Update log
Full Crusader Kings III update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello there! We’ve got some new stuff available for you to tinker with and I’m happy to have the honor of presenting it for you! I’m Jens, the programmer behind the Barbershop upgrade and Message Settings. But first I want to talk about Domiciles, the system behind Estates & Camps.
Extracted changes
- Gameplay
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Domiciles
When building the feature, I made it in close collaboration with artists, designers and UX. Nobody wanted to work with another activity locale window again. So gathering the learnings and feedback, I wanted to make it as easy as possible for anyone to set the amount of building slots, their positioning or size and appearance based on triggers, all while having it updated by hot reloading in real time.
Domicile Slots
To get some terminology out of the way, we decided on 3 different domicile building slot types:
Main: The building slot of your home building. It differs from the external slot in that its building is auto-constructed at start for free and is indestructible. Otherwise it’s handled just like any other external building slot. We decided on one main slot per domicile type, but there is no cap so technically you can add as many as you want.
- ExternalThe visual building slot you see as you open the window. It has 4 states: locked, unlocked, under construction and constructed. Clicking an unlocked slot opens the building panel where you select what building you want to construct in the slot. There’s a new character modifier domicile_external_slots_capacity_add which sum determines how many extra slots are unlocked.
- InternalFor Estates we added internal building slots for its main building and for Camps we put them in the external buildings, but it's not enforced so any external building can host internal slots. They share the same 4 states as external slots even though it's visually presented in another way.
[Highlighted external building slot states of the Camp]
[Highlighted internal building slots of the Estate]
Domicile Types
With Roads to Power we add Camps and Estates as two new domicile types. What domicile type to use is set per government type. Each domicile has base_external_slots which sets how many slots always are unlocked before the domicile_external_slots_capacity_add modifier is applied.
In the domicile_building_slots array you define the amount of external building slots the domicile type has. Because it’s an array you’re free to add as many or as few building slots as you like. Camps have fewer building slots than Estates so we made its artwork slightly bigger to get the zoomed in feeling. For each slot you can define if its main or external, its position and size and what image to select for the empty and under construction slot states (meaning each slot can look unique if you so wish).
[Database of domicile type displaying how the array of domicile building slots is defined]
The order of definition is only relevant when drawing the slots on the screen as the first items will appear behind the last items of the array. In the above example you can see we have several empty_slot_asset defined where slot appearance is selected by a trigger depending on current location. Make sure to have at least one empty_slot_asset and one construction_slot_asset per slot to cover the states.
The background of the window is selected in the same manner by defining domicile_asset that will pick the first triggered match starting from the top.
[Database of domicile type showing how window background is selected using triggered domicile assets]
If a domicile type uses provisions or not while moving is determined by a bool. Whether the domicile type will have a followers window and handle
Source
