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komioski

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Aug 26, 2017
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Set in the year 2010 IC, over five centuries before the reign of Karl Franz and the familiar events of recent Warhammer canon such as the Storm of Chaos or The End Times.

Warhammer: Geheimnisnacht lets you play as nearly every faction in the Warhammer Fantasy world. featuring a massive map that extends from chilly Naggaroth and sweltering Lustria in the west to the impenetrable Mountains of Mourn in the east; From the deadly Chaos Wastes of the north to the blistering deserts of Araby and Nehekhara to the south.

Will you fight the forces of chaos, or will you succumb to their cloying temptation? The choice is yours...

Features
  • A beautiful map with every important location in the Warhammer Fantasy World.
  • Almost every race is represented and playable, each with their unique mechanics.
  • Become a wizard and control the winds of magic.
  • Become a Vampire and bestow the Dark Kiss of unlife on others.
  • Become the Everchosen - Champion of Chaos and lead an invasion of the soft lands of the south.
  • Lead the Brayherds of the Beastmen to despoil more civilized lands.
  • Become a cultist of the Ruinous Powers or try to remove them from your realm. Careful, as you never know who may be a thrall to the Dark Gods...
  • Stop the rising threat of Chaos as the Lizardmen.
  • Lead the followers of the Ruinous Powers in Dark Crusades.
  • Lead the nomadic hordes of the Hobgoblin Khan
  • Take charge of Cathayan exiles and carve out a new home for your people
  • Rule as the Tyrant Tzar Igor the Terrible and form Kislev into a formidable nation
  • A dynamic and robust spell system
  • And so much more...
Outlets

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Hey there Heretics!

Today I'm excited to release the Halloween update for Warhammer: Geheimnisnacht.

There's a lot to unpack for this release so I'll be posting a separate State of the Game going through the changelog in detail.

This year I have consumed the entire patch cycle with a major performance overhaul that will address several key weak points in the game engine and codebase. I have also been documenting every single event and decision completely. This work will continue next year. Before resuming the traditional milestones.

I've also updated the project roadmap to reflect the current plan, loosely, for the next two years. I'll continue to update it with each release with as much relevant information as I can.

If you haven't already joined the discord to keep up to date with progress, you should!

I want to take a second to thank everyone who makes this possible, it began as a passion project and a hobby. But has long since turned into a part-time job.

Its the support and praise of the community and our patreon members that keep me invested. In no particular order:

- Jason Shaw
- Alexander Sultanov
- Stranger_sim
- Athaulfs
- Patrick Quell
- Octopus King
- John-Martin Kaggiri
- Kaiser Mudkip
- MonstersAbound
- Bylov Mikhail
- Omar Kavafoglu
- Karizen Magi
- Alexander Raab
- Guisarme
- OPB
- Michael Krestsov
- Resok
- Kaj_z
- Skullever
- David Yoannidis
- Edward Jeavons
- Gruntking
- Anton
- Valeriy Lapchenok
- Anony Mous

I also want to thank the team and all other contributors, past and present. Without you I would be very very lost and perhaps a little bored.
Also big thanks again to Steve for the Soundtrack.
With all that out of the way lets get too it!

Downloads & Compatibility
WH: Geheimnisnacht is compatible with version 3.3.3 of CK2.

All Major Expansions strongly recommended.

Using STEAM or the packaged installer is strongly recommended for ease of use, but the .zip files have been provided for those that prefer a manual installation.
You can download the newest version of the mod below:

-----
CURRENT CHECKSUM
-----
|| PUBLIC RELEASE = ETSX ||
-----

Installer
WH: Geheimnisnacht_v1.3.7.1_setup | Mirror

Zip File
WH: Geheimnisnacht_v1.3.7.1 | Mirror

SUBMODS
STEAM in progress
STANDALONE in progress
-----
PREVIOUS VERSION
-----

Installer
WH: Geheimnisnacht_v1.3.6_setup

Zip File
WH: Geheimnisnacht_v1.3.6

I'm sure I'm missing something but for now I'll just leave you with the Changelog, and update this post with any relevant questions I can answer!

------------------------------------------------------
v1.3.7.1: <<< CURRENT RELEASE
------------------------------------------------------
- Removed full_hostility = yes from Greenskin CBs
- Diversified the witch hunter mercenary composition
- root_makes_from_vampire_effect now clears secret religions to prevent chaos vampires
- Adjusted vampire opinion maluses
- Some adjustments to math involved in The Empire re-unification event calculations
- Added retinues at game start to several of the Border Princes
- Fixed the bald commander problem in portrait_properties
- Various position fixes across the map
- Fixed a province border issue with the mountains of Naggaroth that caused an inexplicable CTD
- Successfully cleansing Greenskins now ptoperly removes ALL Greenskin modifiers
- Rot Helm artifact now has a modifier
- Fixed the bug with children of Zoltán in the chaos wastes not being his
- Trevari gfx should no longer crash the game on the ruler designer, this should be the last one
- Dawi City walls now have a description and localization
- Repaired a government issue with vampiric and Tilean/Estalians
- Fixed the claim_championship_nurgle offmap decision
- The antideath effect now works correctly in the legendary warband missions
- Twins should now get their appropriate trait and culture, finally, closing that loophole
- Removed the marriage option from the Brayherd divine union event
- Fixed ordering of portraits_empire gfx so that the nose layer is properly hidden by the staked/burned traits
- Restored RoI tiger hunting event chain, but did not check localization
- Properly locked the hold_tiger_hunt decision to humans in world_greater_araby and world_new_world_lustria
- Should have limited the jungles of Lustria to its continent properly now
- Added Ogre Firemouth trait to mirror the Slaughtermaster trait and applied it in character history and in scripted effects
- Updated Ogre Slaughtermaster and Firemouth trait GFX
- Updated Khemri mask trait GFX
- Removed "train a warbear mount" decision since its now part of the mount market system
- Fixed spawned daemon localization
- Changed the age of spawned/summoned daemons due to a certain age range defaulting to child GFX (Machine spirits make no sense)
- Changed the pre-triggers of the events depending on these ages to more appropriate culture triggers
- Enabled Demon child and Life leach event chains from vanilla for chaos cultists
- Reformatted character history files for future reworks and legibility
- Further tightened the potential/allow/abort blocks for faith and heritage childhood focuses to limited players exploiting the system
- Many Vanilla artifacts reverted to default values to fix some errors until the final files can be overhauled
- Updated artifact affects to use proper combat phase modifiers
- The "hunt for a vampire" quest for the Cult of Morr society should now register as completed
- Lowered the prestige/piety malus when winning or losing a war against peasant revolts
- Updated Subfeudal government Icon and Charframe ring GFX for final polish
- Chaos offmap currency gain for ambitious trait boosted for all chaos offmaps
- Fixed "Whistler" Dynasty culture
- Fixed a few missing origin_descriptions for alliance opinions
- Fixed some fathers incorrectly set as mothers in history
- Fixed incorrect references to the old insanity trait
- Fixed history setup for b_tecnotica to use proper buildings
- Loads of history effect fixes
- Repaired marriage/age issues in history files
- Fixed fertility effect
- Fixed Ulthuan Vortex detection effect in the DOOM Counter
- Fixed missing is_trigger_only block for lustria.29 #Return of the Chameleon Skinks
- Cleaned up history for wonder_tor_lithanel
- Added missing Goblin Creature trait to the Broken Nose tribe leader
- Some Choas offmap cost balancing
- Cleaned up and polished Vulture Mountain map terrain and borders
- Finally cleaned up the borders around the Araby coast
- Minor fixes to norscan society events
- Restored missing opinion modifiers tied to norscan society
- magic_law_cost_effect and magic_law_refund_effect massively scaled down to stop extreme negatives when taking land. TODO: NEED to really examine this to close edge cases and for balance
- Fixed the GFX for narrow flank to no longer cover casualties GUI
- Cleared all Validator errors with combat_tactics
- Complete Overhaul of combat_tactics, focusing on synergy and lowering tactic activation time to allow for more diversity in battle results.
> Makes combat_tactics more internally consistent, and intuitive by restoring symmetry between tactic groups, and improving cooperation between different unit types
> Changes all troop checks to bracketed checks against total troops in order to prevent Horse Archers from triggering Light Cavalry tactics and War Elephants from triggering Heavy Cavalry tactics
(and for consistency)
> Most tactics now last only 8 days and some only 6 (instead of 12 or 18 days)
> Retreat calculations greatly expanded, a flank leaders traits and personality directly influence chance of retreat
> flanks are now more likely to retreat without a leader
> Pursuit of a retreating flank lowered from a 25% chance to 20% chance
> Added 2 new combat tactics that can fire if you have either a trained mage or magical spells in a flank
> Improved cooperation between different unit types
- Light Infantry recieve more support from everyone
- Horse Archers receive better support from Light Cavalry
- Archers receive better support from Horse Archers
- Light Cavalry receive better support from Archers
- Gunpowder is now properly accounted for
- Artillery is now properly accounted for
- War Machines are now properly accounted for
- Heavy Infantry receive better support from Heavy Cavalry
- Pikemen receive better support from Heavy Infantry
- Heavy Cavalry receive better support from Pikemen
- Overhauled the voting weights for patrician succession in defines.lua
> Original Formula:
(campaign fund × 5) + age² + (prestige × 2) + a random factor of 500 points = total respect
> New Formula
(campaign fund × 2) + (age² × 0.3) + (prestige × 5) + a random factor of 200 points = total respect
- Added a Bespoke targetted decision to destroy an inactive wonder, this is tied to a game rule for cost.
> Some care was taken to make this only apply to inactive wonders that are tier 1-2 and damaged.
> So pillage the wonder first until it meets the requirements to destroy!
- Overhauled Mount Market Completely, Streamlined for ease of use
> Added special minor title for Brettonnians above the Count Tier called "Stable Master" with special tie in events that influence the mount system
> Cleaned up mount events and decisions and added ways to get chariots and other mounts also lowered costs
- Some cleanup to the nautical events, changed namespace to ships.x tightened it to hopefully exclude allies, rebels, and mercenaries.
> Included the antideath effect in the naval outcome scripts to prevent malekith and other is_invincible_trigger characters from random drownings
> However, after a bit of a chuckle. I left a 1% chance for the Everchosen to drown
> Changed the wealth gain/loss when raiding ships in naval combat
> Changed the Admiral trait to a more lore friendly "Sea Captain"
- Removed a few more provinces for AI, all lakes in the New World:
> Cold Water Lake
> Lake of the Abyss
> Black Lake
> Witch Sea
> Kraken Lake
> Wyvern Lake
------------------------------------------------------
v1.3.7:
------------------------------------------------------
- Changed some on_action events to be in custom random lists to ensure factions are recieving relevant events
- Reworked Ulthuan depopulation to be a simpler system and less taxing on the engine
- Tweaked learning magic as an Asur apprentice at Hoeth
- Changed some MTTH asur events to on_actions
- removed extra namespaces for asur events
- Documented/optimized wh_asur_events
- Removed duplicate pregnancy event chains, these were added in vanilla
- Cleaned up learning magic somewhat
- Cleaned up teaching yourself magic somewhat
- Fixed antideath effect for Chaos Dawi Sorcerors
- Updated the borrow/donate money to holy order decisions
- Fixed the Shallya Self Sacrifice society power
- Lowered the cost of the Shallya self sacrifice to 8000
- Wearing armor (Artifact) now lowers your battle magic pool unless it has the armored caster flag
- Made some adjustments to Witch Hunter decisions
- Witch Hunters check to denounce liege doubled from 2 years to 4
- Made adjustments and cleanup to the mount market and training mounts
- Changes to Ekrund under Karak Ankor
- Added ambition for Skaven to become a Grey Lord
- Refined the Become Chaos Dawi Sorcerer ambition
- Fixed Loot Province Society Mission
- Adjusted papal AI behavior to account for Witch Hunters and Templars
- Fixed Hobgoblin/Goblin Localisation
- Ulthuan will no longer view Athel Loren as a Colony but you can still aid them in their wars (player only)
- Small changes to Antoch start up war events
- Fixed the Antoch war firing again when loading a save and meeting the requirements
- Cleaned a stray pixel off the 4th Dawi government icon
- Added the icon GFX for the new Dawi government
- Localized Shadow Warriors
- Should now ONLY be able to turn humans into vampires
- Fixed Ekrund History Typo
- Fixed vampire_hunter trait
- Buffed vampire_hunter trait
- The death of the Everchosen should now reset the Doom Counter
- Shallya Self Sacrifice now resets doom counter instead of just lowering it
- Slight changes to DOOM effects and scaling
- Fixed Stegadon animation file names
- event CC.10030: picture = GFX_evt_Comet changed to GFX_evt_comet (lowercase)
- Defined Stromfels group opinion modifier
- Added or fixed event pictures for many, many events
- Event druchii.2 now uses MTTH instead of weight_multiplier
- Fixed a serious event duplication issue between the hashishin and mariner societies
- Fixed many event duplications
- Commented out certain non-existant events from on_actions
- Fixed some incorrect bloodline modifiers
- First pass through HF_warrior_lodge_feast_events.txt
- Doom should now properly be reset to when winning against black crusades
- More event GFX fixes
- Localization additions
- Lizardmen spiritual jobs reference events 164900 and 164902 which dont exist, so I commented them out
- Fixed some bloodline modifiers
- Commented out more non-existent events from on_actions
- Drachen religion has now been given holy-sites (not having enough or having too many holy sites can cause crashes)
- Fixed inconsistencies with Geg of Wainfleet, the peasant Knight dynasty (now its properly none)
- Waldo is now sigmarite (sorry, lol, the games not happy about him not having a religion)
- Generated empty history files for all of the wasteland province
- Fixed unborn title holders so that they would at least be 0 years old upon inhereting titles
- Removed non-existant title holders from title history
- Changed some lore thing that DeadliestIncome asked for, relating to Gardevoir Galand
- Changed these files who where on UTF-8 to ANSI(Windows-1252)
> nb_naval_events.csv
> beastmen_nomad.csv
> offmap_powers.csv
> ulricanadditions.csv
> wh_ToS_localisation.csv
> 000_breto_mer_name.csv
> 00_cultural_titles.csv
> 00_marriage_correction.csv
> 00_religious_titles.csv
> wh_ToS_localisation.csv
- moved the contents of 00_comanders.csv to 00_cultural titles
- Removed warpstone health malus for now due to skaven mass dying from it
- Added kharan_the_blighted_bloodline for Kharan who invaded Bretonnia
- Created a dynasty for kharan
- Added nickname for Kharan "the Blight"
- Changes to consorts in amazonia
- rework of the pet consort trait
- DR_Pirate_events should now be correct
- Added a bit of piety to the elector counts
- fixed missing namespace for darkelfmagic events
- Fixed the one legged, eyed, one handed for DR_pirate_events.txt
- Removed monthly wealth for peasant traits.
- Buffed holy orders a bit
- Witch Hunters were supposed to get 4 ducats a month, but only got like 0.2. Since apparently monthly_income transferred to yearly income on titles just because. Fixed.
- hobgoblin_nomadic vassals are now callable
- Added peasant "Gen Waifield" as an knight
- You can no longer dejure claim and tribute cbs on the witch hunters without expelling them first.
- Fixed wrong scripted trigger for warrior lodges
- Limited Grail Shrines to characters with the Grail religion or Top Liege with the Grail religion
- Changed Olricstaad building location from "b_kirkja_hiti" to "b_olricfjord"
- Added Skaven city buildings "Warpstone Generator" and "Laboratory"
- Changed several Norscan Dynasty names to match lore
- Added government flavour entries for many of the new governments including 3 tiers for the Eonir government and 2 tiers for the myrmidian governments
- Fixed the Hobgoblin charframe switrching bug
- Added cultural name swaps for titles in the southlands for cathayan and jade vampire cultures
- Made several changes to landed titles set up history at start
- Added a few titular titles "d_skulltakers" "c_skulltakers" and "e_realm_horned_one"
- Eldership succession unlocked for tilea/estalia/myrmidia governments
- Skulltakers added to military elective succession
- Added the groundwork for the Horned Rat offmap power
- offmap_currency for the Skaven offmap labled "monthly_warpstone_tokens" or "warpstone_tokens"
- Cleaned up on_Action entry for ARMS.2 # Standard Found event
- Delayed the stillborn birth fix by 1 day to allow racial traits to correct themselves
- Fixed RETTYPE_CUL_EONIR2 active block and modifier
- Some Skaven traits now apply "monthly_warpstone_tokens"
- Added a "Royal Trading Hall" wonder upgrade for Marienburg
- First draft of new Norscan wonder added "wonder_norse_heorot"
- Added a trigger_if block and made some minor changes to the "claim_high_kingship" decision for dawi
- Cleaned up references to vanilla in "culture_conversion_events"
- Lots of clean-up and some rewrites to the dwarf reunification events and voting system
- Simplified council job calculation code based on skill to use set triggers "job_event_mtth_modifier_diplomacy_score" etc.
- Some clean up and expansion to the alliance scripts for The Empire
- Small fixes to region code in the hunting events file
- Province 1914 is no longer a major river #Halkildfjord
- Added 3 new provinces for a total of 2445
- Renamed "Halkildfjord" to "IceDrake Fjord"
- Updated regions in the map files to reflect recent additions and changes to Norsca and the Underempire
- Province border changes in Norsca
- Lots of History changes for characters in Norsca
- fixed all cases of "�" in the localisation files after the correction of files to ANSI
- Added artifacts.info containing all information for balancing and creating new artifacts
- Reworked "03_artifacts_druchii" - added a manifest, organized and balanced
- Adjusted artifact spawns for druchii
- Created system to allocate artifact amounts based on tier (see artifact_spawns.info)
- Split artifact spawns between generic and magic categories for granularity
- Moved all mounts to a separate file in the artifact section unless they are character unique
- Reworked "20_artifacts_mounts" - added a manifest, organized and balanced
- All mounts now have stacking = no checks
- Fixed some artifacts not applying to slots
- Some mounts will also get a combat rating matching the artifact tier, alternatively they may get days_of_supply for pack animals
- All mounts should now be integrated into the AI check system that forces them to switch to the best mount in their treasury
- Added a new slot for artifacts, limiting the number of familiars equipped to 2 at a time
- All Dwarfs can now use runes and master runes not just runesmiths and runelords, the latter two types of dwarf are the only ones who can create runes however
- The great book of grudges is now a tome slot not a library slot
- Added a trinket slot to limit the modifier creep from random artifacts in your treasury
- Merged Kislev, Bretonnia, Empire artifacts into "20_artifacts_mortal_realms" - added a manifest, organized and balanced
- Reworked "11_artifacts_dwarfs" - added a manifest, organized and balanced
- Merged event "aicleanup.033" which destroys cursed artifacts on death into event "55520" which destroys no_inherit artifacts on death
- Reworked "09_artifacts_lizardmen" - added a manifest, organized and balanced
- Reformatted history/technology
- Reformatted half of history/titles (need to do duchy, count, empire files)
- Added names to the offmap powers missing them in history/offmap_powers
- Reformatted history/characters/1000_albion added a manifest, re-ID characters from 1000 range to 100 range
- Reformatted history/characters/2000_halfling_mootlander added a manifest, re-ID characters from 2000 ( was 5200 for some reason ) range to 200 range
- Reformatted history/characters/3000_halfling_miyan added a manifest, re-ID characters from 3000 ( was 5100 for some reason ) range to 300 range
- Shifted character age and name on the GUI so they dont overlap in extreme cases
- Reformatted history/characters/4000_amazon added a manifest, re-ID characters from 4000 range to 400 range
- Landed more Amazon rulers amongst the existing holdings, added some consorts and magic users to a few courts
- Reformatted history/characters/ruinous_powers added a manifest, cleaned up character code
- Added add_twenty_five_duel_experience_modifier to allow history files to quickly power characters without using a lot of the add_ten_duel_experience_modifier
- Allowed Slaan to be commanders
- Reworked title_commander "allowed_to_hold" for readability and allowed ogres to be commanders for other races
- Reformatted history/characters/5000_ogres added a manifest, re-ID characters from 5000 range to 500 range
- Added 15 Ogre mercenaries to various courts in the old world and beyond
- Restored "Sha'shala" as the ruler of the Lustrian Cathayan enclave
- Moved and made some minor adjustments to the easter egg character that replaced her
- Reformatted history/characters/5400_oriental added a manifest, re-ID characters from 5400 range to 600 range
- Lowered the cost of becoming chosen, champion and prince for AI
- Marriage system tweaks to fix bugs and performance
- Sylvanian oldage pointing to wrong gfx fixed
- A fix for Ruler Designer crashes when selecting certain cultures
- Fix for unlanded Patrician offmap chaos interactions
- Interracial marriage now works if turned on
- Introduced beastmen interspecies marriage pruning to slow them breeding out the chaos wastes
- Added some piety requiremets for the anti-magic war
- Fixed stacking of opinion_spared_witch
- Magic law fixes
- pleasure_twist disabled for use on the everqueen and everqueen heir
- Added has_impious_trait_trigger to make it a bit more limited in its usage
- Igor should no longer go negative in prestige
- Kraka hyfol now has the right culture
- Fixed Dustpaq positions
- Deleted some old code related to stealing and gifting artifacts as they were ancient and redundant
- stromfels_group allowed access to the slavery system
- Fixed numerous instances of "old_gods_group" which should actually reference "northern_gods"
- Allowed "stromfels_group" to purchase armaments from the Dawi Zharr
- Extra scripting added to norscan events and enabled some old events for northern god conversion after updating code
- Restructured the slavery system, streamlined the variables. Retained some depth and while promoting balance
- Deployed slaves now raises local revolt risk
- Deployed slaves no longer lower build time (costs less not faster)
- The bonus to vassal_opinion for "succ_bretonnia_elective" changed to feudal_opinion
- Nurgle now likes the trusting trait
- Slightly reworked "Duel_effect" as part of Everchosen quest fix
- Reworked opinion_modifiers for the "knights_of_brettonia" society (Was 45+ now closer to 15+)
- Impaler, Wroth, and Cruel are now negative instead of positive traits for the "knights_of_brettonia" society
- Fixed the bug where you could invite members to your cult who had already joined
- Added some easter egg code for the "Egg of Quango"
- Ice witches removed from mage ward teaching system for now as its handled through the society
- Added easter egg code for the Winter Equinox for norscan_gods
- AI excluded from some warrior lodge missions
- Bloodthirsty Gods: The Mass Sacrifice re-enabled for Khornate followers
- Event CC.1 added to properly clear known cultist flags
- Fixed the Everchosen event chain
- Fixed Harskamp start culture and religion
- magic_power modifiers removed from Magic Offmap GUI trigger as they are mostly redundant and can cause some bugs
- Repaired Isabella von Carstein generic vampire bug
- Expanded the remove_race_trait_effect to include goblin and orc size traits
- create_[daemon]_effect changed slightly to use remove_race_trait_effect to eradicate edge cases
- Feudal dawi bug fixed
- Should have fixed the society grandmaster power to summon disciples
- Added beastman_government to has_tribal_or_nomadic_government_trigger
- Champion decisions on the undivided offmap have all been fixed
- Fixed localisation error for the mark of tzeentch for undivided
- Undivided offmap favour now resets upon death
- Conversion to vampire triggers now properly clear chaos offmap favour
- Removed potential blocks from bloodthirsty gods traits so they should no longer reset when you reload the game
- Reworked the Cleanse Greenskin decision to show no upfront cost since its scaled wealth based on location, and removed pretige cost to back out from the decision
- Slightly reworked success chance and cost calculation for cleanse greenskin decision
- Overhauled Druchii Building Lists, Each culture gets a unique version of a building tree, Tribals got some love with expanded lists, exceptions made for the easter egg Tzeentch Druchii
Special Units
> Castles - War Beasts
> Cities - Chariots
> Temples - Magic Spells
- Changed just a few tribal cultures for the druchii
- Modified how cold ones vs dark riders potential for druchii
- Adjusted math for norsca.1-5 events, moved them to a decade pulse and limited them slightly
- Adjusted math for norsca.1 and moved to a longer pulse
- Adjusted the weak heir collapse in Norsca to only fire for demense sizes larger than 2
- Adjusted math for norsca.1-5 events to only fire for norscan_gods
- Norscan Tribal Gov now only gives +1 concubine instead of +5
- Grail society fixed to allow all members as long as they are
> religion = grail
> trait = noble
> is_adult = yes
> is_female = no
- Fixed Bretonnian Trebuchet stats
- Fixed commander requirements for orcs and goblins
- Updated family palace requirements to create a slaver post
- Excluded creature goblins from the marriage system
- small fixes to characters using the anti death system
- exterminating greenskins in world_troll_region now changes culture to ropsmann instead of kislevite
- Fixed bug: gaining stats when hiring goblin courtiers
- Chaos court can now call vassals to arms.
- Becoming daemon prince of khorne now requires the correct offmap value.
- You can no longer become a daemon prince of chaos when you are already a daemon prince
- Becoming a champion/chosen/prince of a specific god will now give you their respective religion
- Created few dark elf characers.
- Druchii Sorceresses under malekith should no longer be thrown to agnatic
- Allowed Druchii to use the court mage mechanics.
> Male mages living under malekith are of course outlawed.
> Elves have lower requirement to pass.
> Elves can become apprentice even when adult. Minimum of 15 learning required when adult.
- Added sisters of twilight icon and trait
- Added sisters of twilight to the anti death engine
- Added some new hair colors to asrai, asur, druchhii chaos dwarves, kurgans, tileans, estalians and the amazons
- Changed the culture modifier of the asrai to me more distinct from the asur
- DNA changes to the sisters of twilight so that their appearance is closer to lore
- Added some modifiers to the Oak of Ages
- Fixed Ogre trait localisation
- Added Orion and Ariel to the immortal engine
- Adjusted static modifiers, added forest and jungle terrain modifier
- Adjusted asrai retinues
- Added a truce to Bretonnia at game start
- Greenskin extermination ai weight changes
- Nomadic governmant changes
> Severe crash fixes:
- game does not support changing nomadic governments (order to chaos and vice verca)
- If an heir is in a different religion group than the father it changes the heir to the rulers religion
- Trading decisions issue fixed
- Fixed Republics so they are playable again
- Seperated world_troll_country from kislev and norsca regions, since it causes ai to gain -100 IQ (on top of their zero IQ) and destroy their armies marching in to Norsca
- Added a cb to kill skaven surface realms
- Buffed imperial wonders a bit since ai is still struggeling against local threats until we can implement overhaul
- Temporarily removed the special building from the oak of ages
- Cleaned up the tooltip for the unique Herdstone buildings for beastmen
- Overhauled the custom map mode module, the third section is now entirely dedicated to warhammer specific map modes as intended:
> Places of Power are tied to the corresponding gameplay element, this allows you to see them and their respective game states visually
> Ulthuan Depopulation is tied to the corresponding province variables allowing you to visualize their impact (especially useful when planning invasions as the Druchii)
> Corruption allows you to track the location of warpdust traces, warpstone meteors, and warpstone veins. As well as visualize the impact of vampiric corruption as necromancers cast spells and raise the dead
> Lustrian Jungle is tied to the corresponding province variables allowing you to visualize their impact (especially useful when planning invasions as a colony or defending the temples as Lizardmen)
> Beastmen Presence shows you the location of herdstones, scattered beastmen, beastmen unrest, and the various levels of beastmen scourging
> Greenskin Presence shows you the location of scattered greenskins, and the various levels of greenskin population
- Added the first pass of one of our more important game systems: Places of Power
These represent the leylines, ogham stones, cruxes, and all other symbolic or magically connected places across the world.
These locations passively affect the Doom Counter and should tie into players mid/long term goals
For now only the core regions of the Old World have been implemented as well as some of the Wastes as we work to dial in the math and the performance impact of locations
There are several stages for places of power: Active, Inactive, Corrupt, Drained
> Active places of power drain points directly from the doom counter
> Inactive places of power have no effect
> Corrupt places of power contribute points directly to the doom counter
> Drained places of power have been rendered temporarily inactive for an alternative effect
Places of power can be corrupted or restored as long as you meet several qualifications and the location is under your control
For now the ability to drain them has been disabled until the next round of events are added and we add the Lizardmen Places of Power
(meditate_pop_order, meditate_pop_corrupt)
- Merged aicleanup.013 which sets dwarfs old age GFX with aicleanup.007 which distributes old age traits
- All characters given the old age trait will now get the infertile trait
- Cleaned up localization for the Doom level notifier so it fits in the message box
- Added missing terrain types to prosperity engine
- Changed fatandira to be of Arabyan origin
- Changed fatandira to be of shallyan religion
- First pass adding shallyan retinues
- Border princes have much more flexibility when it comes to succession laws
- Added a morrian ruler to the border princes
- Increased AI weight for daemon prince clickers.
- Some minor changes to Doom Counter math and events
- Doom notifier is now a decade pulse instead of every 5 years
- Overhaul of several maintenance and set up events including:
> aiclean.1 # Event changes religion of nomadic heirs if they are from a different religion group on_death
> aiclean.2 # On Succession event - if holder of Samur's Witch Hunter chapter is not a Witch Hunter, the title disappears.
> aiclean.3 # on_death to pass Avelorn to the next Everqueen
> aiclean.4 # Inheritance of Everqueen ping from aiclean.3
> aiclean.5 # Everqueen/Phoenix King trait lost, bi-yearly pulse
> aiclean.6 # On_birth, dwarf children should not be old already
> aiclean.7 # Distribute Old age traits
> aiclean.8 # Demand Vassal Conversion rework (ROOT is the demander, FROM is the vassal)
> aiclean.9 # Demand Vassal Conversion rework ping (ROOT is the vassal, FROM is the demander)
> aiclean.10 # Spell failed event (null event)
> aiclean.11 # Remove woodwalking event (fired on timer)
> aiclean.12 # Greenskin Government maintanance
> aiclean.13 # on_death of Master, free all mage apprentices
> aiclean.14 # Give the proper age traits to dwarves at start up (perhaps change to long term on action)
> aiclean.15 # Special Titles break on the character's death
> aiclean.16 # on_death Big Akghan succession, creates a new character and pings aiclean.2 to give titles
> aiclean.17 # on_death Big Akghan succession or The holder of the university of Martek is always a scholar, creates a new character and pings aiclean.17 to give titles
> aiclean.18 # on_adolescence, elves receive the youngling trait, preventing them from wasting themselves in lowborn marriages.
> aiclean.19 # After 45, elves lose their youngling traits and can be married off.
> aiclean.20 # Court cleansing for Khemri Servants and Skaven Breeders on_ten_years pulse (Bad AI, stop spawning useless stuff - remove when root cause in spawn decisions are fixed)
> aiclean.21 # To Check for Mining outpost getting deleted. Fired from 'on_siege_over_winner'. Owner of the winning unit is ROOT. The taken Holding title is in FROM.
> aiclean.22 # Ping event from aiclean.21 to Check for Mining outpost getting deleted.
> aiclean.23 # Upon title holder change clears crown_law_change title flag triggered by on_new_holder, on_new_holder_inheritance, on_new_holder_usurpation
> aiclean.24 # Forces bloodline on the same dynasty member, if the bloodline is flagged
> aiclean.25 # Places of Power Initialization and Mists of Albion
> aiclean.26 # on_action Event Generates priestess fired from on_new_holder, on_new_holder_inheritance, on_new_holder_usurpation, on_chronicle_start, on_startup
> aiclean.27 # ping event to set Slaan as Mage Priests on_chronicle_start, on_create_title, on_startup, on_bi_yearly_pulse
> aiclean.28 # ping event to set Special Corsair Titles on_chronicle_start, on_create_title, on_startup, on_bi_yearly_pulse
> aiclean.29 # Xen-Huong the dragon emperor of cathay. Grant special titles and cool nickname (fired from character history)
> aiclean.30 # Blanket on_chronicle_start Maintenance to Set surface tunnel modifiers for Skaven, Set Religions for secret cults, and Kill male rulers of female held titles
> aiclean.31 # Checks for no character trait and applies one if necessary, on_startup, on_employer_change
> aiclean.32 # Event to rectify religion switchs, with a built in failsafe and log entry (tied to rulerdesigner system)
> aiclean.33 # Player choice event if human for religion group page 1
> aiclean.34 # Player choice event if human for religion group page 2
> aiclean.35 # Specific God choice after religion group choice
> aiclean.36 # Choose your Vampiric Lineage page 1
> aiclean.37 # Choose your Vampiric Lineage page 2
> aiclean.38 # Choose your Vampiric Lineage page 3
> aiclean.39 # Choose your magic power
> aiclean.40 # Choose your magic potential
> aiclean.41 # Random Lore event for player created untrained mages
> aiclean.42 # on_adulthood Immortal age GFX fix ping
> aiclean.43 # on_adulthood Immortal age GFX fix effect
> aiclean.44 # Red Duke's bloodline allocated properly on_chronicle_start
> aiclean.45 # Apply burnt by flames bloodline
> aiclean.46 # Apply redeemed by flames bloodline
- Removed the ai racial correction decisions, we may need the redundancy but with testing the blanket event may be enough to keep things in line
- Overhauled, optimized, and documented wh_amazon_events
- Changed code so that only old women get the infertile trait while old age men get a flat fertility malus
- Ice witches dont get the old age trait or infertility (all handled by society)
- Some minor performance changes to amazon events
- Adjusted mutation effects and chances in order to lower mutation frequency
- Primary mutation event based on location changed from a MTTH event to a random on_bi_yearly_pulse event
- Merged the chaos spawn and forsaken on_bi_yearly_pulse events into the primary mutation event
- Removed the chaos gods limitation for Invisible_friend artifact since its tied to the lunacy system
- Overhauled, optimized, and documented wh_mutation_events
- Moved several Lunacy and Mutant Events to on_actions instead of MTTH
- is_fat and is_malnourished now apply -1 health
- added a new death_reason - death_starvation
- Amazon government updated for female only consorts
- Overhauled, optimized, and documented dooming and star sign events then merged into wh_star_signs_event
- Restored pinky and the brain easter egg
- Reformatted history/characters/6000_skaven added a manifest, re-ID characters from 6000 range to 700 range
- bloodline and history fixes for fatandira
- Females will not kicked out of the grail society, they still cant join but if they somehow manage to enter they will not get kicked out
- Warhammer marriage correction rule removed
- Orc county conquest creates more threat
- Chaos raid ends inconclusively if the ruler is no longer of chaos religion
- limited the county conquest cb on old world
- halo of maidenly wrath no longer has the requirement you have to be in the grail knight societiy
- Removed global marriage correction options
- Mutation ping event set to five year pulse
- Places of Power balancing
- Fixed pagan_conquest CB
- Added a cost to ulthuan colonisation CB
- history name changes
- Granted Louis his bloodline again
- Fixed the immortal suspicions event to only fire for specific religion groups
- Attempt made to correct interspecies breeding loophole using twins
- Bloodlines created when becoming a daemon prince now give general opinion to all members of the chaos gods group instead of solely slaanesh
- Removed permanent winds of albion game rule option
- Game rule options labeled as default to show intended gameplay
- punishment_release_prisoner game rule set to off as default
- diplo_range game rule set to restricted by default
- Fixed the display trigger for the magic system so that it only shows for characters that can actually cast spells
- Some siege events for ormazd and old world group interaction ported from vanilla
- Game rules modified slightly (preparations made to adapt 4th crusade and shephards crusade systems)
- Expanded on the Beastmen custom map mode
- rising_tomb_king modifier changed from a wildly unbalanced 1,000,000% to a much more natural 200%
- snehekharan.2 now also immediately refills nehekharan holding levies when it fires to account for the intention of the original modifier
- Small changes to snehekharan.10 and set it to on_new_holder, on_new_holder_inheritance, on_new_holder_usurpation to restore the malus for non tomb kings
- Minor rebalance to Khemri special buildings, this will be revisited in the Great Works refactor
- Fix Skaven Laboratory building upgrade chain
- Minor bug fixes to some event chains
- crafting_magic_item trait added back for now, its used by the old commissioned crafting system that wasnt ported with the refactored crafting that was a part of the magic system
- Amazons excluded from the "Present Noble" courtier spawning decision
- LOTS of localisation fixes and improvements
- Small changes to snehekharan.10 to fire through the any_realm_province scope. It now fires correctly to give the "Cursed Sands" modifier
- Small balance changes to nehekharan_curse modifier
- Added a "Solomon Kane" easter egg
- Moved Morrian holy site from Bechafen to Carlsbruck
- Changed Essen to a morrian holder as its a stronghold of the knights of morr
- Essen is now a vassal of Lord Voss of Siegfriedhof
- Carlsbruck granted to a new character
- Moved Morrian holy site from Tobaro to Nucca/Monte Negro
- Nucca/Monte Negro changed to morrian religion
- Added a Temple to Nucca/Monte Negro
- Spomanti split to a direct vassal of Remas
- Expanded on the Cult of Morr
> Split the Knights of Morr and the Order of the Raven
> The Knights of Morr are stationed in Monte Negro (County of Nucca) and hold the Raven Theatre in Luccini
> They remain vassals of Remas (may change in the future)
> The Order of the Raven remains in Siegfriedhof and holds the chapterhouse in Essen
> They remain independent
> Technically the Knights of Morr would not use the vampire hunting society as it was designed for The Order of the Raven
> In the interest of gameplay experience both orders will utilize the society
- Title changes made, The Order of the Raven is now a Playable Holy Order
- Effect added when gaining the title of the Order of the Raven
- Special building added to Monte Negro
- Allowed Cathayans to use the Cupbearer minor title
- Set Novazong as "Sha'shala The Grand Generals" Cupbearer and gave him the blood chalice artifact intended for him
- Repaired the Bloodline and Sword "Sha'shala The Grand General" is supposed to start with
- Warp Tear special building adjusted slightly
- removed health malus from malnourished and fat traits
- lowered offmap costs for ai across the board by about 50% since they dont game the system like a Player does
- Kislevites can now restore places of power without any magic laws being active
- Removed training spidermount decision the correct decision is in the mount market now
- Minor CB fixes
- Cost added to elven colonization CB
- Kislev no longer worries about magic laws
- Added checks for the other congenital intelligence traits across the filebase or relied on is_smart_trigger
- Fixed missing is_lunatic_trigger which was causing numerous errors across the game
- Removed a typo from society_clothes.gfx
- Hunt artifact scripted trigger fixed
- Some balancing done on the druchii
> Lowered culture tech
> Gave minimum centralisation
> Lowered demense bonus of the Witch Kingdom government
> Lowered vassal bonus of the Witch Kingdom government
- Loads more localisation fixes
- Added some more missing localisations in tooltips
- Expanded the vanilla generate families system on game start to work for merchant republics and women!
> Since our files predate this system warhammer has more female rulers than usual to allow for marriages and because lore
> This should give their dynasties more longevity and allow merchant families to survive longer than one generation from start
- Cleaned up and merged artifact localisations
- add_warband_champion_trait_effect changed from a trigger to add champion traits for society members
- Scrubbed all references to event RoI.30121
- Empress Magritta admitted to The Morrian Society as according to lore she supported for the order during this time period (temporary measure will expand on this in the near future)
- First pass at overhauling Dawi buildings (Castle and City done just missing Temples)
- Bloodline localisation merges and fixes, and removed references to muslims in the holy war CB
- reinforce_your_company decision for the Brass legion should now properly cost 500 prestige and detract the amount
- Selling Warpstone is now worth 300 gold down fron 400
- Adjusted third party score math to prevent negative costs when selling a mount
- Modified mutation chances (Heavy Nerf)
- Fixed namespace of few mutation events
- More grammar fixes in events
- Merged building localisations into one file
- More misc localisation fixes for tooltips, and removed more vanilla references
- Fixed dawi building localisation
- Removed chance for rulers to be female when spawned as part of the border gore cleanup rule to remove edge cases
- new_character_effect now applies star sign/dooming immediately instead of with a 5 day delay
- Generated family members now fire aiclean.31 which applies character traits, star signs, magic, dooming, and so on immediately
- Adjusted the position of age on the character view gui
- Extended the position of names on the character view gui
- Moved the position of the rename button for children on the character view gui
- All rampaging beasts in lustria should be set to proper portraitGFX and have a creature trait
- Repaired Fimir events to properly allocate class and to apply creature_fimir
- Green knight will now always be a brilliant strategist and is given the creature_human trait
- Replaced all "warrior" traits in tournament events with martial education counterparts which should fix calculations and events
- Adapted Jeanne dArc events ID SoA.5350-SoA.5399 to instead spawn an "avatar of myrmida" since we already have a parallel to real life Jeanne dArc in Brettonia
> These are not optimized or test and localization is probably off
- Condensed Tooltips for declaring black crusade for legibility
- Fixed trait allocation for fimir intermarriage clean up events
- Made some fixes to the chess with death event
- All 1400 instances of new_character now properly apply creature traits or fire event aiclean.31 which fires new_character_effect
> Undoubtably a performance loss, as the same effect was fired by on_employer_change on_action already
> However this should sort some edge cases and the on_action becomes a net for exceptions instead of the primary action
> The event will only fire if they dont have a creature trait so overall shouldnt be a big difference in performance
- Many minor errors with spawned characters corrected alongside this
- new_character_effect now only has a 5% chance to fire magicpotential.1 and an 8% chance to fire wh_magic_law.40 which determine magic sensitive characters
- Added clear_favour_effect to reset offmap favour
- Zar Tat-Ugek now starts with 1000 nurgle favour
- Azalai's now starts with 800 tzeentch favour
- Should have finally replaced all instances of the old favour system for chaos
- Final pieces of old doom system converted over
- Settra is now a level 1 wizard and has acess to the lore of nehekhara spells
- Landed Khatep and granted him the Grand Hierophant nickname
- Added a check in the send_strigany_caravan decision and the events themselves to delay the ping a few years if you turn them away
- Khateps start province changed to his culture and religion and changed from tribal to castle
- establish_greenskin_tribe now costs nothing for ai and can be taken during a war. This should help stop empty holding shenanigans with greenskins
- grant_landed_title_waagh can no longer be used on empty holdings to prevent shenanigans, first a tribe must be established
- focus_ch_heritage can now only be taken if your liege is the same religion (intended for culture swaps not religion this is just one change of many coming to this system to close loopholes)
- witch_hunter_rapier artifact no longer locked to just witch hunters for use
- Employed priests, witch hunters, and physicians now apply both ai_flag_refuse_concubinage / ai_flag_refuse_marriage flags to prevent edge cases
- Should have fixed the cost of corrupting places of power
- Added a custom tooltip for owning a dark crystal to the cathayan jade dragon decisions (it seems artifacts cause same tooltip fuckery as scripted triggers etc.)
- Small position changes (still plan to hit entire map these are just smaller bugs)
- All places of power decisions should now detract piety from decision taker not province holder
- Added terrain = impassable_mountains to wonder_dawi_karak build potential
- healing_effect used in spells and potions now heals blinded and eunuch traits
- Throgg is now infertile
- Warhammer star signs now use { has_religion_feature = religion_astrology } allowing reformed religions access to them as well
- has_any_astrology_trait_trigger now uses warhammer star signs instead of zodiac
- Allowed witch hunters to use the employ chancellor decision
- Fixed all existing errors in trait validation
- Fixed all existing errors in retinue validation
- Empire/Sudenburg artillery/gunpowder retinues will upgrade automatically at higher tech levels
- Replaced Vanilla City Fortifications building with a Sartosan equivalent
- beastman_herdstone_offering is now useable if you have the herdstone modifier OR building
- Loosened the offmap brayherd requirements so you no longer have to be in diplo range to use them
- Allowed non-zealous atruhayid player characters to join the has_assassins_prerequisites trigger
- Removed all remaining references to the gender game rule
- Allowed the several minor titles from jade dragon to be used by members of the draconite religion (cathayan/jade vamps)
- Added 11 Ogre Mercenary Companies, bringing the count at game start to 16 since they can be hired across the old world
- Adjusted Ogre Mercenary sizes
- Varied Ogre mercenaries to use all 3 primary cultures firegut, irongut, and ogre main
- Enabled and converted event chain JD.1000 a five year pulse event finding Ormazd Adventurers to target Estalia/Tilea
> This should interact with the converted reconquista system allowing for some more back and forth between the three world regions
- Added a missing check for magic_law_3 in the has_magic_law_1_or_above_trigger scripted trigger
- Removed potential from berserker, reaver, ravager, seaking, sea_queen and pirate
- Some cb bug fixes
- Removed defensive attrition from spider gobbos
- Should have fixed the scaled wealth costs of restoring a place of power
- Changed Varangian Guard references to Kreml guard
- More localisation flavor and fixes
- donate_money_to_witch_hunters can now be clicked at 300 gold
- Added in several breaks that should stop marriage loops
- Disabled marriage for beastmen and Fimir.
- Beastmen should use the split clan decision to give away titles.
- Added in a decision for Fimir to give away titles
- Added wh_marriage_exlusion_trigger instead of pasting the traits in the file.
- Replaced ai interval with ai = no for give_province_amazon_2 decision. Ai uses a different decision
- Created a decision for AI fimir to grant titles
- Replaced Blood Keep Vampire Knights special troop with retinuesize_perc up to 35%
- Overhauled balanced and documented skaven artifacts
- Overhauled balanced and documented banner artifacts
- Overhauled balanced and documented magic artifacts
- Overhauled balanced and documented Ogre artifacts
- Overhauled balanced and documented Tombking artifacts
- Overhauled balanced and documented Greenskin artifacts
- Overhauled balanced and documented Beastmen artifacts
- Overhauled balanced and documented Asrai artifacts
- Overhauled balanced and documented Cathay artifacts
- Updated Steam Icon
- Replaced all remaining references to warrior traits and replaced with martial learning traits
- Overhauled balanced and documented vampire artifacts
- Slight rework of wh_magic_laws_scripted_triggers
- Slight rework of wh_battle_magic_triggers
- Weapon artifact restrictions loosened to allow factions to use various weapons
- Reforming the empire is now easier for both players and AI
- Added dwarf_commander_age_tt tooltip
- Removed the skaven prototype offmap for now
- Fixed invalid reference for brayherd offmap power
- Brass Legion title should now properly set chaos undivided champion trait using on_gain_effect
- Removed code reference to capitol holding for the Brass Legion
- k_direholm capitol changed to be within its de jure lands
- d_fezzir capitol changed to be within its de jure lands
- d_karak_karlnir capitol changed to be within its de jure lands
- d_zifilibar capitol changed to be within its de jure lands
- Set a de jure capitol for e_the_empire since the engine requires one
- b_biberhof granted to character 79068
- Removed lots of characters unused in our start date in characters/79000_stirlander
- Fixed all validator issues with title history
- Tweaked technology history for k_paraskiros
- References to add_building = no_elephant_camp_2-8 removed from code for now for tech set up
- TECH_RECRUITMENT now provides retinue size bonuses
- TECH_FORTIFICATIONS_CONSTRUCTION now provides 10% siege_defense
- Minor clean up to the technology files to clear validator errors, will cause some balance issues until another pass is taken closer to 2.0
- Deleted unused title files in history
- Fixed title scope in the effects for d_siegfriedhof
- Cleaned up references to future vampire societies in 02_scripted_triggers_warrior_lodges
- Changed references to d_chinon in wh_mercenaries to c_chinon
- Repaired the effect that hides magic from witch hunters, it was looking for character modifiers but we use flags
- Removed Adventure Society prototypes from files
- Removed all references to vanilla zodiac signs
- Fixed weight modifier for voting for any heirs to the current ruler of Bretonnia
- Fixed all validator errors involving societies
- Repaired Ariel of Athel Loren bookmark entry
- Fixed Fatandira start culture
- Terrain layout changed for the Kitadal
- Some more terrain blockers added across the map
- Switched almost all mountain and no_character provinces to Impassible Terrain
> Cons:
- Lose the unique names on most mountain ranges etc.
- Terrain is greyed out in realm view mode (most used mode) so less pretty
- Surrounding the provinces in question will no longer fill it in your color so minor addition to border gore in large regional empires
> Pros:
- Legibility, at a glance players have the important information on movement paths and bottlenecks
- AI, we have strongly suspected its at least somewhat to cause for ai breakdowns while impassable terrain is a hardcoded pathfinding calculation
- Legibility, the large names across big swathes of land could easily get in the way (think the giant chaos wastes word across the top)
- Legibility/bug fix, this removes the floating letters on the map as the skaven tunnels name stretched across the old world funny and ended up jumbled
- Since each one uses a province to define it, removing them frees up something like 50 provinces for use anywhere you want
> Removed Provinces-
> Aguidi Mountains
> Southlands
> Abasko Mountains
> Adhrar Mountains
> Worlds Edge Mountains
> Worlds Edge Mountains 2
> Worlds Edge Mountains 3
> Apucinni Mountains
> The Vaults
> Devils Backbone Mountains
> Pale Sisters
> Forest of Arden
> Grey Mountains
> Athel Loren
> Black Mountains
> Anulii Mountains
> Anulii Mountains 2
> Beast Peaks
> Vanaheim Mountains
> Mountains of Thjazi
> Mountains of Naglfari
> Mountains of Hel
> Ulfwerenar Mountains
> Trollheim Mountains
> Gianthome Mountains
> Goromadny Mountains
> Mountains of Mourn
> Azgorh
> Blackspine Mountains
> Spiteful Peaks
> Black Forest
> Grey Guardians
> Drakwald
> Middle Mountains
> The Under Empire
> Skaven Tunnels
> The Blighted Marshes
> Spine of Sotek
> Great Jungle
> Icewind Mountains
> Beastblood Mountains
> Jagged Spine
> The Frostbites
> Pillars of the Gods
> Plateau of Zorn Uzkul
> Massif Orcal
> Sahra Desert
- Added some missing description entries for triggered_gain used in society currencies
- Fixed all validator errors involving province history
- Repaired several bookmark characters for the custom bookmarks
> Lone Sentinel
> Greenskin Menace
> Old World Forests
- Igor the Terrible now starts with the berserker trait and 25 duel skill experience
- Removed duplicate on_action reference to WB.11999 which caused bugs with the legendary journey progress
- Disabled references to numerous on_action events not currently used though I will rework and reenable them later
- Reworked Doom.0 to be a character event
- Reworked lustria.9 where a random building is lost to the jungle
- Reworked schaos.2 where a Building gets eaten by mouth in the ground
- Daemon culture group is now immune to schaos.2
- Reworked schaos.5 where gravity is reversed in a province
- Daemon culture group is now immune to schaos.5
- Reworked schaos.6 where a hellgate opens in your capital
- Fixed schaos.11 to be a character event
- Fixed lustria.2 to be a character event
- Fixed on_Action reference to mutate.12
- Reenabled and reworked event orcs.14-19 the ork gardening events and set them on a decade pulse for orks with high stewardship and not in command
- Fixed asur.61 to be a character event
- Fixed snehekharan.10 to be a character event
- Fixed snehekharan.10005 to be a character event
- Fixed DR_greenskins.151 to be a character event
- Fixed DR_greenskins.182 to be a character event
- Fixed all validator errors involving on_actions history
- All instances of cathayan_imperial_government changed to celestial_empire_government need TODO fix confucian_bureaucracy
- Fixed a vanilla bug where bloodline_less_factions flag wasnt properly applying
- Fixed a vanilla bug with the monumental bloodline counter
- Fixed all validator errors involving factions objectives and plots
- Fixed all validator errors involving nicknames
- Fixed a few mounts not applying defensive modifiers
- adjusted Ai difficulty levels
- adjusted doom effects on manpower, population, and levy size for chaos
- Fixed all validator errors involving the map
- Fixed all validator errors involving modifiers
- Fixed Gor-Rok bookmark portrait
- Fixed an issue with the allow block in law: tribal_organization_4
- Fixed numerous issues with scopes related to magic laws
- The Fay Enchantress no longer allows random traits and some appropriate traits added
- Converted the greek intrigue bonus for sucession voting to apply to vampire culture group
- Converted the roman diplomacy bonus for sucession voting to apply to imperial culture group
- Fixed some mutation triggers
- Fixed portrait properties for a few of our special Arabyan characters
- Fixed loads of errors and vanilla references with portrait properties
- Fixed all validator errors with the interface
- Fixed all validator errors with artifacts
- Converted the byzantine disfigurment bonus for sucession voting to apply to norscan culture group
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v1.3.6:
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- Norscan Gods given the offensive religion unit modifier
- Dun and Eux returned to Bretonnian ownership at game start
- Triers moved to the Gisoreux Duchy to match lore
- Beastmen mutations now conform with the visible traits game rule
- Reworked the Arden forest in Bretonnia
- Added loreistic Wood Elves to the Arden Forest
- Gave the Duke of Aquitaine a wife and son to stop the red duke from inheriting the title right away
- Switched the Red Dukedom and Aquitane Dynasty flags
- Lowered holding count of Arden Forest from 5 > 4
- Added Moonclaw as a Beastman easter egg character
- Added "Learn Lore of Chaos" for undivided offmap
- Scattered Norscan Strongholds across Norsca
- Reworked the Norscan initial set-up
- Sprinkled some chaos religions across Norsca
- Added holdings to Mount Hellspire, and a temple since its a holy site for chaos undivided
- Minor tech changes in Norsca
- Split Harskamp from the freebootah goblins and returned it to Westerland
- Split Wouduin from the forest goblins of the Drakwald and gave it to the beastmen to help with balance
- Split Middenmoor from the forest goblins of the Drakwald and gave it to the beastmen to help with balance
- Added an Old Imperial easter egg character to Norsca representing the "forest of knives"
- Norscan Stronghold Ambition should now properly convert your capital holding to a castle
- Westerlanders can now have beards
- Changed greenskins extermination to factor 2. Should help ai priortize them a bit more compared to other CB
- Added more pre-triggers to Bretonnia events
- Fixed mercenary decision
- Created a new government for Hobgoblins under the Dawi Zharr call "Hobgoblin Satrapy"
- Created a new, extremely harsh permanent tributary type for hobgoblins under the Dawi Zharr
- Disabled "release from tributary" decision for Dawi Zharr when its Hobgoblins
- Increased the age of the ruler of Dukhyls
- Reworked kislev, ungols, dukhyls forest, ropsmann, ostrosk, and troll county set-up at start
- Subfeudal no longer applies to independent Bretonnian lords
- Made balance changes to sub_feudafication Laws
- Localized sub_feudafication laws
- Added "drink potion" missing decision GFX
- Excluded chaos and norscan buildings from the dawi zharr
- Made the "buy from order dawi" and "buy from chaos dawi" mutually exclusive so they dont stack
- Excluded asrai_cadai from the seduction focus
- Allowed SOME state troops for nonvampire Sylvanians
- Special Road Warden and Huntsmen versions of traditional state troops for Sylvania
- Nomads no longer build temples, was a waste of money. Hardoded, dont know why it was on in the government file
- Minor tech change in Norsca
- Added Fimir holding GFX
- More nomads in northern Kislev
- Fixed Bookmark typo
- GetReligiousPerson quick fix, need to overhaul the custom localization eventually
- Typo fixes
- Removed extra modifier from wildwood rangers
- Fixed typo in castle version of sudfreecorps_4
- Fixed Fatandira CoA
- MP lobby chat text is now black instead of white
- Added the missing player list slot to MP lobbies
- Fixed missing Gov Flavor for norscan stronghold and congregation gov
- Changed the ruler of Ostermark to match lore
- Fixed vanilla introduce heir event chain
- Made changes to the imperial government and elector count governments
- Restricted "Hold Blot" to Norscan Gods
- Hid WAAGH.19 tombola event
- Added decision GFX for "train a mammoth"
- Allowed norscan gods to worship the ancestors
- Removed the levy bonus from the ulfsland special buidling until it can become a wonder
- Added a Norscan Society, unique from the other warbands as it focuses entirely on the norscan way of life.
> 5 unique missions
> 3 new powers
> New lifestyle stuff preparing for
- Search/Create Norscan relics
- Raiding Quests
- Mythical Creature Quests
- Quests to obtain Viking Traits
- Forging Quests
- Relic Quests
- Built a city in Galiti
- Added a trade node to Galiti
- Added a trade node to Sartosa
- Built a trade post at start in Luccini
- Built a trade post at start for Cittafinistre
- Added a new trade branch to Monte Castello
- Added a new trade branch to Miragliano
- Added a new trade branch to Myrmidens
- Added a city and increased holding count of Gwingui in the southlands
- Added a new trade branch from Gwingui to Sudenburg
- Made some map/province changes to southern araby
- Fixed custom localisation for Jizya Tax
- Ulfsland changed to norscan stronghold and slightly nerfed
- Gave the county of Tintannil to the Royarch of Bretonnia
- Minor History changes
- Blooddragons can now wear eye patches
- Luthar Harkon is now missing an eye
- Drekla his first mate is now missing a hand
- 2 new vampirates added to the Vampire Coast
- Fixed a few modifiers not a part of the visible traits game rule
- New Vampire Pirate Retinues
- Pirate history changes across the map
- Pirate building overhaul with unique branches for the three culture types
- Special building for forts added for pirates
- Ormazd and Kitabid religions can now join chaos cults again
- Stromfels religion can no longer join chaos cults
- The ai = yes limitation for startup population of all societies removed except chaos warbands
- NOT = { prisoner = yes } added to all focuses, before prisoners could only take seduction, learning, and theology
- NOT = { prisoner = yes } added to all childhood focuses, before child prisoners could still be given any focus
- Mount decisions and events both reflect proper costs now
- Removed curse flag from mount artifacts
- Chaos and norscans can now build chariots
- Can no longer purchase a another mount until your done training the first one
- Nerfed Marcheur culture modifier
- Gave Tasselone back to Bretonnia at game start
- Added flags for hobgoblin realms
- Warp Tear can now only be built in the primary holding of the capital
- Slight Buff to warp tear
- Akendorf now uses feudal elective to match lore
- Completely reworked the start set up for the Border Princes
- Added both lore friendly Confederations at start
- Eagle and North Border Confederacy now use feudal elective to match lore
- Fixed wrong scope for offmap decisions to switch from undivided to mono-god
- Magic laws should no longer revert back to base level after forming the colleges of magic
- Seduction changes:
> Vampires, Slaanesh: No same sex scandal
> Slaanesh, Lahhmian: Allow same sex seduction without Homosexual trait.
> Slaanesh. No Incest scandal risk, No priest scandal and No age scandal.
- Westerland is now a valid elector to form the empire
- Excluded fimir from marriage correction, should fix bugs
- Some performance pre-trigger changes
- Added necromancy to Isabella and made Vlad older
- Minor bloodline changes
- Obregon counties now touch to create a contiguous border
- rumours_events religion changes
- Expanded the exclude list for the the marriage event
- Added 5 new mercenary companies to Norsca at start
- Added an Ogre Tribe in the Border Princes and in Norsca
- Changed the various Old World Faith Intermarriage Rules
- Small changes to history in Nordland
- Minor Gui fixes
- Added trade posts for Halflings in the Moot
- Re-adjusted the halfing merchant families
- Reduced the size of trade post models on the map by 60%
- Reduced the size of trade port models on the map by 25%
- Reduced the size of trade flags on the map by 25%
- Rebalanced the cost of Kislevite Retinues
- Performance enhancements for the Von Carstein events
- Fix for the Duplicate witch hunter societies clashing, Merged
- Reforming the Empire will now bring religious peace and restore the Intermarriage between the empire faiths
- If a Black Crusade threatens the Empire or the Von Carsteins grow too powerful, religious peace will be gained and the empire will seek alliances with others for aid
- Fixed undivided chosen having access to becoming champion decision
- Changed the timing on The Everchosen chain to fix it failing without warning
- Canceling the decision to craft a magic item will now refund the winds of magic spent
- Munzig can now build a trade post to utilize the gold mine
- Added a trade post to munzig at game start
- Fixed missing localization for the "Perilous Beasts" Bookmark
- Fixed a positions issue in norsca causing ships to go on land
- Greenskin mounts now locked to that religion group
- Lizardmen mounts now locked to that religion group
- Changed the "Perilous Beasts" Lizardmen start to Hexoatl
- The pocket of defenders event will no longer kill you if you let them go
- Minor adjustments to history at start up around the world
- Fixed the vampire wars not firing correctly
- Minor adjustments to Reunification of the imperial religions
- Disabled the getting into shape war focus line for Ogres
- Add in Thorgrim as a child at the start date, as the grandchild of Alrik
- Eating prisoners as Ogres/Huge Orcs can make you fat
- You now gain duel exp for hunting vampires personally
- Added Fort level to Altdorf and Marienburg until they can become wonders
- Added Flavour events but left them disable for now until they can be polished
- Strengthened each religion that allows for reformation
- First Pass at Reformable Religions. I expect several iterations will be required for polish
> Atruhayid
> Old Faith
> Norscan Gods
> Northern Gods
- Added character flags for one eyed/one handed/one legged. to drekla, luthor harkon, and the crimson king of numas as well as allowances in the auto healing system for those flags
- Fixed Ruler Designer crash for sartosans
- Minor fixes
- Fixed Crash with reformation window
- Fixed Doom notifications
- Fixed missing Government flavour and GFX for all the new governments
- Added a new Dawi Government called "Thanehold"
- Ottilian family line fixed. Which was causing a broken familiy tree and missing bloodline
- Finished several Flavour events and enabled them
> Valka the Serpent in Norsca
> Each of the Imperial Claimants
- Added a small boost to AI Valka
- Changed the magic laws for Westerland since wizards there were giving protection by Magritta in 1993. Still Illigal for the vassals Nordland and Stirland.
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v1.3.51:
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- Modified WOL events since cheating isnt a crime in all religions
- Small nerf to the Red duke
- Gave Louis The Young piety to hire holy orders
- The entire world should no longer join the Black Crusades
- Engineering event should no longer fire randomly
- Minor performance improvements
- Removed a battle disfigured event in favor of a vanilla variant
- Localisation for undivided boons
- Theology focus can now remove addict trait
- Disabled engineers guild until its finished
- Minor adjustments to MP lobby layout
- Repaired the Assassins society for Araby
- Properly excluded AI from 2 events in on_action_events.txt
- Rewrote the description for the Subfeudal government to be more clear
- Rewrote the description for the Tzardom government to be more clear
- Disabled the new coastal colonisation CB until it can be tied to the new colony mechanics
- Added GFX for the drink elixir decision
- Fixed frame switch bug, will finalize and update custom frames for the new governments in a later patch
- Fixed the Maelstrom government, should now be pirate fleet at start
- Repaired the Elixirs to properly increase stats
- Limited elixirs from being used if your stat is too high, instead of wasting them and doing nothing
- Repaired the 2 missing spells from the lore of shadows
- Changed the starting religion for vulture mountain and its ruler to shadowmen instead of vampiric
- Fixed Conquistador retinue calling null unit type
- Fixed Ostland Ogre retinue calling null unit type
- Fixed the "enfeeble foe" spell for lore of shadows
- Fixed layout of special interest characters in the outliner
- Repaired several other spells where the event target was set after the event was fired
- Lowered the brightness on the "hills" terrain GFX
- Added GFX for the "Impassable Mountains" terrain
- Updated GFX for "Urban Area" terrain
- Over 20 provinces in the empire changed to the "Urban Area" terrain type
- Updated both of the volume 2 music tracks
- Chaos rulers will no longer claw their eyes out on a daily basis
> Repaired 4 events tied to seiges in the chaos wastes, everything should fire correctly
- Excluded Necrarch vampires from the "Cleanse Beastmen" CB
- Lowered disease rates for immortal races for things like cancer
- Reworked fertility debuff for fimir to be a reduction of 25%
- Reworked chaos traits so you no longer retain multiple tiers of one trait
- Allowed tribal holdings for the Strigoi government
- Repaired Santa Magritta
- Repaired positions.txt for offmap trade node
- Repaired Lizardmen Tablet recovery wars
- Lowered The effect of age on the Respect value for Doge elections
- Repaired Trade Routes and Nodes
- Removed piety from red duke
- Fixed some bugs with ogre buildings
- Added a game rule to disable the malus for plots across factions
- Excluded lahmians from the malus when plotting against Humans
- Added missing Localisation
 
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I think I can probably eventually get used to the new character UI included with the mod - I think I'll have to if I want to play it, since the Vanilla UI submod completely borks the modifier icons - but the new County UI seems to be designed primarily to obfuscate information behind extra clicks, and I quite frankly hate it a lot. (The new Outliner is... fine, I guess. It's kinda tacky, but functionally intact.)

Can we get a UI mod that only gives us the new character panel but leaves the county view in a playable state?
 
I think I can probably eventually get used to the new character UI included with the mod - I think I'll have to if I want to play it, since the Vanilla UI submod completely borks the modifier icons - but the new County UI seems to be designed primarily to obfuscate information behind extra clicks, and I quite frankly hate it a lot. (The new Outliner is... fine, I guess. It's kinda tacky, but functionally intact.)

Can we get a UI mod that only gives us the new character panel but leaves the county view in a playable state?
Was unaware of the bug with the modifier icons, will give the vanilla UI submod another test and patch up any errors so it truly is vanilla UI with no issues for people who don't like the new UI.
 
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Hey ya'll thank you for the updates!

I love Nehekhara! I started as the Nehekka in Crophi, my King of Numas actually swayed me for my opinion, which was awesome!
He even wanted to raise my heir to be properly Nehekharan, which crashed the game I believe. (Update, a second playthrough with an elf-turned-Nehekka was fine, up until courtiers started having kids. then crashed) I get this could make the Nehekka convert to the undead but uh... yeah I don't mind, can ya'll fix that so I can have a living dynasty over the undead, or do the undead have special game mechanics to do with the culture preventing such things?

Also multiple wives and husbands (consorts, concubines)!

Also, I kinda want to make a mod reforming the Nehekharan religion. Just something to bring the kingdoms together.

Can elves do the sideways barndance with humans?
 
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