Crusader Kings III

Crusader Kings III

Battlefield Safety [1.5]
89 Comments
Dragatus  [author] 13 May, 2023 @ 8:40am 
Sorry, I stopped playing CK3 because my computer is too old to run it smoothly and it kept freezing. It's no longer even installed on my computer.

That said, if anyone else wants to pick up my mods and make a 1.9 version of them, feel free to do so.
BloodXIII 12 May, 2023 @ 6:47pm 
Please update to 1.9 if you're still modding. It would be greatly appreciated! Thank you!
Hummelhold 2 Feb, 2023 @ 2:03am 
Did anyone try this in 1.8.1?
Philipp 9 Jun, 2022 @ 11:32am 
Please update it ;-)
Dragatus  [author] 8 Jun, 2022 @ 12:40pm 
I'm unsure about both of those questions. My educated guess is that it works with 1.6, but isn't compatible with the other mod. But it's still a guess.
SuperNova 8 Jun, 2022 @ 12:32pm 
Does this work with version 1.6? And would it be compatible with Battlefield Duel or no? I would assume not, but just wanted to make sure.
Criss Cross Hot Sauce 6 Mar, 2022 @ 1:28pm 
yes update thank you so much!!
Gerbil 5 Mar, 2022 @ 11:29pm 
YUSS! Thank you good sir!!
subhuman connoisseur 1 Mar, 2022 @ 5:37pm 
:adulterer:
Bob11 1 Mar, 2022 @ 4:01pm 
Aww yis, thanks!
Dragatus  [author] 1 Mar, 2022 @ 3:00pm 
The mod has finally been updated. Enjoy! (And let me know if you run into bugs.)
Dragatus  [author] 1 Mar, 2022 @ 2:51pm 
Good news, I finally found where they moved the knight battle events.
Dragatus  [author] 16 Feb, 2022 @ 12:28pm 
Maybe I'll fix it over the weekend, but I'm very busy IRL so no promises.
subhuman connoisseur 15 Feb, 2022 @ 3:42pm 
I also notice alot of injury and deaths in battles compared before update and when i check and compared the mod and game files, i realized the new update either deleted, moved or merged it to another file cause the commander_events.txt and knight_events.txt are no longer in the war_events folder and new files such as raid_events and war_events :adulterer:
Dragatus  [author] 12 Feb, 2022 @ 12:54pm 
Probably tomorrow.
Gerbil 12 Feb, 2022 @ 12:06pm 
I'm looking forward to this mod getting updated!
Dragatus  [author] 10 Feb, 2022 @ 8:39am 
I'm just getting back into CK3 and will slowly get around to updating all my mods.
Dr. Dinosaur 9 Feb, 2022 @ 2:19am 
This might finally need an update with the new 1.5
tilly 29 Jan, 2022 @ 2:11am 
i dont suppose theres any way to have different behaviour for players and ai, is there? the ai loves to exterminate their own dynasty sending their 1 prowess sons into battle, and even with this mod activated and a high level of prowess, half the time they get their heads ripped off by berserkers

i dont wanna give myself boring ez mode by having there be absolutely no chance of losing knights in battle, but i also am sick to death of the ai being mindless idiots, turning the whole videogame into a stompfest. would be nice to grant complete immunity to random battlefield death to the ai while keeping it for myself, if thats at all possible
stun 28 Jul, 2021 @ 11:14am 
split into three posts (char limit, 1/4)
steam reminded me that this exists so with regards to duels some things I noticed while modding/cheating:
-With extremely high prowess, you can lose duels if you pick options with a low increases chance of success (or advantage or whatever it's called) and your opponent picks options with a high chance. This seems to be because they hit a certain threshold of 'success' that's compared to yours and resolves the duel in their favor before the prowess check, whereas if the duel times out the 'success chance' will just modify your prowess for the check (by a not that high maximum amount iirc).
-In line with the above, options that reduce your opponents (and your) prowess don't help you to not die. Most of the highest reward actions require no prowess.
stun 28 Jul, 2021 @ 11:14am 
split into three posts (char limit, 2/4)
-With extremely high prowess, I've never injured myself picking high injury risk actions (berserker trait actions etc.). I've only rarely injured enemies with ~-14 to 4 prowess before the end of the duel even though they spike their injury chance and I've tried picking those actions.
stun 28 Jul, 2021 @ 11:13am 
split into three posts (char limit, 2/3)
Basically, all you need to never lose easy duels (at a prowess advantage of iirc 20 but it shouldn't be hard to find) is to always have almost as good success chance increasing actions as your opponent. I know that making an option always appear is either a huge pain in the ass or impossible but I think that increasing the number of options and individually flagging bad options to not appear (for characters with good stats) are both easy. Doing the later should also make high prowess AI less likely to kill itself making bad choices in duels, I think.
stun 28 Jul, 2021 @ 11:13am 
split into three posts (char limit, 3/3)
From the player perspective, once you know how to duel it's pretty easy to never lose a character with extremely high prowess in 'vanilla' anyway I found. I had probably a little under a thousand duels across multiple runs with a cheat/modded character with 400-500 prowess against a range of priests and old men (negative or low prowess), vanilla lords (vanilla prowess), male descendants (~22+ prowess), female descendants (~35+ prowess), daughters (~70+ prowess), and directly cheated characters (100-200 prowess). Before figuring out the duel mechanics I died or lost ~10-20% of the time, afterwards I only lost once, against a daughter who picked something like berserker-shieldmaiden-berserker when I only rolled bad options (though I'm pretty sure there are some regional meme options pdx added that can still kill you).
Dragatus  [author] 28 Jul, 2021 @ 5:02am 
Sorry, that would be boring.
ericfylin 27 Jul, 2021 @ 3:25pm 
can you make it even safer? like never die.
Dragatus  [author] 16 Mar, 2021 @ 9:11pm 
I am going to take a look at the dueling eventually, but I'm currently dealing with a failed hard drive.
stun 16 Mar, 2021 @ 7:10am 
Hey boss, they added duels (with RNG any-character-can-die-even-with-arbitarily-high-prowess). Were you still planning on adding non-rng-autodeath duels?
Dragatus  [author] 30 Nov, 2020 @ 6:21am 
It should. The version number is compatible and the 1.2 patch made no changes to the files the mod edits AFAIK.
Rams0505 30 Nov, 2020 @ 5:49am 
This mod still works with 1.2? Havent played the game in a long time.
Dragatus  [author] 15 Oct, 2020 @ 4:01pm 
I have confirmed that the mod is working now.

To really explain you the rest you would have to first learn about base weights and that's a bit too much to explain in comments.

What is important is that mod should be working now and the result is that more knights get wounded, but fewer knights get maimed or killed.
punkjj 15 Oct, 2020 @ 6:21am 
i am so sorry. english is not my first lang, so i am not sure i understood

so what you are saying is that mod was working fine but your guess is base weight problem caused situation looks like mod was not working and you fixed it somehow, and there should be bug fix about this.

did i understood right?
Dragatus  [author] 13 Oct, 2020 @ 11:39pm 
I have also confirmed that the mod is working, at least on my end. I added commands to write debug messages in a log file to the events and those got written so clearly the game was using my mod's version of the event.
Dragatus  [author] 13 Oct, 2020 @ 11:34pm 
It might also be worth noting that the unmodded chance of nothing happening to knights is likely a bug as the base weight has been mysteriously doubled in the 1.1 patch with no notification or mention in the patch notes. It's also twice as high as it is for commanders.

If my guess is correct then the first change of the 1.4 update is actually a bug fix, which is part of the reason why I did it.
Dragatus  [author] 13 Oct, 2020 @ 11:32pm 
1.4 update
- Base chance of nothing happening for knights has been halved, so they'll get wounded more often. Base chance of nothing happening to commanders is unchanged.
- Knights and commanders once again need to be "Severly Injured" (have second level wounds) before they can get maimed or killed.

Combined that means more wounds and fewer deaths.
Dragatus  [author] 10 Oct, 2020 @ 4:59am 
That really shouldn't be happening. I'll investigate.
Badgerconda 10 Oct, 2020 @ 3:56am 
Been subscribed to this mod pretty much the whole time I've been playing and it was great.. but now my Knights are constantly dropping like flies. I think maybe this mod doesn't work with the newer version of the game?
H4ml3t 4 Oct, 2020 @ 12:51pm 
Really nice mod, goes well with the Vampirism mod.
Dragatus  [author] 1 Oct, 2020 @ 1:34pm 
What you describe is very strange. I'll wait a bit to see if anyone else reports the same problem.
punkjj 1 Oct, 2020 @ 12:04pm 
yes. i've been using this mod long time. so i know the difference...
knights are dying in battle really a lot more than before.
it seem to be same chance in vanilla
so i did some checking
deleting death chance in combat_events doesnt seem to work anymore
when i decreased 5% to 1% and giving 1 value at immunity seems to work
well i am really not sure whether i am only one experiencing this problem right now or not
Dragatus  [author] 1 Oct, 2020 @ 11:49am 
The mod should be working fine. If your knights have less than 25 Prowess they can still die, but it should happen less often than without the mod.
punkjj 1 Oct, 2020 @ 10:07am 
is this mod working fine now?
in my game,
knights are getting killed in battlefield several times...
Dragatus  [author] 1 Oct, 2020 @ 1:56am 
No mods:
- commanders and knight have a basic 10% chance to be captured
- knights also have a basic 5% chance to be killed
- chance of capture is reduced by 3.3% per point of prowess
- chance of death is reduced by 2.5% per point of prowess
- maximum reduction is 90% (so there is a minimum 1% chance for capture and 0.5% chance of death)

Battle Captives:
- commanders and knights have a basic 30% chance to be captured
- knights have a basic 10% chance to be killed
- effect of prowess on capture/death chance is unchanged

Battlefield Safety:
- no change to basic chance commanders will be captured (still 10%)
- knights have a basic 15% chance to be captured
- removes chance knights will be killed
- chance of capture is reduced by 4% per point of Prowess
- there is no minimum chance of capture; commanders and knights with 25+ Prowess are never captured
Dragatus  [author] 1 Oct, 2020 @ 1:56am 
No. the mods are not compatible. Both mods affect the chance that commanders/knights will be captured after a lost battle by editing the same file.
branch? 30 Sep, 2020 @ 10:25pm 
Dragatus  [author] 29 Sep, 2020 @ 8:26am 
Yes. Well, you can still get murdered, you just won't die in battle. Same for knights.
thornado86 29 Sep, 2020 @ 8:20am 
Seem to be working now, thanks!

Let me get this straight tho, what this mod does, technically speaking it will never kill your character if he has 25 prowess?
Dragatus  [author] 29 Sep, 2020 @ 8:12am 
I found a potential problem and uploaded 1.3.1 hotfix. Does it still crash?
thornado86 29 Sep, 2020 @ 8:04am 
Great job, thanks for working on your mod and keeping it updated. However it produces a crash now when starting the game.
Dragatus  [author] 29 Sep, 2020 @ 7:27am 
And updated.

version 1.3
- The mod now once again simply changes how much Prowess protects you because the 1.1 patch for CK3 halved the chance of knights getting hurt in the first place.
- The one exception is getting your head ripped of by a berserker. That still requires the victim to be "Severly Injured".
Dragatus  [author] 29 Sep, 2020 @ 6:39am 
Yes, I plan to do that today.