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komioski

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Aug 26, 2017
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Happy Hexenstag!
First, I'd like to wish all of you filthy heretics, Happy Holidays! This community update will feature most of what I've been working on since I formed the "lab-rat" testing group, as well as an update on the overall progress of the overhaul.

To begin with, the creation of a testing group officially marks the opening of our closed alpha. Currently there are 15 official Lab-Rats and I plan to add to their ranks over the next few months. With a testing group, my workflow has finally transitioned from general back-end updates and clean-up to a more modular approach in order to test the features of the overhaul in a more concise way. The Changelog below is separated into these sets starting with the most recent changes and include about half of the overall changes developed in the last 2 months.

A bit of a designer note on Sudenburg, This is our first "non-traditional" faction and very similar in idea to the "Huntsmarshals Expedition" from total war.

CHANGELOG:
WH:Geheimnisnacht
Changelog V1.3.17
###########################
# Minor Changes II
###########################
-Updated Frontend GFX for the loading bar and the hints section to fit longer hints
-Converted the new popup sections of the Frontend GUI used for the featured ruler/ck3 trailer
-Moved the new Map Mode job to the spymaster
-for now the offmap "china" power has been moved to the southlands and araby. This will be converted into Cathay in the southlands overhaul
-All bugs reported from V1.3.16 are fixed

###########################
# Cassus Belli Overhaul I
###########################
-Grail crusades will continue to use the old crusade system
-The new crusade system will be converted to work for chaos, these "Black Crusades" will be elaborated on in the chaos overhaul
-A Northern crusade can be called by Holy Orders of the Empire
-Reconquista system has been converted to the Tilea/Estalia regions of the old world.
-IN PROGRESS...

###########################
# Decision Overhaul I
###########################
-Created "offer brief non-aggression pact" targetted decision, this is intended as a new way to form alliances. Limited to your religion group usually though there are exceptions (such as between humans and dwarfs/elves)
-IN PROGRESS...


Changelog V1.3.16
###########################
# Minor Changes I
###########################
-General localisation
-Finalized design on intro loading screen
-Added a few more loading screens from "HAMMK"
-Finished installer
-Fixed unitpanel_specialunits gfx
-Integrated Fake Map Modes (This is somewhat incomplete as the technology section will be repurposed for our needs perhaps to check chaos/vampiric taint)

###########################
# Building Overhaul I
###########################
# Castle
# Unique Buildings, more to come!
-Altdorf, garrison size, knights, galleys, income
-Middenheim, fort level, garrison size, heavy infantry
-Talabheim, fort level, garrison size, archers
-Nuln, garrison size, military tech, gunpowder, income
-Marienburg, garrison size, light infantry, galleys, tax income
-Sudenburg, garrison size, pikemen, tax income, commander limit, court size
-Grand Moot, reduces short reign penalty up to 10 years
-Three Smoke Rings, garrison size, tax income, local revolt risk reduction
-Sauerapfel, tax income, tech growth, levy size
# Traditional Buildings
-Keeps, gives levy and garrison size
-Wall quality, gives fort level
-Walls, gives fort level, levy size and income
-Castle Town, gives income and increases court size
-Shipyard, gives galleys
-Library, tech growth and retinue size
-Armoury, gives morale and reinforcement rate
-Militia Barracks, gives light infantry and archers
-Barracks, gives heavy infantry and pikemen, adjusted for more pikemen in the WH world
-Stable, gives light cavalry and some heavy cavalry
# The Empire
-Imperial Castle, replaces keep, slightly more garrison for slightly less levy, produces knights
-Imperial Castle Town, replaces Castle Town, gives extra income, increases court size, and lowers retinue cost up to 50%
-Private Estates, increases income and retinue size
-Gunnery School, provides handgunners
# Sudenburg
-Sudenburger castle, replaces Keep/Castle Town, boost to taxes up to 30%, court size, less levy and replaces heavy infantry with light infantry/archers
-House of Knowledge, replaces library, spreads tech growth and increases retinue size
-Exotic Fruit Plantation, replaces Private Estates, increases income
-Satrap Free Companies, replaces Militia Barracks, gives light infantry and archers with an offensive bonus up to 30%
-Infantry Focus, heavy infantry/pikemen offensive and defensive bonus, unlocks Barracks
-Cavalry Focus, light calv/knights offensive and defensive bonus, unlocks Stables
-Satrap Infantry Companies, replaces Barracks, balanced towards pikemen
-Satrap Cavalry Companies, replaces Stables, gives more knights
-Gunpowder Focus, 40% offensive/defensive bonus, unlocks gunners
-Artillery Focus, 40% offensive/defensive bonus, unlocks artillery
-Elephant Focus, 40% offensive/defensive bonus, unlocks elephants
-Satrap Gunner Companies
-Satrap Artillery Companies
-Satrap Elephant Companies
# Neueslander Special Buildings
-Neue Towns, replaces Castle Town. gives income and levy reinforcement up to 30%
-Neue Soldaten, replaces Militia Barracks, less Light infantry, increased morale regeneration
-Rough Riders, replaces Stable, light cavalry only, increases their defense/morale up to 20%
# Halflings
-Halfling Moot, replaces Keep/Castle Town, less levy/garrison, a lot less heavy infantry, increases court size and income
-Hot-Pot Catapults, replaces Castle Fortifications, gives artillery and archers but less fort level
-Halfling Shepherds, replaces Castle Wall, levy size and income but no fort level
-Halfling Militia, replaces Militia Barracks, replaces light infantry with pikemen, less levy overall.
-Halfling Muster, replaces Barracks, Light infantry/archers instead of heavy infantry/pikemen
-War Sheep Riders, replaces Stable, light cavalry only
-Half-tank Foundry, gives artillery, prestige, and morale
# City
# Traditional Buildings
-Wall quality, gives fort level
-Walls, gives fort level, levy size and income
-City Guard, gives pikemen and handgunners
-Merchant Republic Arsenal, gives fort level, garrison size, levy size, and galleys
-City Shipyard, gives galleys
-City Port, gives tax income
-Marketplace, gives tax income
-Training grounds, gives levy size, and garrison size
-Mustering Ground, gives light infantry, light cavalry and archers
-University, gives tech growth and techpoints
# Terrain Locked
-Farmlands, terrain locked, trade value and garrison size
-Mines, terrain locked, trade value and garrison size
-Forest Villages, terrain locked, trade value and garrison size
-Desert Villages, terrain locked, trade value and garrison size
-Tundra Villages, terrain locked, trade value and garrison size
-Steppe Villages, terrain locked, trade value and garrison size
# The Empire
-Imperial Port, gives extra income
-Imperial Marketplace, gives extra income
-Imperial Militia Grounds, slightly more garrison for slightly less levy
-Coaching Inns, levy reinforcement, land organisation and local movement speed up to 30%
# Halflings
-Mootland Ogres, Gives heavy infantry and increases their offensive/defensive up to 50%
# Temple
# Unique Buildings
-Great Temple of Sigmar, garrison size, prestige/piety, gunpowder and heavy infantry with 15% morale bonus
-Temple of the Sacred Flame, fort level, garrison size, prestige/piety, heavy infantry and some knights with 15% defensive bonuses
-Centre For Manaan, more galleys, some tax income, prestige/piety and heavy infantry
-Witch Hunter Temple in Sudenburg, fort level, garrison size, prestige/piety, gunpowder and heavy infantry with 15% morale bonus
# Traditional Buildings
-Temple Wall, fort level, levy size and tax income
-Temple Fortifications, increases fort level
-Elite Barracks, gives Heavy Infantry
-Temple Monastery, gives levy/garrison size
-Militia Quarters, Gives light infantry and archers
-Temple Town, gives income
-Shipyard, gives galleys
-School, gives tech growth, culture points
# The Empire, as well as most of the human races in the game
-Sigmar, replaces Temple Fortifications, fort level, heavy infantry and improves morale up to 10%
-Ulric, replaces Elite Barracks, gives Heavy infantry, and improves offensive up to 10%
-Myrmidia, replaces Temple Monastery, gives slightly less levy/garrison size for some levy reinforcement rate up to 25%
-Taal and Rhya, replaces Barracks, gives more archers than light infantry, and improves archer defensive and offensive up to 10%
-Shallyan Hospice, replaces Temple Town, gives income and piety
-Gardens of Morr, gives knights and improves offensive up to 10%
-Manaan Shrine, replaces Shipyard, gives galleys and tax income
-Verena Library, replaces School, gives tech growth, culture and economy tech points
# Halflings
-Esmerelda, replaces Temple Monastery, gives almost no levy/garrison, decreases local revolt risk up to 30%
# Brettonia
-Grail Chapel, replaces Temple Fortifications, fort level, light cavalry and horse archers to represent mounted yeomen
# Tilea
-Lares Shrine, replaces Temple Fortifications, fort level and Pikemen
# Estalia
-Santiago Shrine, replaces Temple Fortifications, fort level, light cavalry and Knights

###########################
# Retinue Overhaul I
###########################
# RELIGION RESTRICTED REGIMENTS
-Warrior Priests of Sigmar, sigmarite, heavy infantry with a 50% offensive and 100% morale bonus
-Wolves of Ulric, ulrican, heavy infantry with a 100% offensive and 50% morale bonus
-Company of the Green Hat, taalite, archers with a 100% offensive and 50% defensive bonus
-Druids of the Secret Fire, old faith, light infantry with a 100% defensive and 50% morale bonus
-Stormguard, manannite, heavy infantry with a 50% offensive/defensive and morale bonus
# THE EMPIRE
# STATE TROOPS
-Swordsmen, light infantry with a 40% offensive and 20% defensive bonus
-Spearmen, light infantry with a 20% offensive and 40% defensive bonus
-Archers, archers with a 30% offensive and 30% defensive bonus
-Crossbows, archers with a 60% offensive bonus
-Halbadiers, pikemen with a 20% offensive and 40% defensive bonus
-Greatswords, heavy infantry with an 40% offensive and 20% morale bonus
-Outriders, light cavalry with a 40% defensive and 20% morale bonus
-Imperial Knights, heavy cavalry with a 40% offensive and 20% morale bonus
-Handgunners, gunpowder with an 40% offensive and 20% morale bonus
# UNIQUE REPLACEMENT REGIMENTS
-Deathwatch, Stirland, light infantry with a 20% offensive and 60% morale bonus
-Berserkers, Nordland, heavy infantry with a 50% offensive and 30% morale bonus
-Beasthunters, Talabacland, archers with a 50% offensive and 30% defensive bonus
-Landsknecht, Averland, pikemen with a 50% offensive and 30% morale bonus
-Carroburg Greatswords, Middenland, heavy infantry with a 60% offensive and 20% morale bonus
-Forlorn Hope, Sylvania, heavy infantry with a 20% offensive and 60% morale bonus
-Black Riders, Solland, light cavalry with a 40% offensive and 40% morale bonus
-Reiksguard, Reikland, heavy cavalry with a 50% offensive and 30% morale bonus
-Long Rifle Company, Hochland, gunpowder with a 60% offensive and 20% defensive bonus
# UNIQUE ADDITIONAL REGIMENTS
-Ostland Ogres, Ostland, heavy infantry and gunpowder with a 100% offensive/defensive bonus for both
-Pike-and-Shot Company, Ostermark, pikemen and gunpowder with a 50% offensive/defensive bonus for both
-Westerland Marines, Westerland, heavy infantry and light infantry with a 40% offensive bonus for both
-Wissengun, Wissenland, artillery with a 60% offensive bonus
-Wissengun, Wissenland, artillery with a 40% offensive and 20% defensive bonus
# SUDENBURG
# TRADITIONAL COMPANIES
-Imperial Free Company, archers and light infantry, 30% defensive bonus for both
-Imperial Infantry Company, pikemen and heavy infantry, 20% defensive bonus for both
-Imperial Cavalry Company, light cavalry and heavy cavalry, 20% offensive bonus for both
# FOCUS DEPENDENT COMPANIES
-Imperial Gunner Company, gunpowder units, 20% offensive/morale bonus
-Imperial Artillery Company, artillery units, 20% offensive/morale bonus
-Imperial Elephant Company, elephant units, 20% offensive/morale bonus
# HALFLINGS
-Crazy Chefs, light infantry, 20% offensive/defensive bonus
-Halfling Trackers, archers, 20% offensive/defensive bonus
-Pantry Guards, pikemen and heavy infantry, 20% offensive/defensive bonus
-War Sheep Riders, light_cavalry, 20% offensive/defensive bonus
-Battle Ram Riders, heavy cavalry, 20% offensive/defensive bonus
-Hot Pot Catapults, artillery, 100% offensive/defensive bonus
-Great Eagle Riders, war beasts, 100% offensive/defensive bonus

Some pictures of the front-end changes:
load_0.jpg
The new Intro screen
Annotation 2020-01-02 215858.png
Since the Featured Rulers are unmoddable I utilized the new frontend GUI in a different way

Pictures of the new "Brief Non-aggression Pact" decision in action:
Annotation 2020-01-02 220119.png
This decision was designed as a way for lore friendly alliances to be made without the vanilla restriction of marriage. (which just isn't possible for many of the races of Warhammer)
Annotation 2020-01-02 220311.png
Though there are still restrictions and not everyone is willing to agree to not just the non-aggression pact but the alliance as well.
Annotation 2020-01-02 220746.png

Pictures of the new installer and the new integrated map mode decision:
Annotation 2020-01-02 221217.png
A relatively simple installer that should make things a lot easier for those of you that have a hard time installing the mod
Annotation 2020-01-02 221123.png
The new Cartography decision is useful for development as well as more information for players on the world

Currently, the internal testing version is 1.3.17, while the official Development version is at 1.3.20 and includes most of the Decision and Cassus Belli overhauls as well as a few internal changes/fixes. After that is released to test later this week I will transition back to the map changes that have been worked on concurrently and then continue on to finish the Empire completely. That will bring us to version 1.3.3, about 30% of the way to public release (V1.4) and the completion of the first two milestones. Anyways I felt I had left you in the dark long enough, though there has been plenty of other changes and things I can't talk about yet. Apologies as always for the lengthy delay but I do need to feed myself and pay for the power that runs the infernal machine I work upon, and the 25-31st of December includes not only Christmas and New Years eve, but my Birthday as well!

You can also find the community here:
Discord: https://discord.gg/pjS9uFC
Reddit: https://www.reddit.com/r/CK2warhammer/
Forum: http://geheimnisnacht.boards.net/

Before I go, Discord is the easiest place to reach me with questions currently as its how I communicate with the testing group.

Regards,
Komioski.
 
Last edited:
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What a smart move with the alliance system.
 
Amazing, every time i play total war Warhammer i just think of this mod and how much better it is. Cant wait for full release :)