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

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Can you check some of your game rules? Specifically, the game rule on satanist cults and on religious secret cults.
Oh, I see. I didn't change the default settings, and devil worshippers were indeed disabled, religious secret cults were on. Don't know if that was connected to my last settings for another campaign or if that is your default setting.
 
Oh, I see. I didn't change the default settings, and devil worshippers were indeed disabled, religious secret cults were on. Don't know if that was connected to my last settings for another campaign or if that is your default setting.
I believe the default is on for both rules. Currently, the asmodean cult has elements of both satanists and religious cults, so both should be on for it to function. If both of the rules are off, the cult is disabled. Having one on and the other off might be causing something to malfunction.
 
Some more minor bugs:

- I can see traits I'm pretty sure I shouldn't be able to see (no, I didn't have charinfo enabled). Could potentially have to do with me having -debug and -debugscripts enabled (since I need them for my own modding and didn't want to accidentally forget about them when I want them, I left them in place), if that affects trait visibility, in which case it's WAD.

ck2_13.png

ck2_14.png


- The Calipha of Zakhara did presumably not die on a journey to China, but one to Shou Lung.

ck2_17.png


- I don't have a screenshot, but I joined the Cult of Asmodeus (my only "sin" was Cynical this time) and initially got stuck waiting for "the messenger" for a good number of years before I fired the relevant event again. I suspect I just got unlucky/ran into a vanilla edge case, but maybe something has broken.

- Forgot to screenshot it, but I can apparently build both Great Cathedrals and Great Mosques when playing with the Calishite religion (I don't remember the name it has in-game). I'm unsure if this is a bug or not.

- Ï don't have a screenshot, but I created the Shoon Imperium and can't create other empires due to holding a "special title", which there's no in-game explanation for and which there was no prior warning about. That's a bit annoying.
 
- I forgot to screenshot it, but when I waged a Bhaalspawn Extermnation war for the inland county in the duchy of Agis I got the Bhaalspawn count there as a vassal when I won. Might be working as intended, but the CB name and brief description makes it sound like killing or evicting the Bhaalspawn is the goal.

I noticed this during the observe game I ran when I first got the mod (using the previous version). People around the Tethyrian region were constantly waging Bhaalspawn Extermination wars, which usually ended in a victory for the aggressor, but no one ever actually died as a result, which seemed odd.
 
Some more assorted bugs and suggestions:

- I got an event that mentions Christianity and a book that's probably not around in Faerûn. Forgot to look up the id when I got it, but I think it should be relatively easy to find.

ck2_19.png


- At least one instance of "Lucifer's Own" hasn't been updated.

ck2_23.png


- The description for seducing someone that's much older doesn't really make sense if they're a race that lives much longer and still are young by their race's standards. I suspect things also might get weird with scandal checks and the like and that long-lived races might get unreasonable penalties for seducing someone that's too young/old by human standards but not that far off by their standards (e.g. a 400 year old elf and a 350 year old elf being in a relationship is probably not as scandalous as a 18 year old human and a 68 year old human).

ck2_25.png


- I don't think Cleopatra is known to the people of Faerûn. I don't recall what the male version of the event uses in vanilla, but it probably would be equally unfitting.

ck2_26.png


- I don't have a screenshot, but seduction checks feel pretty easy (though, to be fair, the characters I went overboard with it on had or got the Master Seducer/Seductress traits and at least one of them was Pretty...). Racial opinion bonuses probably need to be taken into account where relevant and the difficulty raised accordingly where relevant, as I'd imagine that while e.g. a human might be more likely to sleep with another human than with a non-human they'd not be more likely to sleep with another human in general (and certain non-humans could get really extreme; an Aasimar seducing another Aasimar belonging to the same religion would either get a +45 (if good_human_pantheon_group) or a +35 (if not good_human_pantheon_group), but I'd imagine they canonically wouldn't be prone to basically ignore everything other than "We're both Aasimar and have compatible orientation!" when propositioned).

- Tangential to the above: Stuff like faction/plot/council pattern opinion thresholds might need to be updated to account for race trait opinion boosts, as while e.g. an elf might be more eager to seek independence from a human liege than a human would be the human should probably be as willing to go for independence as a normal CK2 character would be.

- Looking at wol_seduction_events.txt, the bonus to seduction acceptance in e.g. WoL.303 for men and infertile women assumes women become infertile at 45, which obviously isn't true for all races.

- I don't have a screenshot, but out of my three games so far Yamun Khahan only took over Shou Lung (and its on-map provinces) once. Not sure it's something he's supposed to always do or not, so not sure if this is a bug or not.

- Not sure if it's WAD or not, but the AI is very spammy with the Liberate Nomad Duchy CB. Granted, I have disabled the JD CBs with the game rule, which means there are fewer options than there otherwise might be, but it feels like it should be rarer. Looking at the CB definition, maybe some areas outside the Hordelands should be excluded as well, unless the intention is for nomads elsewhere to get wiped out (and possibly reappear on succession if the province has Nomad Unrest that the ruler can't get rid of due to either not having the tech or the money). Alternatively, maybe some of the non-Hordelands nomads should be tribal as that would make it impossible to target them with the CB?

- Not sure if it's WAD, but I find it a bit odd that Commonwealths don't have uses_bride_price = yes, seeing as they're a bunch of jumped-up peasants that probably should find it harder to intermarry with actual nobles (Feudal, Iqta, Divine Mandate, etc.). Magocracies and Theocracies might also be worth considering.

- Not sure it'd be possible to do it some other way, but the "Level up as X" ambitions being ambitions sometimes causes issues as you can't e.g. groom an heir and improve in a class. Granted, vanilla ambitions sometimes interfere with one another too.

- Not sure if it's WAD, but Mephistopheles and the King of Shadows don't really seem to achieve much (I've seen them fail their initial wars or get bogged down by tiny realms and eventually dogpiled). I suppose their troop numbers are balanced to make it possible to fight back if you start in the relevant area, but maybe there could be a game rule to give them (and possibly other event invaders) more troops if you want a challenge or you want them to be able to achieve things if you're not in the relevant area? Also, giving them a depowered council and the like might be good, to ensure that they don't get stuck at peace because some random Malcontent councillors or Glory Hounds lacking a powerful target feel uppity.

- Not sure if it's WAD, but it'd be nice if we could attempt to influence the (initial, at least) class and maybe magic school (if relevant) picked by close relatives in our court a little, seeing as it might be desirable to play as a certain class (and/or to have certain spells) on succession and also might be desirable to try to convince spares not to pick something likely to cause trouble. Naturally, personality traits and opinion might influence whether this interference works or not (e.g. a Stubborn character will probably pick whatever they please and refuse to consider anything else).

- Probably not something that'd be doable in the short term since I'd imagine it'd require a significant chunk of events, but it'd be nice if spares (particularly those far removed from the succession) and possibly heirs that are particularly unhappy with their parents could head off as adventurers (the RPG kind, not the CK2 kind), potentially picking up class levels a bit more rapidly, maybe getting friends/adventuring companions, or even becoming CK2-style adventurers and clearing out a monster horde (or attacking an evil realm (or good realm if they're evil)) but also potentially getting themselves eaten by a dragon, insulting local rulers, or the like.

- A vanilla-related issue that crops up from time to time: Adventurers sometimes spawn ships in a body of water that's really not relevant to their goal (e.g. spawning ships in the Sea of Fallen Stars when they're targeting an island to the west). I suggest updating the relevant events to spawn a second set of ships in the sea zone closest to the target's capital, which should cover most problematic situations.

- While I definitely understand that it takes a lot of time to create a society, that is an area I feel compares a bit poorly to vanilla since it feels like you often are ineligible for all societies. It'd probably take a bit of work, but it feels like at least part of vanilla's monastic orders could be adapted to serve many good religions (even if it'd be strange for servants of certain gods, e.g. Sharess, to think that celibacy/chastity are good things) and maybe Inventive could get something reusing part of the Hermetics. I really don't know enough about the setting to create something fitting (except by accident), however, so the best I can do is a suggestion.

- Another thing that I feel would be nice is if there were some flavour events tied to patron deity choices, such as potentially picking up traits related to them (or losing unfitting ones), getting tech points relevant to your god (or in general, for Gond), befriending/tumbling/rivalling people depending on the gods involved, and generally doing more things than opening up infrequent holy wars against certain targets and adding a flat modifier.

- Tech levels are currently more-or-less identical across the board (a few areas are a bit worse off). I'd suggest bumping up (primarily) non-tribal/-nomadic areas a bit in general (vanilla has Western Europe at tech 2 in 1066, with some areas having extra progress in some specific techs, while the most advanced areas in the mod are just shy of that in 1360, and my guess is that 1360 DR would be ahead of vanilla 1066 by some amount rather than behind) and maybe giving specific areas advantages in canon-relevant techs (e.g. Cormyr could perhaps get a little extra in Melee Tactics due to the Purple Dragons), techs that make sense based on geography (e.g. coastal areas getting extra Shipbuilding) or government (e.g. areas dominated by MRs could get extra Trade Practices, while Commonwealths could get extra Popular Customs), or even overall tech level if they're supposed to be particularly advanced, as this makes different starts a bit less similar and makes it reasonable to get at least some tech-gated things within a couple of rulers with a normal lifespan (e.g. Imperial Administration is at Majesty 5, and full SoW is at Tolerance 6) without rushing a certain tech (which is an option, but the AI certainly won't know to do that).

- While the overall race distributions seem to be based on what I assume is rough percentages given for certain areas in various sources and that makes sense for generic characters that are supposed to be local, it feels like events that spawn characters that are supposed to be notable and not necessarily locals (e.g. bloodline-related Great Warriors as opposed to generic "Promote commander" soldiers) could be a bit more likely to spawn characters with uncommon racial traits for the area (with some sensible limits; demons, beholders, etc. should probably be excluded), particularly since that would fit with the average adventuring party having a tendency to be rather diverse.
 
  • 2
Reactions:
Some more assorted bugs and suggestions:

- I got an event that mentions Christianity and a book that's probably not around in Faerûn. Forgot to look up the id when I got it, but I think it should be relatively easy to find.


- At least one instance of "Lucifer's Own" hasn't been updated.


- The description for seducing someone that's much older doesn't really make sense if they're a race that lives much longer and still are young by their race's standards. I suspect things also might get weird with scandal checks and the like and that long-lived races might get unreasonable penalties for seducing someone that's too young/old by human standards but not that far off by their standards (e.g. a 400 year old elf and a 350 year old elf being in a relationship is probably not as scandalous as a 18 year old human and a 68 year old human).


- I don't think Cleopatra is known to the people of Faerûn. I don't recall what the male version of the event uses in vanilla, but it probably would be equally unfitting.


- I don't have a screenshot, but seduction checks feel pretty easy (though, to be fair, the characters I went overboard with it on had or got the Master Seducer/Seductress traits and at least one of them was Pretty...). Racial opinion bonuses probably need to be taken into account where relevant and the difficulty raised accordingly where relevant, as I'd imagine that while e.g. a human might be more likely to sleep with another human than with a non-human they'd not be more likely to sleep with another human in general (and certain non-humans could get really extreme; an Aasimar seducing another Aasimar belonging to the same religion would either get a +45 (if good_human_pantheon_group) or a +35 (if not good_human_pantheon_group), but I'd imagine they canonically wouldn't be prone to basically ignore everything other than "We're both Aasimar and have compatible orientation!" when propositioned).

- Tangential to the above: Stuff like faction/plot/council pattern opinion thresholds might need to be updated to account for race trait opinion boosts, as while e.g. an elf might be more eager to seek independence from a human liege than a human would be the human should probably be as willing to go for independence as a normal CK2 character would be.

- Looking at wol_seduction_events.txt, the bonus to seduction acceptance in e.g. WoL.303 for men and infertile women assumes women become infertile at 45, which obviously isn't true for all races.

- I don't have a screenshot, but out of my three games so far Yamun Khahan only took over Shou Lung (and its on-map provinces) once. Not sure it's something he's supposed to always do or not, so not sure if this is a bug or not.

- Not sure if it's WAD or not, but the AI is very spammy with the Liberate Nomad Duchy CB. Granted, I have disabled the JD CBs with the game rule, which means there are fewer options than there otherwise might be, but it feels like it should be rarer. Looking at the CB definition, maybe some areas outside the Hordelands should be excluded as well, unless the intention is for nomads elsewhere to get wiped out (and possibly reappear on succession if the province has Nomad Unrest that the ruler can't get rid of due to either not having the tech or the money). Alternatively, maybe some of the non-Hordelands nomads should be tribal as that would make it impossible to target them with the CB?

- Not sure if it's WAD, but I find it a bit odd that Commonwealths don't have uses_bride_price = yes, seeing as they're a bunch of jumped-up peasants that probably should find it harder to intermarry with actual nobles (Feudal, Iqta, Divine Mandate, etc.). Magocracies and Theocracies might also be worth considering.

- Not sure it'd be possible to do it some other way, but the "Level up as X" ambitions being ambitions sometimes causes issues as you can't e.g. groom an heir and improve in a class. Granted, vanilla ambitions sometimes interfere with one another too.

- Not sure if it's WAD, but Mephistopheles and the King of Shadows don't really seem to achieve much (I've seen them fail their initial wars or get bogged down by tiny realms and eventually dogpiled). I suppose their troop numbers are balanced to make it possible to fight back if you start in the relevant area, but maybe there could be a game rule to give them (and possibly other event invaders) more troops if you want a challenge or you want them to be able to achieve things if you're not in the relevant area? Also, giving them a depowered council and the like might be good, to ensure that they don't get stuck at peace because some random Malcontent councillors or Glory Hounds lacking a powerful target feel uppity.

- Not sure if it's WAD, but it'd be nice if we could attempt to influence the (initial, at least) class and maybe magic school (if relevant) picked by close relatives in our court a little, seeing as it might be desirable to play as a certain class (and/or to have certain spells) on succession and also might be desirable to try to convince spares not to pick something likely to cause trouble. Naturally, personality traits and opinion might influence whether this interference works or not (e.g. a Stubborn character will probably pick whatever they please and refuse to consider anything else).

- Probably not something that'd be doable in the short term since I'd imagine it'd require a significant chunk of events, but it'd be nice if spares (particularly those far removed from the succession) and possibly heirs that are particularly unhappy with their parents could head off as adventurers (the RPG kind, not the CK2 kind), potentially picking up class levels a bit more rapidly, maybe getting friends/adventuring companions, or even becoming CK2-style adventurers and clearing out a monster horde (or attacking an evil realm (or good realm if they're evil)) but also potentially getting themselves eaten by a dragon, insulting local rulers, or the like.

- A vanilla-related issue that crops up from time to time: Adventurers sometimes spawn ships in a body of water that's really not relevant to their goal (e.g. spawning ships in the Sea of Fallen Stars when they're targeting an island to the west). I suggest updating the relevant events to spawn a second set of ships in the sea zone closest to the target's capital, which should cover most problematic situations.

- While I definitely understand that it takes a lot of time to create a society, that is an area I feel compares a bit poorly to vanilla since it feels like you often are ineligible for all societies. It'd probably take a bit of work, but it feels like at least part of vanilla's monastic orders could be adapted to serve many good religions (even if it'd be strange for servants of certain gods, e.g. Sharess, to think that celibacy/chastity are good things) and maybe Inventive could get something reusing part of the Hermetics. I really don't know enough about the setting to create something fitting (except by accident), however, so the best I can do is a suggestion.

- Another thing that I feel would be nice is if there were some flavour events tied to patron deity choices, such as potentially picking up traits related to them (or losing unfitting ones), getting tech points relevant to your god (or in general, for Gond), befriending/tumbling/rivalling people depending on the gods involved, and generally doing more things than opening up infrequent holy wars against certain targets and adding a flat modifier.

- Tech levels are currently more-or-less identical across the board (a few areas are a bit worse off). I'd suggest bumping up (primarily) non-tribal/-nomadic areas a bit in general (vanilla has Western Europe at tech 2 in 1066, with some areas having extra progress in some specific techs, while the most advanced areas in the mod are just shy of that in 1360, and my guess is that 1360 DR would be ahead of vanilla 1066 by some amount rather than behind) and maybe giving specific areas advantages in canon-relevant techs (e.g. Cormyr could perhaps get a little extra in Melee Tactics due to the Purple Dragons), techs that make sense based on geography (e.g. coastal areas getting extra Shipbuilding) or government (e.g. areas dominated by MRs could get extra Trade Practices, while Commonwealths could get extra Popular Customs), or even overall tech level if they're supposed to be particularly advanced, as this makes different starts a bit less similar and makes it reasonable to get at least some tech-gated things within a couple of rulers with a normal lifespan (e.g. Imperial Administration is at Majesty 5, and full SoW is at Tolerance 6) without rushing a certain tech (which is an option, but the AI certainly won't know to do that).

- While the overall race distributions seem to be based on what I assume is rough percentages given for certain areas in various sources and that makes sense for generic characters that are supposed to be local, it feels like events that spawn characters that are supposed to be notable and not necessarily locals (e.g. bloodline-related Great Warriors as opposed to generic "Promote commander" soldiers) could be a bit more likely to spawn characters with uncommon racial traits for the area (with some sensible limits; demons, beholders, etc. should probably be excluded), particularly since that would fit with the average adventuring party having a tendency to be rather diverse.
Plenty of valuable feedback, thanks! I'll elaborate on a few points:

- Mephistopheles and the King of Shadows are currently balanced to usually lose if their targets are at peace and with full levies, since their invasions failed in the lore/canon. I've seen them win reliably when their targets were weakened by other ongoing conflicts. A game rule to make those kind of invasions events more challenging is an interesting suggestion.

- An RPG adventuring system is something that we've been planning for a long time. It is a big undertaking however.

- Fear not, new societies are definitely going to be introduced. Faerun has a ridiculously high number of them, with enough time and man hours we may literally end up with several dozens. They do take time though. Currently working on the Twisted Rune, btw.
 
Last edited:
  • 1
  • 1Like
Reactions:
After I adjusted the games rules, the Cult of Asmodeus shows up as intended, and Bazzak is a member. What still persists is this behaviour though: "With increasing Dark Power i got the vanilla effects of being possessed, frail of body etc, which just seems wrong for a devil in particular and in world where worship of the dark powers leads to increased personal power in the same way that worship of the gods does in general."
I would renew my suggestion to maybe remove those penalties or at least adjust them to make them somewhat more fitting to the campaign setting.
 
  • 1
Reactions:
Some more bugs:

- Inventives think they are Christians.

ck2_27.png


- A newborn child would presumably be stillborn rather than dying in childbirth. Also, I believe the HF patch added a command to end pregnancies early, so handling incompatible parents on birth might no longer be necessary.

ck2_28.png


- I assume the fact that a 52 year old half-elf looks like a child is a bug.

ck2_29.png


- Monster Exterminations don't invalidate when someone else clears out the monsters. Alternatively, the elves' opinion of humans is rather unflattering...

ck2_30.png


- Inventives being Christian again.

ck2_31.png


- The localization is broken when someone cures a province ("cure [blank] from").

ck2_32.png


- Missing localization for a death_reason.

ck2_33.png


- The active disease count really doesn't match the diseases that actually are around (my realm has zero diseases at the moment, and there certainly aren't 52 total). I suspect something weird happens when clerics run around casting Cure Disease on provinces.

ck2_34.png


- "Deus vult" are probably not words anyone in Faerûn would know.

ck2_35.png


- <scope>.GetSheHe instead of <scope>.GetSheHeCap in the event option.

ck2_36.png


- Only noticed this today, but the small mountain wasteland surrounded by three provinces doesn't actually do anything since all the provinces can reach each other. I suppose it looks nice, though.

ck2_37.png


- Only noticed this today, but holy wars clear out all non-co-religionists. It should perhaps be changed so that you don't clear out other tolerated religions (unless the ruler in question has a patron god yours doesn't like).

ck2_38.png


- Missing localization strings for abyssal_cult_opinion and infernal_opinion.

ck2_39.png


- I got an event character without any racial traits.

ck2_40.png


- I suspect it could be a consequence of something related to vanilla (either CBs or adventurers inheriting things would be my guess), but Yaïmunnahar appears to have leapfrogged over several realms. Lion is also split, but a previous ruler there settled as Lapiliiya, which could explain that one.

ck2_41.png
 
  • 1
Reactions:
After I adjusted the games rules, the Cult of Asmodeus shows up as intended, and Bazzak is a member. What still persists is this behaviour though: "With increasing Dark Power i got the vanilla effects of being possessed, frail of body etc, which just seems wrong for a devil in particular and in world where worship of the dark powers leads to increased personal power in the same way that worship of the gods does in general."
I would renew my suggestion to maybe remove those penalties or at least adjust them to make them somewhat more fitting to the campaign setting.
On sort of a related note, I saw this today:

screenshot.888203.jpg


Strictly speaking it is odd that a devil would be a demon worshiper, but she's a member of the Cult of Asmodeus so I assume it's just an unchanged vanilla bit. What really strikes me as weird, though, is the -50 opinion penalty coming from the evil lich-lord who originally summoned this devil in the first place! (Or so I assume; she has a +100 Bound Me modifier and AFAIK there's no way to bind someone else's summoned outsider in the mod).

Edit: Also, I can second Silversweeper's report that the active diseases count includes every disease to appear from the beginning of the game, even if they're long gone. By my count only three of these were actually present when I took this screenshot:
screenshot.888200.jpg
 
A few more things from the version from last week:

- A peasant revolt somehow became a nomad, which must have invalidated the war as he was just standing around in the target province. I suspect there's an issue with the government definition forcing peasant revolters with certain cultures/religions to the Nomadic government type due to that being the first valid one.

ck2_42.png


- Not a bug, but something that's been annoying me in my Cormyr game: The lack of a strait crossing at The Neck. I'm unsure if it'd be lore-friendly to have one, but it'd make moving troops around in the area less of a bother, particularly if you have expanded considerably inland and thus don't have a ton of ships.

- Unsure if it's a bug, but the Purple Dragons retinue is 25 % HC/ 75 % LC while the Purple Dragons mercs are 100 % HI. Feels

ck2_45.png


- Yet another case of a half-elf looking like a child. It does not seem to happen often, but this is the second time I've noticed it (I started in 1360, so the immortal_age entry would not be relevant (and it's supposed to set her immortal age as 30...)).

ck2_46.png


- elven_pantheon_opinion lacks localization.

ck2_47.png


- More portrait oddities. The woman in this screenshot is a human but looks like an elf, and all of her children are human and have a human father (and are not hidden bastards; there are no "real father" entries), but three of them look rather elven.

ck2_48.png


- Hobgoblins apparently get camera shy when you put them in prison.

ck2_49.png


- The fighter_xp gain was visible without charinfo and localized as such.

ck2_50.png

In the funny category: The King of Shadows has an unexpected heir...

ck2_44.png
 
  • 2Haha
  • 2
Reactions:
Assorted bugs from Experimental 5:

- succ_magic_dynastic and its _desc are missing, as are succ_magic_wizard and its _desc. Also, the succession voting pattern for the latter does not seem to be in the files.

ck2_1.png


baron_theocracy_government and its _desc are missing. Also,, I suspect the icon is missing or wrong since the one shown is the one for the Magocracy government.

ck2_2.png


- Queen Hasifir probably should have a Kinslayer trait, seeing as she murdered her own mother and got discovered...

ck2_3.png


FAITHLESS_HIGHGOD lacks localization. Somewhat appropriate, but I assume it's a bug.

ck2_5.png


- Someone that worships the Mulhorandi pantheon is presumably not a Nestorian.

ck2_6.png


- secret_religion_society_faithless lacks localization.

ck2_7.png


- I'm not sure if the Necronomicon is a thing in Faerûn (though I suppose it might be, if the Cthulhu Mythos are part of the setting).

ck2_9.png


- lich_baelnorm lacks localization.

ck2_11.png


- Not sure if it is a bug, but it feels a bit odd to have trade posts in counties held by monster mobs.

ck2_12.png


- Not sure if it's a bug, but I noticed that my Clones picked their own schools of magic.

- Not 100 % sure how it happened (given that I was playing in Nimbral i didn't really pay attention to the area), seeing as the title isn't a de jure title, but this feels a bit odd...

ck2_14.png


- Epidemics are still weird, though the banner hides itself if none are in your realm (it appears again if you go to the relevant mapmode).

ck2_16.png


- mordekainens_involuntary_wizardry_desc nees localization.

ck2_17.png

In positive news, whatever you did to improve performance has definitely helped in that regard.
 
  • 1Like
Reactions:
Assorted bugs from Experimental 5:

- succ_magic_dynastic and its _desc are missing, as are succ_magic_wizard and its _desc. Also, the succession voting pattern for the latter does not seem to be in the files.

View attachment 681193

baron_theocracy_government and its _desc are missing. Also,, I suspect the icon is missing or wrong since the one shown is the one for the Magocracy government.

View attachment 681194

- Queen Hasifir probably should have a Kinslayer trait, seeing as she murdered her own mother and got discovered...

View attachment 681195

FAITHLESS_HIGHGOD lacks localization. Somewhat appropriate, but I assume it's a bug.

View attachment 681196

- Someone that worships the Mulhorandi pantheon is presumably not a Nestorian.

View attachment 681197

- secret_religion_society_faithless lacks localization.

View attachment 681199

- I'm not sure if the Necronomicon is a thing in Faerûn (though I suppose it might be, if the Cthulhu Mythos are part of the setting).

View attachment 681201

- lich_baelnorm lacks localization.

View attachment 681203

- Not sure if it is a bug, but it feels a bit odd to have trade posts in counties held by monster mobs.

View attachment 681204

- Not sure if it's a bug, but I noticed that my Clones picked their own schools of magic.

- Not 100 % sure how it happened (given that I was playing in Nimbral i didn't really pay attention to the area), seeing as the title isn't a de jure title, but this feels a bit odd...

View attachment 681205

- Epidemics are still weird, though the banner hides itself if none are in your realm (it appears again if you go to the relevant mapmode).

View attachment 681206

- mordekainens_involuntary_wizardry_desc nees localization.

View attachment 681207

In positive news, whatever you did to improve performance has definitely helped in that regard.
Thanks for all these reports. It's helping a lot.

At least one reason for slowdown were barons marrying en-masse.
 
Any changes lately?
If you check the discord or GitHub, we have a new experimental release out today! I’d link it up but I’m not on my computer.
 
  • 1Like
Reactions:
If you check the discord or GitHub, we have a new experimental release out today! I’d link it up but I’m not on my computer.
Brilliant, Thank you
 
We're doing experimentals every friday (unless something unexpected happens), so check at least once a week. They now even have changelogs.
 
  • 1Like
  • 1
Reactions: