Faerûn - Forgotten Realms, Dungeons and Dragons mod - Open Beta [0.7.0 03/06/2023] on GitHub and Steam Workshop!

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It's time for Experimental Release 90! We have portraits of some famous (and less famous) people from the Baldur's Gate area. We have new provinces, including a certain Solar religion holy site with some alien occupants. We have playable characters from some extremely rare cultures, and a lot more lore text to help newcomers to the setting find out just who all these people are...
  • Map:
    • De jure rework of the North and Heartlands
    • New provinces in Amn and the Western Heartlands
  • History:
    • New history for several provinces in Amn, Tethyr, and the Western Heartlands as well as the Wayrock in the Inner Sea and Cony Gap in the North
    • Lots more courtiers in various places
    • Two new Bedine-cultured mercenary bands
    • Fewer characters are arbitrarily slated to die in 1500DR
  • Graphics:
    • Static portraits for a range of canon characters
    • Flags for new titles, including all the dwarf realms from the previous release
  • Lore:
    • More cultures and culture groups have descriptive text
    • Lots of new canon dynasty names
    • New wiki links for historical figures in Baldur's Gate and Amn
  • Events:
    • The fallen angel Zariel can now invade, if she isn't already present on Toril
  • Optimisation:
    • Minor titles improved, and age limits removed
  • Bugfixes:
    • Joyful patron selection now works correctly
    • File format corrected for lots of critical culture and religion localisation
    • The nickname 'the Lion' will only apply to male rulers, and 'the Lioness' now has equivalent conditions for female rulers
    • Removed references to real-world religions and historical figures in several places
    • The AI should no longer be allowed to try shattering the realm of a ruler who doesn't have one
    • Bjornhild Solvigsdottir now looks like she should, and her family makes sense
    • The City of Shade's description is now short enough to read
    • Hengeyokai are now informed correctly about prospective partners
Because this update includes both map changes and new traits, it very definitely breaks existing saves. Proceed accordingly.

Enjoy!

nd
 
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Guess that's why everything went sideways when i reloaded. Time to start a new game!
 
Finally got around to playing again, so here's the customary bug report/suggestion post; some BG3 spoilers below:

- All BG3 companions (including Halsin and Minthara) except for Astarion seem to be heterosexual, which of course is inaccurate. I can see that they've got the Bisexual trait in the history files, but for whatever reason that's not showing up in the game.

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- I can't select the ambition to Groom an Heir (note: If you see my characters with it later, I fixed it before continuing). Looking at the relevant file, the age triggers seem to be inverted (and also seem to be using "age" rather than "practical_age", which means immortals might run into trouble).

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- Wyll should perhaps get a modifier or artefact to offset the PCS loss due to being One-Eyed; the Blade of Frontiers isn't a shabby fighter.

- Holga and Edgin don't appear to be friends; I'd say they're more than just co-workers.

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- "Biography characters" with a decent number of traits should perhaps have random traits suppressed in the title history; for example, Lae'zel being randomized as Slothful (she claims she took her studies as seriously as her training, and seems to have taken that pretty seriously) and Trusting (well, except for Vlaakith's lies...) feels a bit odd.

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- The _desc for Boo is in need of capitalisation for "Rashemi" and "Minsc".

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- While this is Shadowheart post-conversion back to Selûne and she might not the the BG3 companion that thinks the most highly of themselves, I'm not sure "Humble" is the word I'd use to describe Shar's favourite princess, and this appears to be pre-scripted.

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- While I understand that the history files still are a work in progress for BG3, it's a bit odd that Halsin, Kagha, and Minthara all are alive and well at a point where Dame Ailyn is in charge of Moonrise, as that implies Act 1 of BG3 is over. It'd of course mean settling on mod canon for the outcomes, but you've already done that for Shadowheart's reconversion.

- Dame Ailyn could perhaps get a custom character title so that she's indeed titled "Dame"; it's of course lower than "Lady", but "Daughter of Selûne" is kind of a big deal.

- Halsin should probably be scripted as Lustful, because he sure behaves like it.

- I don't know how feasible it is to change it, but I feel that the newer religious icons (e.g. Furious) and the older ones (e.g. Inventive) have a bit too much visual mismatch; the latter is a bit "flatter".

- This event is perhaps a bit strange in the Realms, where "Bard" mean something specific.

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- This event normally fires for secret societies in vanilla. I don't think it makes sense for the Purple Dragons, even if my character is Paranoid.

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- "God".

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- Could the assorted "X is exposed as a vampire/etc." events perhaps add the imprisonment/etc. reason in an immediate block (with a tooltip in the event, perhaps)? I've made the mistake of imprisoning the revealed character before closing the event a few times, and that means I get a tyranny modifier for something that people don't mind after you close the event.

- I think this event should have a chance of Bisexual even if you pick the opposite sex option (I also think it's a poor event since the character appears to be choosing their sexuality, but that's vanilla's fault).

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- Perhaps introducing an unpopular lover/etc. to a lover/etc. should have a chance of making either of the two like you slightly less (-5 or so) for a while because of your poor taste in lovers/etc.? It'd encourage you to actually consider whether your past partners would get along with a new lover.

- Are the Harpers supposed to be available as far east as Kara-Tur? I don't know their canon spread.

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- How much proselytising is there in Faerûn, whether Mulhorandi or not?

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- Should all instances of getting a lover result in "I introduced them to my spouse/etc." events? I'm asking because I got a lover from the "I think X might fancy me event" but didn't get any of the introduction events after it.

- I think (Most? Can vampires or something have children in the Realms?) undead should be very, very sure that their wives' babies aren't theirs. Szass is apparently the mother's lover (and husband), but still...

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- Though I do approve of opportunism, one of Szass's tributaries (Impiltur) has been called in against him in the Great War; is that WAD?

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- What is the range/conditions for the invitations to Great Wars? I didn't get one over in Suzail, and I would have liked to help bring down Thay.

- Possibly the source of the "Szass didn't remember he can't have children" thing (assuming his religion is fine with polyamory): Shouldn't the child's real father be revealed when it is born (including a possible "No father", if it's a non-character father in an event), whenever his identity is known? I don't know the canon handling of the situation would be, but there's a slight difference between "I don't mind that my wife is having another man's child" and "I'm fine with my wife's child with another man inheriting stuff instead of my biological children/relatives", and with the game forbidding you to attempt murder plots against "your" children you can't really deal with the issue that way. Oh, and any relatives that mind would get a Kinslayer penalty for killing the child... and bloodlines aren't passed on from the real father with the current implementation.

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- This tooltip could perhaps be an actual tooltip with the normal "Red X or green *".

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- I've had a bunch of "An adventurer will attack you soon" events not resulting in a war declaration. At least some of the would-be adventurers were alive, capable, not imprisoned, and the like when the timer expired. As best I can tell, the ones targeting you for a claim work fine, the ones that should go after a random duchy never gets around to declaring the war.

- Probably not something that can be fixed, but I've noticed that the portrait shown when loading the game in the menu doesn't necessarily match the portrait when you load in, e.g. my tiefling queen looked like a human.

- Are Faithless avatars supposed to be possible? I believe this is a canon character, but still.

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- This event seems to have misfired; my newest (and only recent) lover is Fraffin (left portrait), who doesn't seem to be invovled, and the baron and his wife have been married for several years (based on them having a two year old child) and aren't lovers, so it's not "I was introduced to their lover".

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- Speaking of, I don't recall getting introduced to my lovers' spouses at any point before this. I have "a few" lovers on this character, and have had "a few" on a couple of previous ones, several of them married, so I probably should have been.

- The event is firing multiple times with other lovers and their spouses (still with Fraffin's portrait), including a spouse that I've recently fought a civil war against and jailed (who apparently is "satisfied" with the relationship despite sitting at -100 opinion). This is happening after getting the "Bodyguard lover" Seduction focus event and picking the option that creates a lover, in case that event in particular is weird.

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- I know this is a Lunatic event, but would a Centaur be hanging out in the stables? Also, the event -- and the Dryad counterpart -- should perhaps ensure that the other parent is a Centaur/Dryad for the purposes of determining the race of the resulting child.

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- The child portrait bug seems to still exist in some cases. I believe a few of the issues I encountered fixed themselves over time.

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- I know it's vanilla's fault, but the hardcoded non-event pregnancy blocker after a certain number of children is a bit silly since only new lovers will be possible parents after a while. Perhaps having a on_yearly_pulse event roll for pregnancy with a random partner would be sensible. Even without checking charinfo (or getting a bastard revealed), it's pretty obvious what's going on, as one character had a bunch of children early on, swapped from the Seduction focus (and thus stopped getting a bunch of new lovers) and didn't have any children for a good while, and then got children pretty regularly after swapping back and seducing new people.

- Perhaps parents with young children shouldn't go off visiting other planes just because it's "time for them to die"?

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- I beheaded Set and didn't get to become an Avatar. Seems unintended (I am an Inventive follower of Deneirrath).

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- Vanilla issue: I suppose it might be sarcastic, but I shouldn't really wish my sister luck when she attacks me (I vassalized the ruler she ran off to, so she's in my realm)...

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- Vanilla issue: I've been keeping track of the Eternal Life mystic I got a couple of decades back even though I failed, and she's now seeking to Groom an Heir despite also being opposed to getting married. Marriage might not be a strict requirement to have an heir, and she's trying to seduce people, but it's a bit odd.

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- The "X was introduced to Y" event gets a bit spammy if you've got a lot of lovers (I *am* playing as a Bard and an Obarskyr...), so maybe it should have a "Don't bother me" option setting a character flag that gives you a notification instead of an event that pauses the game.

- Shouldn't she be titled "Lady"?

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- While consistent with vanilla, considering the amount of gender equality in Faerûn the "Landless Sons" penalty feels pretty odd. Maybe cutting it and instead adding some kind of "My eligible adult child isn't due to inherit anything; I should really land them..." event would be a good idea.

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- Perhaps there could be some kind of "Embrace my heritage" decision to pick up a relevant racial culture? The AI occasionally does silly things with culture through education/etc., and if you're e.g. a "Murder Elf" switching from some random culture to a proper elven culture seems in-character.

- Speaking of the "Murder Elves", if I'm reading the conditions right in the files it seems you can have non-elven spouses/friends/lovers as long as at least one in the relevant category is an elf. Shouldn't it be "No non-elven spouses/friends/lovers"?

- In addition to the above, non-elven consorts aren't checked. Is that intentional?

- Something might be weird with claim fabrication plots; this vassal (and some others I didn't screenshot later on) is in the Dragon Coast's de jure, and has the ambition to become king of that, but he's fabricating on Cormyr.

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- Probably not a priority, but the "Herald writes a book" outcomes could perhaps have localisation dependent on traits/etc.; e.g. "X is a most terrible ruler, known for their excessive cruelty" if you're slandering a Cruel character.

- While I don't think she's a nice person and my character is a Lunatic and might do weird things, I don't quite know why I can plot to kill Kagha; I did just select the option to slander her as a Herald, but we're not rivals or anything.

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- This event perhaps doesn't make sense in places where "These people are sleeping together!" would be met with an "And?" outside e.g. close kin.

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- I'm not sure the Court Dwarf position makes sense in the Realms.

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- Something might be off with faction membership as one of my vassals is factioning for Gavelkind in a different de jure kingdom. This kept happening later on.

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- There appears to be a missing deity here.

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- I'm getting sometimes "introduction" events well after I last got a new lover. Unsure what's up with that.

- "He"; vanilla issue.

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- Possibly odd: One of my daughters has "Shadow Sorcerous Origin". Her son has "Draconic Sorcerous Origin", but his only (recent) dragon ancestry is from his mother. He's a Planetouched Half-Elf, she's a Half-Dragon Tiefling. Shouldn't the mother's sorcerous origin matter a bit more than her race here?

- Possibly vanilla: I don't believe I recently got any events in this event chain (though I might be mistaken), so I don't really see why I'm getting this now.

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- Extra space before "Monk".

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- While the helmet might need to be put aside, perhaps Centaurs (race-wise) should be eligible for Horse armour?

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- It feels like this merc company (and possibly others) should be passed on to a woman, assuming it's not canonical that they've had one or more male leaders.

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- It feels a bit odd that these mercs don't have any knights.

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- I'd be nice to have a way to toggle "Take over local crime" showing up; I know I can disable/dismiss the alert, but if there are other alerts at the same time that's not ideal.

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- I don't know what this helmet is, and I don't like that it makes it impossible to see my character's face. I'm not leading troops or anything that should result in martial headgear at the moment.

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- "Tributary relationship breaks when the suzerain dies" is less effective when the suzerain is immortal or very long-lived. Might be something worth a look.

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- I know it's a small county, so it might be intentional, but the unit position is possibly in need of work here.

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- I normally play on terrain mode, so I only noticed by accident, but Aglarond, Impiltur, and some other titles in the area have pretty similar colours, potentially making it hard to tell them apart at a glance. It might be a good idea to make them more distinctive.

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- I was curious as to why my son wasn't having any children, and it turns out his wife has become infertile, presumably due to old age. It'd be nice if the race trait mentioned roughly when infertility happens so that marriages can be planned accordingly.

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- I can't see the "Hold a Great Hunt" decision despite having the focus selected. Looking at the files, it's blocked for women. Should it be that way? Vanilla unlocks it for women with SoW 4.

- Maybe the loc needs work when Faithless is the "faith" in question. My husband also told me he didn't want to talk about his "faith" with an "unbeliever" in the follow-up, which felt a bit backwards.

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And part 2, because apparently there's an attachment limit...

- I'm noticing an odd flickering effect with the vanilla part of the headgear of my character at times; here it changed with each barony I handed out.

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- "of Triadic faith"; feels off. Also, perhaps SRSes should be looked at in general as far as the whole concept goes, since the whole "Sneak around and risk being caught" deal might not make sense with religions that are fine with each other.

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- Random SRS suggestion: While there is a component of "Convert people!" to their behaviour, maybe Dark Seldarine SRSes should be a bit different and take some inspiration from the Assassins/DWs; they are murdery and they are struggling together, after all.

- Probably vanilla: Where is this guy getting that kind of money?

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- Vanilla, but an MR that has its capital on the wrong ocean and thus can't build trade posts in your land should perhaps not ask for embargos. I don't remember if it's hardcoded, however, as MRs predate targeted decisions and it might not have been moved to softcode.

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- Perhaps this wasteland should be split, since it looks a bit odd to have the FoW lifted several provinces away.

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- Vanilla issue: "[Root.Owner.PrimaryTitle.GetName]" in loc should be "[Root.Holder.PrimaryTitle.GetName]", rendering it "Cormyr is a land power!".

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- The year name notification appears to fire pretty late. This isn't the only time I've noticed it.

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- Forgot to screenshot it, but my husband -- who is an Avatar (of Faithlessness) was accused of being Secretly Triadic. It's possible it was a false accusation, but he recently got a sympathy trait, someone left a Triadic holy book lying around before, and I have at least one openly Triadic vassal someone could have converted from. Should Avatars be able to pick up secret religions?

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- Something is definitely wrong here; my new lover is Iyrauroth, and I've previously been introduced to Tantram's wife.

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- Broken localisation tag.

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- Leaving aside that I don't particularly want a public child right now due to bloodline inheritance, I don't see why we're hiding the identity of the father here; both I and the mother are publicly Inventive, and looking at the files Mercantile should have polyamory.

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- Despite the "Let's hope we can keep it hidden" and the normal "The father isn't revealed" setup, my bastard daughter was revealed on birth. Odd, and seemingly inconsistent with when I was playing as a woman (all children were seen as legitimate children of my husbands).

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- There might be stray pixels here as the army jumps over two provinces.

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Finally got around to playing again, so here's the customary bug report/suggestion post; some BG3 spoilers below:
Thank you once again for a thorough report! You are the first person to dig into the long-term effects of the polyamory events, and it does appear they're bugged. I know that you, Silversweeper, currently have your hands very full with Tianxia; but if any other event modders are willing to lend a hand, the team and I would be immensely grateful.
- All BG3 companions (including Halsin and Minthara) except for Astarion seem to be heterosexual, which of course is inaccurate. I can see that they've got the Bisexual trait in the history files, but for whatever reason that's not showing up in the game.
The age limit on bisexual means it gets removed during their infancy. I have moved it to being in a date block in every case, so they should behave as intended from the forthcoming experimental release onward. This applies to some BG2 characters as well.
- I can't select the ambition to Groom an Heir (note: If you see my characters with it later, I fixed it before continuing). Looking at the relevant file, the age triggers seem to be inverted (and also seem to be using "age" rather than "practical_age", which means immortals might run into trouble).
For the next experimental, we have removed all the age/fertility constraints on this ambition. There are enough ways around them even if they work properly, so we may as well see what happens if we let 1500-year-old baelnorns try to shoot the moon.
- Wyll should perhaps get a modifier or artefact to offset the PCS loss due to being One-Eyed; the Blade of Frontiers isn't a shabby fighter.
Thank you - addressed in the next version.
- Holga and Edgin don't appear to be friends; I'd say they're more than just co-workers.
They are scripted to be friends (it's in a date block in Holga's character history) but it's not showing up and I can't work out why.
- "Biography characters" with a decent number of traits should perhaps have random traits suppressed in the title history; for example, Lae'zel being randomized as Slothful (she claims she took her studies as seriously as her training, and seems to have taken that pretty seriously) and Trusting (well, except for Vlaakith's lies...) feels a bit odd.
Agreed, but it will take a little time to roll this out.
- The _desc for Boo is in need of capitalisation for "Rashemi" and "Minsc".
Fixed, along with other tweaks to this text.
- I'm not sure "Humble" is the word I'd use to describe Shar's favourite princess, and this appears to be pre-scripted.
We're looking at some other tweaks to character traits, which may add an appropriate one for her. Until then, I've simply removed humble.
- While I understand that the history files still are a work in progress for BG3... It'd of course mean settling on mod canon for the outcomes, but you've already done that...
I prefer to keep more rather than fewer of the canon characters alive, but we do need to work out a bit more of what all those characters are going to be doing. One of them appears on a Magic card in a role that BG3 assigns to her superior; I'm aware that that (like the changes from Minsc and Boo's Journal of Villainy) probably reflects a changed plot point during development, but it was my inspiration for giving her the title in a post-BG3 start.
- Dame Ailyn could perhaps get a custom character title...
Agreed; she's getting a rework in a forthcoming version, but not the imminent one.
- Halsin should probably be scripted as Lustful, because he sure behaves like it.
Agreed, and I thought I'd already done that. Fixed now.

We'll review the rest of this excellent post shortly - expect to see more fixes from it in subsequent releases!

Many thanks,

nd
 
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There might be stray pixels here as the army jumps over two provinces.
Fixed, it was a leftover adjacency from before we added in the province to Hlintar's southeast.
Broken localisation tag.
Fixed, hopefully. The wrong symbol was used here in the localization.
I can't see the "Hold a Great Hunt" decision despite having the focus selected. Looking at the files, it's blocked for women. Should it be that way? Vanilla unlocks it for women with SoW 4.
Fixed, removed the female = no in the potential.
It feels a bit odd that these mercs don't have any knights
They were using a placeholder composition. Gave them their own, including knights.
- I'm not sure the Court Dwarf position makes sense in the Realms.
Removed, good idea.
Are the Harpers supposed to be available as far east as Kara-Tur? I don't know their canon spread.
They don't really go that far east. There is another society, the Kuo-Tan, who represent the East and Shou Lung. I added restrictions, let me know if it causes any problems.
 
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Kept playing my save a bit, so here's some more stuff:

- While you of course can get some Mil tech points in battle, I think the "From buildings" rewards for Eco tech points needs to be looked at.

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- While I'm a Cleric rather than an arcane caster, perhaps people with high caster levels shouldn't be valid Magical Apprentice candidates?

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- Shouldn't at least Tiefling be compatible here, seeing as the possible combinations resulting in Tiefling are compatible?

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- This event is perhaps not sensible, and Mercantile is not a "vile heresy" of Inventive.

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- Not sure if WAD: Zakhara has ended up with different gender laws for different titles, which will result in a not-so-great inheritance. How strictly is gender equality supposed to be enforced there?

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- On a similar note: I can apparently change to Ag-Cog and then to Agnatic. Is that intended, considering the amount of gender equality in the Realms? Equal reformations in vanilla strictly lock you into Absolute Cognatic (maybe excepting MRs), if it matters.

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- A "secret bastard" again. This was off of a Private Conversation (Wonder upgrade) seduction; I believe the other one was off of "I'm starting to think X might fancy me".

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- This time it's apparently a secret bastard for real (the previous one was revealed on birth).

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- Third party claim wars are apparently possible to declare on vassals of other realms (bug), but immediately invalidate (as expected).

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- More weird secret bastards; all of us are Inventive (I'm secretly Cyricist).

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- Here I got a non-claimant adventurer war declaration. It might work in some circumstances, but clearly not all (I've had several more fail to declare war on me).

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- Perhaps not the most sensible way to execute a dragon.

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- Vanilla: I tried to meet up with Klauth to seduce him using the "Private Conversation" targeted decision (from a Wonder upgrade) and he tried to murder me, but the event seems to think I tried to murder myself during a meeting with myself.

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- "Half-Human"? Is that all demihumans?

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- Unsure if WAD: There's no "Nomadic Agitation" modifier after conquering a province off of a Nomadic Tribal ruler.

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- "Helmite" should probably be capitalised.

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- It seems "Magical Apprentice" isn't cleaned up when the relevant "master" dies (my current character is obviously not a spellcaster).

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- Probably vanilla: I'm trying to hand out a duchy without any counties going with it; my unlanded councillors cannot possibly be granted it. Meanwhile, they don't object to counties being handed out.

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- I just reconquered my (supposed) father's hoard. Even though it is controlled by the top liege, I think that a dragon that's your vassal or below always should ask for the county back when it comes into your control (I believe there's an original owner scope for wonders).

- Something is definitely broken with the loc; the wonder has been around for a lot longer than a month.

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- Vanilla: Should probably not fire for Incapable characters. Looking at the relevant file (personalty_trait_events), it's not checking for incapacity, imprisonment, or similar in a number of places.

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- Vanilla: This event checks that you have at least two lovers, at least one of them not a prisoner... and then only lets you break things off with the non-imprisoned lover. Seems unintended.

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- I don't think imprisoned characters are particularly likely to spot weres. Vampires in the court where they're imprisoned, possibly, if those can be assumed to head down to the cells for a snack, but not weres, and not vampires elsewhere.

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- While I am in charge of the Wonder as far as the game is concerned, considering it is a Dragon Hoard and that it is held by its original owner I should probably not be able to plunder it. Dragons tend to take that kind of thing quite personally, after all.

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- Vanilla: "While it said" should probably be "While it is said". Should probably also be "The Metatext", as a bunch of events leave out the the in the loc itself due to that coming from the GetScriptureName command for e.g. "The Bible".

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- While this character has slain a fiend, I'm not sure it's something they want to be known for when they're a Shadowed Half-Fiend.

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- Vanilla issue I forgot to screenshot: Event 30031 doesn't imprison the spouse in option C despite saying that it should imprison them. The following event just attempts to add the "The Dungeon" modifier, which does nothing useful.

- Vanilla: You probably shouldn't be able to head into the nearby woods while in seclusion.

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- I feel changing your government type is something that probably should require not having a regent.

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- Likely vanilla-derived: Imprisoned society members should probably not give out quests, particularly not to their jailers.

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- I think the first event you get from contemplating religious conversion shouldn't be the "Actually, I changed my mind!" one, i.e. you should see some options.

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- The decision to contemplate religious conversion costs 250 piety, but changing your mind gives you 300 piety. It doesn't seem possible to (immediately) take it again, but it's still 50 piety for nothing.

- It'd be good if the options listed the religions' features, seeing as it'd be somewhat annoying to convert to a faith that turns out to have bad features/lack good features.

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- "deneirrath" should probably be capitalised.

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- A bit more about the Eco tech points: My current character is quite a bit better at Martial and Diplomacy (and Learning, but that affects all tech points) than Stewardship but is still getting twice as may Eco as Mil tech points.

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Performance tangent:

While it's possible I'm doing something that contributes to it -- I do have a massive court (and play with unlimited court size) and a somewhat tangled family tree (even if I not as tangled as it could have been) with some intermarriage between distant-ish relatives, both of which might have an impact -- the performance seems to be getting noticeably worse (I've been noticing it for a while as of the screenshots here), if not "unplayable" levels of bad. Vanilla also slows down a bit over time, but I suspect that long-lived characters with extra health -- and thus the ability to potentially shrug off disease more easily as well as not really dying off if you throw them in the oubliette (particularly not if undead or the like) -- isn't ideal; checking a save, I have about 45k living characters in 1671, compared to about 13.5k on 1498.8.1, and though I don't have a good non-Faerûn save to look at I don't think the number of living characters grows that rapidly in vanilla.

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Some suggestions as to how it potentially could be improved:

- Some new events to kill off multiple characters, e.g. rival Wizards in the same court fighting a duel and accidentally killing some bystanders with a spell, might be good to add. Obviously, it shouldn't be common enough for random game overs to be likely.

- Non-long-lived heirs/pretenders should perhaps be a tad more likely to try to get rid of (knives, backs, etc.) longer-lived relatives that have been ruling for a while unless they're fond of them.

- Rebel leaders (and their commanders) imprisoned after a failed uprising and the like could perhaps be auto-killed when they surrender, seeing as they're usually spending the rest of their lives in jail.

- Lowborn Fiends and Celestials over a certain age with no relations, no "Summoned me" opinion, and no minor titles (e.g. commanders) should perhaps head back to their native planes on_decade_pulse or something once they hit a certain age (60?); they'll never die on their own, and even with the negative opinion modifiers others have towards them chances are it'll take time for them to be killed off.

- Overzealous non-character (i.e. event description only) guards might perhaps kill off prisoners from time to time, particularly unimportant (e.g. Lowborn) ones and ones that realistically would be disliked (e.g. vampires in a living court).

- Have unimportant characters far down the line of succession (if at all in line to inherit something) -- particularly unmarried ones without children, minor titles, relations (friends/lovers/rivals), claims, or other reasons to stick around -- with suitable traits sometimes randomly disappear (die) through e.g. "Went off on an adventure and never returned" or other plausible death reasons (e.g. Shou characters in Western Shou Lung could voluntarily "return" to offmap Shou Lung).

- Increase the health penalty of the oubliette option a bit; it's generally the "Kill this character without having to deal with the fallout of executing them" option, after all.

- Maybe increase the penalty of the "Out of food" modifier in seclusion a bit; characters that have a lot of health from their race don't really care about -3 health

As seen in the below screenshots (taken later) sorted by descending age, perhaps 20-25 % of all characters are older than 99 and 40-45 % are older than 59. In vanilla, reaching 100 is vanishingly rare, and sometimes you get natural deaths before 60. I don't think long-lived races' lifespans should be arbitrarily shortened, but a lot of characters live for a long time, and many of them are probably "useless".

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If it is of interest, I have a few saves from the same game that I could share. I *have* also made some small edits to the mod, e.g. disabling Decadence, but I suspect they do more good than harm since they're "Disable thing I don't like" for the most part.

Back to the regular bug report:

- Vanilla issue: The AI is pretty slow to build hospitals; for example, these two rulers (particularly the latter, even if he personally doesn't need worry about disease...) haven't bothered to build one in their capitals despite their wealth. There are a few scattered AI-created hospitals around, but the AI decision to build them might need to be tweaked.

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And a bit more that didn't fit:

- I'm unsure why this character is referred to as "Lord".

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- Vanilla: Forgot to screenshot the event, but my straight character got the opportunity to seduce a same sex character in a Private Conversation; seems very unintended that it should even be an option, particularly as I don't know if the logic is solid enough from the other end.

- This event and similar should probably not fire when you're off on an adventure.

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- That's a lot of "No effect"s and a lot of unlocalised variable changes that probably should be hidden.

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- Perhaps Spelljammer port construction should be limited to your capital county? They are quite pricey, and you get a lot of alerts for the decision being available.

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- I'm noticing a lack of "Secretly convert to holy site" decisions, which is a bit annoying when I'd like to become Inventive again. I can move my capital and convert off of a county, but still. Possibly related to me already having a secret religion and being in the relevant SRS, but I don't think that's a blocker in vanilla.

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- I didn't screenshot it, but the "Contemplate religious conversion" event only gave me one option (Mercantile -> Solar). I was secretly Triadic, so it feels like that should be an option at the very least, and I have Inventive relatives (at least openly), so that also feels like something that should be an option.

- Vanilla: Secret cults sure are working fine when they start trying to convert you within a month of you renouncing the relevant faith. I don't think the AI renounces its faith, but it still feels like it's rather too spammy.

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- I'm noticing that all the other adventurers survived an adventure battle my character lost without even being injured. This was a high-risk quest, so it really feels like they should at the very least not escape without injury.

- I both had a secret religion that I renounced and converted my open religion as a Paladin. While it was within the same religion group and I doubt Mercantine/Triadic/Inventive are foes, it feels like there perhaps should be more penalties for Paladins/Clerics (though probably not a loss of class levels) as their deity can express their displeasure a bit more directly. Of course, the deities of the new religion might be quite happy, so maybe it balances out,

- I just noticed that my new character apparently has an incompatible lover. My character is bisexual, so from her end it's fine, but some event -- could be vanilla, but not necessarily (though vanilla does screw up attraction checks from time to time) -- clearly needs work.

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- "Man".

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- Vanilla: While this character is the Marshal and is in this province to train troops, I don't think his artefacts necessarily are lying around there. I checked against CleanSlate, and they've added "is_ruler = no" to the any_courtier block in the relevant triggering event (MNM.9900), which feels sensible.

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- Perhaps this should be a defensive plot power increase instead of a pure Intrigue increase, seeing as Intrigue is used for other things than plots (e.g. society membership score in sneaky societies).

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- This piece of headgear (got it after joining the Order of the Sun Soul) seems to interact weirdly with my hair.

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- I've mentioned this way back when, and it seems to still be a thing: There's a "The Sea of Fallen Stars" region and a "Sea of Fallen Stars" region that don't overlap. Also, neither of them contain Thesk or Great Dale despite them bordering the titular sea, and part of the Shining Plains isn't inside the region (it is otherwise complete de jure kingdoms and fairly generous when it comes to where the borders are).

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- Vanilla, but possibly wrong: While Mercantile and Inventive -- and their gods -- get along, centres of worship should possibly only be in your own religion's provinces (or at least check "Do we get along?"), seeing as you praise ROOT (the province)'s HighGod.

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- Didn't think to screenshot it as it wasn't strange when I got the first event: I got three "introduction events" after getting a third lover, two of them involving my husband as he's also my lover.

- Randomly thought to check on it when thinking about there being lots of characters around: Diaman (based on the founder) culture might need some more dynasty names, seeing as they've run out and have started to use "Smith" (which presumably isn't accurate).

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- This should probably have a "The" ahead of "Metatext". As mentioned before, vanilla usually has "The" in the book's name, so the loc probably is written under the assumption that that is the case.

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- "hoard of [blank]".

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- "acquired [blank] from". Something is weird here, and neither I nor my relative got money or an artefact.

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- I don't see the first two outbreaks that supposedly are in my realm, and I rather doubt there are diseases around that have been around for roughly 150 years.

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I've mentioned this way back when, and it seems to still be a thing: There's a "The Sea of Fallen Stars" region and a "Sea of Fallen Stars" region that don't overlap. Also, neither of them contain Thesk or Great Dale despite them bordering the titular sea, and part of the Shining Plains isn't inside the region (it is otherwise complete de jure kingdoms and fairly generous when it comes to where the borders are).
Good spot, I will remove the smaller one. We probably need to give these regions a sweep at some point, but not much is used by them so thats good.
The decision to contemplate religious conversion costs 250 piety, but changing your mind gives you 300 piety. It doesn't seem possible to (immediately) take it again, but it's still 50 piety for nothing.
Fixed.
 
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- While you of course can get some Mil tech points in battle, I think the "From buildings" rewards for Eco tech points needs to be looked at.
Do you know which buildings were producing that?
- Shouldn't at least Tiefling be compatible here, seeing as the possible combinations resulting in Tiefling are compatible?
I'll check that.
- This event is perhaps not sensible, and Mercantile is not a "vile heresy" of Inventive.
Yeah, we should probably remove or heavily restrict that.
- Not sure if WAD: Zakhara has ended up with different gender laws for different titles, which will result in a not-so-great inheritance. How strictly is gender equality supposed to be enforced there?
Yes, this is WAD. Zakhara is generally almost as egalitarian as Faerun, but it's a canon plot point that by 1367 the Grand Caliphate has never been held by a woman, and this apparently a reflection of that title's succession law. The failure of Grand Caliph Khalil to either produce a male heir or get his succession law changed is specifically discussed.
- On a similar note: I can apparently change to Ag-Cog and then to Agnatic. Is that intended, considering the amount of gender equality in the Realms? Equal reformations in vanilla strictly lock you into Absolute Cognatic (maybe excepting MRs), if it matters.
Most Faerunian religions should lock you out of pure Agnatic and pure Enatic, I think. We'll review this.
- Perhaps not the most sensible way to execute a dragon.
Execution methods are slated for review, but we haven't got to it yet.
- "Half-Human"? Is that all demihumans?
No, 'half-human' is anyone who has a human parent, or has a species trait that means they could in principle have one.
- "Helmite" should probably be capitalised.
It should. I have fixed this and several other instances.
- Vanilla: "While it said" should probably be "While it is said". Should probably also be "The Metatext", as a bunch of events leave out the the in the loc itself due to that coming from the GetScriptureName command for e.g. "The Bible".
Both fixed.
- While this character has slain a fiend, I'm not sure it's something they want to be known for when they're a Shadowed Half-Fiend.
I've now excluded half-fiends from getting this nickname. However, owing to the diversity and belligerence of fiends, it will still be available to evil-faith characters who are not at least half fiend.
- "deneirrath" should probably be capitalised.
Fixed.
Some suggestions as to how (performance) potentially could be improved:

- Some new events to kill off multiple characters, e.g. rival Wizards in the same court fighting a duel and accidentally killing some bystanders with a spell, might be good to add. Obviously, it shouldn't be common enough for random game overs to be likely.
We already have an 'accidentally killed in a dragon duel' death type just waiting for this sort of thing. It's on the list.
- Non-long-lived heirs/pretenders should perhaps be a tad more likely to try to get rid of (knives, backs, etc.) longer-lived relatives that have been ruling for a while unless they're fond of them.
Yes, good idea. Draxius the Neverdying of Cormyr got away with it for a long time, but a lot of others didn't.
- Rebel leaders (and their commanders) imprisoned after a failed uprising and the like could perhaps be auto-killed when they surrender, seeing as they're usually spending the rest of their lives in jail.
I'd like to leave players the choice, but AI rulers could probably do this, yes.
- Lowborn Fiends and Celestials over a certain age with no relations, no "Summoned me" opinion, and no minor titles (e.g. commanders) should perhaps head back to their native planes on_decade_pulse or something once they hit a certain age (60?); they'll never die on their own, and even with the negative opinion modifiers others have towards them chances are it'll take time for them to be killed off.
This is already supposed to happen - we'll check and make sure that it does.
- Overzealous non-character (i.e. event description only) guards might perhaps kill off prisoners from time to time, particularly unimportant (e.g. Lowborn) ones and ones that realistically would be disliked (e.g. vampires in a living court)
Imprisoned vampires should escape after a short time anyway - we're looking at some vampire improvements in the near future. But yes, unpopular prisoners should have many ways to disappear.
- Have unimportant characters far down the line of succession (if at all in line to inherit something) -- particularly unmarried ones without children, minor titles, relations (friends/lovers/rivals), claims, or other reasons to stick around -- with suitable traits sometimes randomly disappear (die) through e.g. "Went off on an adventure and never returned" or other plausible death reasons (e.g. Shou characters in Western Shou Lung could voluntarily "return" to offmap Shou Lung).
Yes, although I would only want this for non-historical characters. It's worth looking at, at least.
- Increase the health penalty of the oubliette option a bit; it's generally the "Kill this character without having to deal with the fallout of executing them" option, after all.
Ideally there should be a super-oubliette option to throw the prisoner in an actual D&D-style dungeon (as is canonically available as 'merciful' alternative to capital punishment in Waterdeep).

Thank you!

nd
 
Do you know which buildings were producing that?

Looking at Suzail's city baronies (which are the most upgraded), it's a combination of the university chain (vanilla, 0.05 points/level) and the roads chain (0.01 for all levels above the first). The most advanced universities I have access to (tech level 6 across the board) are level 2, so that's probably okay, but I've access to level 5 roads (Public Drays), so for a fully upgraded city at my tech level (which my vassal mayors seem to be managing largely on their own despite me taxing them heavily) it's 0.14 points/month, which in vanilla it would be 0.1 points/month at this point.

While the two building chains also provide some other benefits, I'd say that the roads might be too good overall; they're fairly cheap, they provide a substantial boost to tax income and thus pay for themselves money-wise given enough time, and the chain can be completed at fairly low tech (Trade Practices 4). I'd suggest either making them require higher tech for the higher levels, making them provide less benefits (I'd suggest not having every upgrade provide tech points), or making them more expensive (unless the tax income boost is removed, they'll still pay for themselves eventually). Lowering the AI build priority might also help a bit, but given enough time (and money) the AI will still fully upgrade the holdings.
 
- I'm unsure why this character is referred to as "Lord".
This is a tension between lore, implementation, and clarity.
  • Officially, Cormyr uses a system of appointed governors, called King's Lords, rather than making hereditary grants to the established nobility. (This is one of the things that makes Cormyr remind me of early modern France.) We've obviously had to fudge that a bit, because CK2 doesn't provide for county-tier viceroyalties.
  • King's Lords are all addressed as 'Lord'; some of the ones who are women use 'Lady Lord' (as Myrmeen Lhal did when governing Arabel, for example).
  • But that may be unclear, so perhaps we should make them all counts again after all.
- Vanilla: Forgot to screenshot the event, but my straight character got the opportunity to seduce a same sex character in a Private Conversation; seems very unintended that it should even be an option, particularly as I don't know if the logic is solid enough from the other end.
This, too, is on the blocks for a general review when we get the time.
- Perhaps Spelljammer port construction should be limited to your capital county? They are quite pricey, and you get a lot of alerts for the decision being available.
That was the original intention, and we'll look at implementing it.
We already had a fully gender-neutral version of this prepared, but the tag hadn't been updated. Fixed now.
- Perhaps this should be a defensive plot power increase instead of a pure Intrigue increase, seeing as Intrigue is used for other things than plots (e.g. society membership score in sneaky societies).
Good suggestion. Implemented.
- Didn't think to screenshot it as it wasn't strange when I got the first event: I got three "introduction events" after getting a third lover, two of them involving my husband as he's also my lover.
The polyamory events apply to lovers, spouses, and consorts - and indeed, not checking back which status prompted the character's inclusion might be a source of some of the issues you've reported. However, there should probably be a cooldown and a different variation on the event for situations where there is more than one established partner.
- Randomly thought to check on it when thinking about there being lots of characters around: Diaman (based on the founder) culture might need some more dynasty names, seeing as they've run out and have started to use "Smith" (which presumably isn't accurate).
With over 300 cultures, we have a lot that are short on dynasty names. Diaman has the unfortunate distinction of not having a single canonical character surname recorded. However, I've now added some, so Diaman characters won't be called Smith any more.

We'll keep working on the rest.

Thank you!

nd
 
Looking at Suzail's city baronies (which are the most upgraded), it's a combination of the university chain (vanilla, 0.05 points/level) and the roads chain (0.01 for all levels above the first). The most advanced universities I have access to (tech level 6 across the board) are level 2, so that's probably okay, but I've access to level 5 roads (Public Drays), so for a fully upgraded city at my tech level (which my vassal mayors seem to be managing largely on their own despite me taxing them heavily) it's 0.14 points/month, which in vanilla it would be 0.1 points/month at this point.

While the two building chains also provide some other benefits, I'd say that the roads might be too good overall; they're fairly cheap, they provide a substantial boost to tax income and thus pay for themselves money-wise given enough time, and the chain can be completed at fairly low tech (Trade Practices 4). I'd suggest either making them require higher tech for the higher levels, making them provide less benefits (I'd suggest not having every upgrade provide tech points), or making them more expensive (unless the tax income boost is removed, they'll still pay for themselves eventually). Lowering the AI build priority might also help a bit, but given enough time (and money) the AI will still fully upgrade the holdings.
OK, thank you. That's the playtest information on roads that I'd been hoping for. I'll increase the requirements for the higher level (drays in particular are fairly advanced) and trim back the benefits.

nd
 
We've obviously had to fudge that a bit, because CK2 doesn't provide for county-tier viceroyalties.

It does, actually. You can even enable it down to barony level. I don't recall if I tested if it all works properly, but the loc is in place, at least, which is how I found out about it.
 
Another big experimental release today. Like the last one, this one breaks saves, so be prepared to start anew after downloading it. And we'd like to give advance warning that the next release is also likely to break saves too. And so, without further ado, the changes:

  • Rules:
    • You can now control the use of static portraits for lore characters by means of a game rule.
  • Wonders:
    • Big expansion of wonders - many of these have not been rigorously tested in gameplay, so we welcome your feedback
    • New 'Great City' wonder
    • New 'Wizard Tower' wonder
    • Dragonborn cultures can now build the 'Great Djerad' instead of the Great Fortress. It's mechanically equivalent, but graphically distinct.
    • New upgrades:
      • Divine literature collection
      • Arcane literature collection
      • Psionic literature collection
      • Planar literature collection
      • Public library
      • Subterranean passages
      • Deeper dungeon level
      • Wing of wizardry
      • Fogou
    • All generic historical wonders converted to specific versions
    • New historical wonders:
      • Waterdeep, City of Splendours
      • Huzuz, City of Delights
      • Kuo Meilan, City of Ghosts
      • The Words of Heaven at Tanghai (placed in Meinan to get it on the map)
      • Temple of Saigai
      • Djerad Thymar
      • Amaunator's Eternal Sun at Elversult
      • The Companion at Elturel (no story event for it yet, we know it needs one)
      • The Raging Flame at Tarmalune
      • Shoonach
      • Myth Drannor, City of Song
      • Skyclave
      • Towers of Rog'osto
      • University of Qadib
      • Fortress of Qudra
      • Citadel of Thaymount
      • Glaur, Dominions of Nehu
  • Character history:
    • Full rework of Waterdeep, especially from the late 14th century onward. About a dozen new playable patricians, including the notorious Victoro Cassalanter
    • Partial rework in Cormyr, introducing House Illance and fleshing out House Cormaeril, and filling in a bit of title history for the Wyvernspurs
    • Much more detailed character history for characters across the Baldur's Gate series
    • Beginning of a rework in Amn: Illehhune, Hhune, Ifalar and Krimmevol families
    • More courtiers in many places, and some historical werewolves
    • Many new dynasties, including some adjustments for existing characters (looking at you, Lae'zel of Creche K'liir)
  • Geography:
    • Various wonders' placement slightly adjusted
    • Regions in the Heartlands and around the Inner Sea slightly amended
  • Bloodlines:
    • Fallen angel characters now give a different bloodline from other fiends
    • Archdevils' bloodlines are now distinguished from Mephistopheles' personal one
    • New bloodline for an Amnian notable
  • Titles:
    • Knights Fentan mercenary company
    • Grand Duchy of Marsember
  • Culture:
    • Bedine ruler titles
    • Diaman dynasties
  • Religion:
    • Vlaakith and Zaerith Megyar-ag-Gith are now deadly rivals.
    • Bedine characters can always worship At'ar, even if everyone else thinks she's dead
    • Myrkul and Shar now have Chosen ones, and Sune has one in practice as well as in theory
    • Diirinka, Blibdoolpoolp and Malcanthet now have patron icons
  • Societies:
    • The Lords' Alliance joining rules have been slightly adjusted, and clarified
    • You can't join the Harpers in or around Shou Lung (they don't compete with the Kuo-Tan)
  • Classes:
    • The Shadow's Vigilance ability affects defensive plot power rather than directly boosting intrigue
  • Lore:
    • A few more tweaks to culture descriptions, including court languages for all the ones already written
    • Asabi culture will now be known by the endonym Laerti
    • Some more distinctive adjectives
    • Other cultural terminology updated
  • Optimisations:
    • Minor titles completed
    • Laws clean-up started
  • Fixes:
    • Removed more real-world references in localisation
    • Ambitions to become pious or prestigious are once more valid
    • Chosen of Talona will now be immune to disease, as they should be
    • Tazok has a dynasty
    • The Knights of the Unicorn have a sensible composition
    • No more court dwarfs, in a world that has courts of dwarves
    • You can no longer generate piety merely by contemplating conversion
    • You can't be renowned as a slayer of fiends if you are half-fiend yourself
    • Gur courtiers should now be described in gender-neutral terms when being recruited
    • The Metatext has its article now
    • Sundry others
As usual, it's a pleasure to bring you this mod. Have fun, and let us know how you get on. I'm especially interested in any feedback about balance on the wonders.

Thanks,

nd
 
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I believe there is something... somewhere... broken with attempting to forge a bloodline. I am playing a game as Cormyr and converted to Bahamutian. I built 10 temples, and won 15 foreign wars... and then it seems like everything else, except peace years stopped counting. I got bored trying to save scum to get around any revolts.

I've also noticed a lot of Baelnorn appearing.

Penultimately... as a Bahamutian i have no idea what i'm supposed to do with all of these dragon hoards, but they're definitely getting in the way.

And ultimately... this mod is tons of fun. I was never a huge fan of FR... but it is kind of everywhere. Thank you very much for making this mod
 
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It's been a little while, but we've got another update for you. There's a new personality trait, so this update will definitely break your saves - finish your current games before downloading.

Here's what we've got:

Optimisation:
  • Demesne laws including status of women
  • Obligation laws
  • Council power laws
  • Crown laws
Cultures:
  • Added Gurri, Raurindi, and Barovian cultures
  • More cultures have descriptions
Religion:
  • The Abyssal Cult now counts as evil at last
  • Vandria Gilmadrith isn't evil, but she's no longer good either
Titles:
  • The historic duchy of Pelmarin and marquessate of Enzo exist, and the latter is playable
  • The Order of the Aster stands ready to defend the Solar faith
  • The Oxventure Guild can be hired
  • The Guardians of Daggerford are on hand too
  • Reef Giants now have enatic-cognatic succession, as they should
Events:
  • Summoned creatures now get properly announced
  • If the Lotus Throne is taken by an unsuitable holder, it will be destroyed
  • Lowborn fiends and oni will not generally be promoted automatically
  • Ardlings will only spawn under much more specific conditions
  • Long-lived characters with more than one reason to live long will still age properly
  • Courtiers can die in a wider and more appropriate range of horrible accidents
  • Rulers who would be pleased with a gate to Baator will no longer get the opportunity to close one
Traits:
  • Loyalty is now appropriately recognised
Decisions:
  • An appropriately qualified person can restore the Lotus Throne if it does not exist
  • You can no longer join the elven Retreat while at war
  • Extracting secrets should now be beneficial to the perpetrator
Societies:
  • Dark elves can join the elven warrior lodge if they otherwise qualify
Character history:
  • Partial rework of Amn - new title holders, better dynasty trees - more to follow
  • Overhaul of interregnum-era Tethyr, lots of horrible new playable characters
  • History changes in Impiltur - no effect on play
  • Lots of new minor characters
  • Lots of tweaks and improvements to existing characters
  • Luna's surname is now Silverblood (thank you, BG3 data-miners)
  • Arilyn Moonblade's life is a bit more colourful
  • Abdel and Imoen will no longer be falsely imprisoned
  • Kyriani Agrivar retires to Red Cliffs
  • The Dark Urge will now haunt Baldur's Gate from a more appropriate date
  • Some of the other Baldur's Gate 3 origin characters will now be a bit more... in-character
Casus belli:
  • Count-tier barbarians can now undertake great adventures, and the localisation says so
  • Bahamutans can smite evil, and fiends can be smote
  • Pagan subjugation should now work as intended
Nicknames:
  • Lots of new nicknames added, including most of the ones from Nicknames+++
  • Rulers are less likely to be called 'the Boy King', and less likely to be stuck with it for life
Graphics:
  • The Dark Urge now has only the right number of horns
  • Several missing patron/branch icons added
  • Merchant characters will not try to wear too many different kinds of headgear at once
Localisation:
  • More cultural title localisations
  • References improved for deities including Shar, Malar, Vlaakith, Tchazzar, and Zaerith Menyar-ag-Gith
  • Half of the Katakoro Shan will now be referred to as the Ghalyi Shan
Bug fixes:
  • A stray pixel will no longer disrupt wayfinding
  • Lots of localisation has been fixed, including removing real-world references
  • Experts invited from Shou Lung will retain their original cultures instead of converting
  • Eunuchs and dead people are less concerned about matters of reproduction
  • Experience totals now have localisation
  • Bhaalists can now, as promised, plot to murder their children and sworn-siblings
  • A lot of provinces which are underground are now in the Underdark region
We've got more planned, as ever. I'm currently looking at another experimental release in two weeks, but we'll keep you posted.

Enjoy!
 
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Hi, starting the game in 1369 cause the game to crash from some reason. Tried many months of the same year because I thinked the Argent Crusade was responsible but it freeze nonetheless.
 
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Hi, starting the game in 1369 cause the game to crash from some reason. Tried many months of the same year because I thinked the Argent Crusade was responsible but it freeze nonetheless.
Thank you for reporting this! You've helped us find a permanent solution to a problem we'd had intermittently before. We'll do a new release sooner to repair this one.

nd
 
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A smaller update today, but an important one. We had a reported bug that starting on any date in 1369 would cause a crash. We have identified the error, and fixed the underlying issue, which was that dragon hoards were conflicting with other wonders. Full change log:

Titles:
  • The Holycoin of Waukeen will now lead the Mercantile faith
Characters:
  • More Amnian characters added and improved
  • More nicknames
  • Lots of special titles, too
  • House Dralas and other Thayan connections corrected
Title history:
  • As well as Amnian and Mercantile additions, new title holders in Everlund, Calling Horns, Riders to the Sky
Optimisation:
  • Council power laws finished
  • Succession laws started
  • Summoned creatures will check if they should go home more often
Bugfixes:
  • Avatar events and religious reformation now correctly update religions' god lists
  • Dragon hoards will not spawn in place of other wonders, thereby preventing crashes
  • Missing gods added
  • Voting tooltips fixed
  • Missing coat of arms added
  • The Seven Sages will no longer wander the planes if they have ruled for a long time
Enjoy!
 
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