance).
Fixed an issue where Jurchen characters could build two different cultural castle buildings.
Fixed issues where Canarian and Crusader (the culture, not the trait) characters had access to combat tactics that did not line up with their cultural castle buildings and/or cultural retinues.
Fixed an issue where Altaic/Magyar/Romanian cultural castle buildings decreased heavy cavalry levies when that is not something that any other cultural castle building does.
Fixed an issue where cultural castle buildings did not lower horse archer and camel cavalry levies if those levies were not part of the building's boost. This is relevant for castles that would be eligible to get those units through the Steppe Stables and Desert Stables building lines respectively.
Fixed an issue where Roman characters had access to two cultural retinues; they now only have access to Praetorianus retinues.
Fixed issues where Icelandic, Mari, Karelian, Vepsian, Khanty, Livonian, Canarian, Arpitan, Crusader (the culture, not the trait), Udi, and Caucasian Avar characters did not have access to any culture-specific retinues.
Fixed issues where Venetian, Ligurian, and Pictish characters had access to cultural retinues that did not line up with their cultural castle buildings and/or cultural combat tactics.
Fixed issues where Steppe Barracks, Steppe Stables, and Desert Stables (for both castle and tribal holdings) were checking incorrect conditions, e.g. checking the province owner's culture instead of the underlying province's, checking for cultures that are not the same as the cultures that would have access to appropriate unit types (camel cavalry for Desert Stables, horse archers for the steppe buildings), checking for Plains terrain in tribal steppe buildings despite them upgrading to castle buildings that only work on Steppe terrain, and checking for technology levels that were different from their non-terrain-specific counterparts.
Fixed an issue where the Desert Stables building line in tribal holdings gave horse archer levies instead of camel cavalry.
Fixed an issue where higher-level nomad harbor buildings could upgrade into the high-level tribal shipyards that have been disabled by EMF.
Fixed issues where tooltips in the technology screen would display the unlocking of the following buildings under the incorrect tech and/or incorrect tech level: castle cultural buildings II-VI, Castle Town IV-V, Castle Barracks VI, City Training Grounds II-VI, and City University III. References to Tribal Shipyard III and Tribal Shipyard IV in technology screen tooltips has been removed because those buildings do not exist in EMF.
Fixed the smith event chain not properly giving tier one armor.
Fixed the formation of the HRE and French HRE not properly removing Lotharingia from the de jure map.
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EMF Beta Changelog