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

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Played some experimental 25.

So if hypothetically I enjoy an orderly realm, I should play orcish religion? Agnatic succession would diminish odds of inheritance mergers. Can demand conversion, or revoke titles from infidels as necessary. How likely would the vassals of a top liege with agnatic succession and oppressed women be to retain agnatic succession otherwise?

How do dragon cultures work for culture conversion and dragons as overlords of inferior species? There is no restriction in the culture conversion events (55000 and 55001) against it. Are there even enough dragons in Faerun to populate a single province? Or what is a dragon city supposed to look like? Wrong culture group penalty to revolt risk is easily mitigated, but a province inevitably flipping culture is not. Using the button to give a barony to a new vassal spawns dragons, including lowborn mayors. On the other hand there is nothing stopping a dragon from saying they are <insert local culture here> and the world quietly acknowledging such.

I raided my neighbour white dragon's tribe, grabbed her daughter-egg (excellent congenital traits), set her to heritage focus, raised her into reformed <whatever that orc religion is called> mountain orc in house arrest, and when she turned 16 made her my concubine.

Maybe my Github fu is weak but is there a way to update to new experimentals without having to re-download the whole thing? I have fast internet but pulling a cloned repository is still more convenient.

Is there a simple way to have every character use normal portraits?
 
Some bugs from the latest version (the hotfix for Experimental 26):

- The Tuigans triumphed outside Hangzhou. I don't believe there is one of those in the Realms.

ck2_1.png


- Not sure if Shou Lung rulers should be moved to regular Feudal if vassalized by e.g. the Tuigans. Oh, and Tabot's government is still doing the thing where it goes Theocracy for no reason.

ck2_2.png


- The good people of Mulhorand really shouldn't accuse cats of having anything to do with plagues. Bast is not a plague goddess!

ck2_3.png


- I'm pretty sure the Mulhorandi people aren't "Byzantine".

ck2_4.png


- I don't think there are Jurchen tribes or a Yalu river in the Realms.

ck2_5.png


- I apparently think I'm the Pope rather than the God-King of Mulhorand.

ck2_6.png


- Possible vanilla issue: I can use anti-nomad liberation on a county belonging to a bordering duchy that belongs to a realm that doesn't border me (or have a sea route).

ck2_7.png


- The Tuigans fight near Datong. I don't believe there is one of those.

ck2_8.png


- The event text regarding the Harper Prepared Invasions really looks odd when you're a fellow Harper ("cahoots", "ominous", etc.).

ck2_10.png


- I don't appear to have an option to legitimize my bastards using a targeted decision, and the bastard event only gave me the option to acknowledge or denounce them. A bit of a problem, as I primarily was having them to make up for the legitimate male line of my dynasty running dangerously short of living members.

ck2_11.png


- The tooltip is messed up for Harper Liberations (see the last part of the result of a victory).

ck2_12.png


- Unsure if a bug: I liberated Unther (from a guy following Tiamat)... and it (well, a knockoff custom kingdom...) was given to an Untheric character. From what I can remember, they and the Mulhorandi don't really play nice at times, so it feels a bit odd.

- There's still some gender mixup with the modified Jewish courtier events.

ck2_13.png


- Unsure if a bug: Titles I grant to new vassals default to (Agnatic; I think that is reasonable considering I'm Agnatic) Gavelkind rather than Divine Elective/Dynastic even when I'm under the latter. This both makes it easier to ensure titles revert to the crown in the future (since you don't have to deal with someone else being elected if you wipe out a dynasty's male line) and would make it possible to turn the whole realm into a one-dynasty realm more easily (since anything granted to a kinsman will remain with a kinsman on normal inheritance, and combined with sibling marriage non-dynastic claimants will likely be rare).
 
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Some more bugs:

- I've got a weird CB notification. Unsure what it's about.

ck2_14.png


- I didn't notice this before, but for some reason I don't get to name my (legitimate) children despite getting to name other dynastic children born in my court.

ck2_15.png


- tuigan_opinion is missing localization.

ck2_16.png


- Apparently the first three Horuses are all alive (I console-killed them after this to keep them from possibly inheriting stuff). I doubt that's intentional.

ck2_17.png


- Gender/pronoun confusion in a vanilla event.

ck2_18.png


- Tchazzar decided to become a lich. Unsure if he should be blocked from that for canon reasons.

ck2_19.png
 
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Experimental version 28 has been released!

This version includes the following changes (as against 26h1, the last version I posted here):
  • New (and very WIP) adventuring system! Appoint 4 unlanded courtiers to adventurer minor titles, and send them on quests.
  • Many more character graphics improvements, including the signature milky-white eyes for derro.
  • Decision to adopt a foundling
  • Lycanthropy revision in progress (not yet finished)
  • Chosen traits for Tiamat and Thasmudyan
  • Bloodlines for Osiris and Nephthys
  • Avatars cannot become liches (but some are liches automatically)
  • Commonwealths lose access to several laws
  • New minor title for Ordning governments
  • Iqta Obligation laws now only apply to Enlightened government
  • More artifacts
  • Ruler Designer sorcerers should work without console intervention
  • Fomorians and Entropists can't take arcane classes
  • Many bug fixes and history tweaks
 
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I downloaded no. 28 a few days ago (haven't done the others, wasn't sure if I needed to)

So far I see improvements in my game, no crashes. Had a little frustration trying to make a kingdom with a shadow dragon overlord with a serious snow elf fetish, but once I figured it out, I loved it.

I meant to make an account earier to mention this, but I had an awesome playthrough as the Yuan-Ti before the nerf. I had a huge 400 year old Najaran Empire that had three de jure empires, renamed Eastern Najara, Western, Souther Etc, counties renamed, very fun political and family intrigue and I was sad to see the update after break then change them. This last update, while I am glad the creator has settled perhaps, as a fan I feel doesnt... Get me. Ive wanted to play Yuan Ti but I cant get immersed as I had. They arent a snake race, they are just... Indians with long tongues now lol. I cant describe it but is there another dnd snake race that can fill this gap, like the Elder Kings' Tsaesci?
 
I downloaded no. 28 a few days ago (haven't done the others, wasn't sure if I needed to)

So far I see improvements in my game, no crashes. Had a little frustration trying to make a kingdom with a shadow dragon overlord with a serious snow elf fetish, but once I figured it out, I loved it.

I meant to make an account earier to mention this, but I had an awesome playthrough as the Yuan-Ti before the nerf. I had a huge 400 year old Najaran Empire that had three de jure empires, renamed Eastern Najara, Western, Souther Etc, counties renamed, very fun political and family intrigue and I was sad to see the update after break then change them. This last update, while I am glad the creator has settled perhaps, as a fan I feel doesnt... Get me. Ive wanted to play Yuan Ti but I cant get immersed as I had. They arent a snake race, they are just... Indians with long tongues now lol. I cant describe it but is there another dnd snake race that can fill this gap, like the Elder Kings' Tsaesci?
Those are pureblood yuan-tis. There are 3 types of yuan-ti and a bunch of other scalykind species as well.
 
Those are pureblood yuan-tis. There are 3 types of yuan-ti and a bunch of other scalykind species as well.
yes I know that, but the purebloods specifically when they shared faces and hairs with malisons were better imo. Needed improvement? Yes, but the new faces lose me.
Also just to clarify, if they changed the skin, I am colorblind so they still are just default indian color. Like, not to be a jerk if someone colored them, that part is lost on me though
 
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yes I know that, but the purebloods specifically when they shared faces and hairs with malisons were better imo. Needed improvement? Yes, but the new faces lose me.
Also just to clarify, if they changed the skin, I am colorblind so they still are just default indian color. Like, not to be a jerk if someone colored them, that part is lost on me though
Purebloods are supposed to look like humans with a few snake features.

They have the indian portrait as a base, yes, human-coloured skin.
 
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Since most of the team is busy and I am not, it falls to me to post about a new full version: v0.4.5.

Changelog below, contains all experimental patch notes from between 0.4.1 and now, so it's big:

-New Rasheemar Berserkers society
-Clone spell returns
-New mission for some societies
-More dynasty names for generated characters
-Impaler trait is now opposite to kind (paradox, why?)
-Massive rework of history of much of the map
-Loads of new nicknames that can be dynamically assigned.
-Illuskans can now raid and have seafarer.
-Illuskans and Northlanders can always throw feasts.
-All cultures in the Illuskan culture group can now raise runestones.
-Rules for who can gain berserker and pirate traits reworked.
-Graphics for some Kara-Turan cultures imported from Tianxia and BLG with permission.
-Most religions can pay cash and piety to heal wounds and disease.
-Succession law factions should only be available for realms that can actually use them.
-New missions for Knightly Orders.
-Gareth Dragonsbane should die less often.
-New cultures: Dragonspawn, Wu-Haltai, Issacortae, Pazruki, Wanese, Koryoan, Bawani, Laothan, Kuong, Purang, Chukien, Mai, Ching, Sheng, Waka, Ti, Hungtse, Wang, Hai, Kao, Chu, Korpokkur, Eskornar, Khorvairan, Asura, Amran, Earth Titan, Nubari, Shu, Aevendrow, Lorendrow, Einheriar, Moonmaiden, Fog Giant, Ash Giant, Voadkyn, Verbeeg, Firbolg, Sand Giant, Tayanulchi, Dark Elf, Dekanter, Arvoral, Deep Imaskari, Baphitaur, Flind, Tabaxi, Thoon, Spectator, Aboleth, Modron, Inevitable, Rakshasa, Githvyrik, Satyr, Hengeyokai, Chultan Dwarf, Tasloi.
-Latnanna names reviwed.
-Assassination plots now take the species of the target into account.
-Kara-Turan cultures reworked.
-New culture groups: Amaese, Katakoro, Celestial Sea, Malatran, Shou, Dark Elf, Giantkin.
-New bloodlines.
-Cult of the Dragon restricted geographically.
-New provinces in the Ama Basin.
-New society: Knights of the Radiant Heart.
-Undead can no longer become druids.
-Glauran culture renamed to Gontese.
-Hag is now a playable culture.
-Diversified Angel summons.
-Improved Genasi, Genie, Shadovar, Wemic, Centaur, Amaese, Angel, Celestial Eladrin, Asura, Jann, Ghostwise, Ulutiun, Lantanna, Raumviran, Nar, Sossrim, Zakharan, Mulan, Svirfneblin, Einheriar, Moonmaiden, Nubari, Shu, Gith, Keknu, Tengu, Aarakocra, Giant, Duergar, Derro, Ogre, Satyr, Goliath, Draegloth, Arvoral, Northlander, Reghed, Tiefling, Fey'ri, Cambion, Ffolk, Asabi, Firenewt, Troglodyte, Highcoaster, Cormyrian, Dalesfolk, Chondathan, Draeven, Chessentan, Halruaan portraits.
-Some portrait sets actually have wings now.
-Order of the Sun Soul society and holy order added.
-New creature traits.
-Long Death society added.
-Court Mage title added.
-A lot of dynasties for random characters.
-Improved random world (still some bugs).
-Static portraits for Manshoon, Fzoul Chembryl and Drizzt.
-Empty Hand Monks society.
-Long Death holy order
-Cynical trait gives opinion with infidels and faithless.
-More mechanics for Uthgardt religion, considered complete now.
--Harper prepared invasion.
-Iyachtu Xvim incarcerated.
-Tchazzar invasion event.
-AI less likely to become liches.
-AI nomads less likely to change governments.
-Gur events for most human cultures.
-Default Drow culture renamed to Udadrow.
-Some culture map colours changed for consistency.
-New retinues.
-Court Skald title for Illuskan cultures.
-Decision to trade money for piety for most religions.
-A few new minor story events.
-Entropist clerics are called Thaumatoclasts, apparently.
-Reghed culture rulers can form the Great Wyrm tribe.
-More dynasties for random characters.
-Xvim's prison life is now spicier.
-Event that gives all island realms a basic shipyard on game start.
-Custom building bloat excised.
-Old Order society.
-Dragons can become sorcerers without Origins.
-Nathlekh has a Cat Lord.
-Tutorial text for various features.
-Full mechanics for the Triadic religion.
-Partial mechanics for the Furious religion.
-Pact traits for warlocks.
-Duergar given names expanded.
-Necromancers boost undead troops.
-More names for some dwarf cultures.
-No more pregnant undead.
-Can no longer gift familiars and phylacteries for Shou Lung.
-Victorious Blade no longer can use Hashish.
-Desert stables get camels.
-Tsui Tong society.
-Shadow Druids are now Natural religion.
-Beast Lord is now a follower of Malar (Furious religion).
-No viking invasions for Uthgardt or Primordial religions.
-Malarites cannot take the druid class.
-Coastal Conquest CB enabled for Furious characters.
-Sea Raid CB enabled for followers of Umberlee.
-Storm Rune society.
-Warlock Knights society.
-Horde war in 1360.
-Yamun's event troops nerfed.
-More "natural sorcerers" that don't need origins to take the class.
-New religions: Enlilist and Karontoric.
-Reformation choices for orcs and goblins.
-Order of the Ruby Rose holy order.
-Baldur's Gate is now a titular kingdom and Flaming Fist is vassalized.
-Iyachtu Xvim no longer crashes the game out of spite.
-Thayan and Mulhorandi nobles are now clean-shaven.
-Unique Thayan laws.
-Better infernal contract.
-Updated appearances for a bunch of characters.
-Various cultural titles added.
-Abdication event for long-reining republic rulers.
-Casters in command don't wear armour.
-Character wear armour mostly when commanding instead of all the time.
-Kuo-Tan society.
-Silverymoon and Rivermoot are cities.
-Amn, Neverwinter, Leilon, Tethyr, Julkoun are now agnatic-cognatic
-Kingdom of Calimshan is now agnatic.
-Merchant republics can change gender laws.
-Daggerford is agnatic until 1485, when it changes to agcog.
-Shivermeet succession removed.
-Women rulers of Amn are now also Meisarchs.
-Ffolk use welsh names for barony names.
-Neverwinter Nine minor title.
-Orcs who don't follow the Orcish pantheon (Daraktan) no longer use open succession.
-Twinned Crowns of Uthtower and Yarlith added, can be used to restore those kingdoms.
-Decision to become a Zhent tributary for their society.
-Child of Destiny again has invasion casus belli.
-Trade routes have some less trade posts for balancing.
-Warlocks can have apprentices.
-Sea of Fallen Stars trade route added.
-Wyrmskull Throne artifact and decision to reform High Shanatar.
-Peacock Throne of Moradask artifact.
-Beholders can now always be sorcerers.
-New giant and dragon names.
-Missions for Heralds of Faerûn society.
-Nimbral buffed.
-Grand Hunt, Feast and Summer fair decisions enabled for various groups.
-Bard spellcasting.
-Ranger and Barbarian class traits rebalanced.
-Improvements on who uses which headgear.
-A few new Chosen traits.
-Avatars barred from lichdom (except any who would already start as liches).
-Commonwealths barred from Feudal Administration, Viceroyalty, Out of Realm Inheritance and Vassal War laws.
-Minor title added for Ordning government.
-Iqta Obligation laws now only for Enlightened government.
-Various new artifacts added.
-Ruler Designer sorcerers should work properly now.
-Fomorians and Entropists cannot take arcane classes.
-Beholders now have human lifespans, but can be born as immortal elder orbs.
-Adventuring system.
-Adopt foundling decision.
-Werecreature mechanics.
-Class-based elective successions now more lenient with who can be a candidate or voter.
-Experimental roll of years feature.
-Oni can always be sorcerers.
-A few new unit models.
-Followers of Vhaerun can now loot.
-Bugfixing, of course.
 
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Version 0.4.5
Since most of the team is busy and I am not, it falls to me to post about a new full version: v0.4.5.

Changelog below, contains all experimental patch notes from between 0.4.1 and now, so it's big:

-New Rasheemar Berserkers society
-Clone spell returns
-New mission for some societies
-More dynasty names for generated characters
-Impaler trait is now opposite to kind (paradox, why?)
-Massive rework of history of much of the map
-Loads of new nicknames that can be dynamically assigned.
-Illuskans can now raid and have seafarer.
-Illuskans and Northlanders can always throw feasts.
-All cultures in the Illuskan culture group can now raise runestones.
-Rules for who can gain berserker and pirate traits reworked.
-Graphics for some Kara-Turan cultures imported from Tianxia and BLG with permission.
-Most religions can pay cash and piety to heal wounds and disease.
-Succession law factions should only be available for realms that can actually use them.
-New missions for Knightly Orders.
-Gareth Dragonsbane should die less often.
-New cultures: Dragonspawn, Wu-Haltai, Issacortae, Pazruki, Wanese, Koryoan, Bawani, Laothan, Kuong, Purang, Chukien, Mai, Ching, Sheng, Waka, Ti, Hungtse, Wang, Hai, Kao, Chu, Korpokkur, Eskornar, Khorvairan, Asura, Amran, Earth Titan, Nubari, Shu, Aevendrow, Lorendrow, Einheriar, Moonmaiden, Fog Giant, Ash Giant, Voadkyn, Verbeeg, Firbolg, Sand Giant, Tayanulchi, Dark Elf, Dekanter, Arvoral, Deep Imaskari, Baphitaur, Flind, Tabaxi, Thoon, Spectator, Aboleth, Modron, Inevitable, Rakshasa, Githvyrik, Satyr, Hengeyokai, Chultan Dwarf, Tasloi.
-Latnanna names reviwed.
-Assassination plots now take the species of the target into account.
-Kara-Turan cultures reworked.
-New culture groups: Amaese, Katakoro, Celestial Sea, Malatran, Shou, Dark Elf, Giantkin.
-New bloodlines.
-Cult of the Dragon restricted geographically.
-New provinces in the Ama Basin.
-New society: Knights of the Radiant Heart.
-Undead can no longer become druids.
-Glauran culture renamed to Gontese.
-Hag is now a playable culture.
-Diversified Angel summons.
-Improved Genasi, Genie, Shadovar, Wemic, Centaur, Amaese, Angel, Celestial Eladrin, Asura, Jann, Ghostwise, Ulutiun, Lantanna, Raumviran, Nar, Sossrim, Zakharan, Mulan, Svirfneblin, Einheriar, Moonmaiden, Nubari, Shu, Gith, Keknu, Tengu, Aarakocra, Giant, Duergar, Derro, Ogre, Satyr, Goliath, Draegloth, Arvoral, Northlander, Reghed, Tiefling, Fey'ri, Cambion, Ffolk, Asabi, Firenewt, Troglodyte, Highcoaster, Cormyrian, Dalesfolk, Chondathan, Draeven, Chessentan, Halruaan portraits.
-Some portrait sets actually have wings now.
-Order of the Sun Soul society and holy order added.
-New creature traits.
-Long Death society added.
-Court Mage title added.
-A lot of dynasties for random characters.
-Improved random world (still some bugs).
-Static portraits for Manshoon, Fzoul Chembryl and Drizzt.
-Empty Hand Monks society.
-Long Death holy order
-Cynical trait gives opinion with infidels and faithless.
-More mechanics for Uthgardt religion, considered complete now.
--Harper prepared invasion.
-Iyachtu Xvim incarcerated.
-Tchazzar invasion event.
-AI less likely to become liches.
-AI nomads less likely to change governments.
-Gur events for most human cultures.
-Default Drow culture renamed to Udadrow.
-Some culture map colours changed for consistency.
-New retinues.
-Court Skald title for Illuskan cultures.
-Decision to trade money for piety for most religions.
-A few new minor story events.
-Entropist clerics are called Thaumatoclasts, apparently.
-Reghed culture rulers can form the Great Wyrm tribe.
-More dynasties for random characters.
-Xvim's prison life is now spicier.
-Event that gives all island realms a basic shipyard on game start.
-Custom building bloat excised.
-Old Order society.
-Dragons can become sorcerers without Origins.
-Nathlekh has a Cat Lord.
-Tutorial text for various features.
-Full mechanics for the Triadic religion.
-Partial mechanics for the Furious religion.
-Pact traits for warlocks.
-Duergar given names expanded.
-Necromancers boost undead troops.
-More names for some dwarf cultures.
-No more pregnant undead.
-Can no longer gift familiars and phylacteries for Shou Lung.
-Victorious Blade no longer can use Hashish.
-Desert stables get camels.
-Tsui Tong society.
-Shadow Druids are now Natural religion.
-Beast Lord is now a follower of Malar (Furious religion).
-No viking invasions for Uthgardt or Primordial religions.
-Malarites cannot take the druid class.
-Coastal Conquest CB enabled for Furious characters.
-Sea Raid CB enabled for followers of Umberlee.
-Storm Rune society.
-Warlock Knights society.
-Horde war in 1360.
-Yamun's event troops nerfed.
-More "natural sorcerers" that don't need origins to take the class.
-New religions: Enlilist and Karontoric.
-Reformation choices for orcs and goblins.
-Order of the Ruby Rose holy order.
-Baldur's Gate is now a titular kingdom and Flaming Fist is vassalized.
-Iyachtu Xvim no longer crashes the game out of spite.
-Thayan and Mulhorandi nobles are now clean-shaven.
-Unique Thayan laws.
-Better infernal contract.
-Updated appearances for a bunch of characters.
-Various cultural titles added.
-Abdication event for long-reining republic rulers.
-Casters in command don't wear armour.
-Character wear armour mostly when commanding instead of all the time.
-Kuo-Tan society.
-Silverymoon and Rivermoot are cities.
-Amn, Neverwinter, Leilon, Tethyr, Julkoun are now agnatic-cognatic
-Kingdom of Calimshan is now agnatic.
-Merchant republics can change gender laws.
-Daggerford is agnatic until 1485, when it changes to agcog.
-Shivermeet succession removed.
-Women rulers of Amn are now also Meisarchs.
-Ffolk use welsh names for barony names.
-Neverwinter Nine minor title.
-Orcs who don't follow the Orcish pantheon (Daraktan) no longer use open succession.
-Twinned Crowns of Uthtower and Yarlith added, can be used to restore those kingdoms.
-Decision to become a Zhent tributary for their society.
-Child of Destiny again has invasion casus belli.
-Trade routes have some less trade posts for balancing.
-Warlocks can have apprentices.
-Sea of Fallen Stars trade route added.
-Wyrmskull Throne artifact and decision to reform High Shanatar.
-Peacock Throne of Moradask artifact.
-Beholders can now always be sorcerers.
-New giant and dragon names.
-Missions for Heralds of Faerûn society.
-Nimbral buffed.
-Grand Hunt, Feast and Summer fair decisions enabled for various groups.
-Bard spellcasting.
-Ranger and Barbarian class traits rebalanced.
-Improvements on who uses which headgear.
-A few new Chosen traits.
-Avatars barred from lichdom (except any who would already start as liches).
-Commonwealths barred from Feudal Administration, Viceroyalty, Out of Realm Inheritance and Vassal War laws.
-Minor title added for Ordning government.
-Iqta Obligation laws now only for Enlightened government.
-Various new artifacts added.
-Ruler Designer sorcerers should work properly now.
-Fomorians and Entropists cannot take arcane classes.
-Beholders now have human lifespans, but can be born as immortal elder orbs.
-Adventuring system.
-Adopt foundling decision.
-Werecreature mechanics.
-Class-based elective successions now more lenient with who can be a candidate or voter.
-Experimental roll of years feature.
-Oni can always be sorcerers.
-A few new unit models.
-Followers of Vhaerun can now loot.
-Bugfixing, of course.
Thank you!

nd
 
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Some assorted issues from the version released on the 24th:

- error.log complains about lines 182-186 in faerun_religion_triggers.txt a lot.

- error.log has issues with the customizable_localization files.

- There are a few "Unexpected tokens" and an "Undefined modifier" in error.log.

- There's a bunch of complaints about employers right after the menu finishes loading.

[characterhistory.cpp:545]: Bad Father for character: Zehir (1003)
[characterhistory.cpp:1270]: Character history: Setting employer of Parwyyd Hanifar ( 7247 ) to Ostus Agrivar ( 7140 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Ekuriyah Abd al-Wajid ( 62065 ) to Hatit Abd al-Wajib ( 62064 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Desther Indelayne ( 15039 ) to Nasher Alagondar ( 15001 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of On-Basi al-Garn ( 62051 ) to Agara 'the Dandy' ( 62026 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Barriltar Bhandraddon ( 63523 ) to Aevar Onsil ( 63510 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Montaron ( 2051 ) to The Pereghost of Darkhold ( 56341 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Xzar ( 2052 ) to The Pereghost of Darkhold ( 56341 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Joneleth 'the Exile' ( 47988 ) to Thayze Selemchant ( 33001 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Bodhi Irenicus ( 47989 ) to Thayze Selemchant ( 33001 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Pirithin Alagost ( 63504 ) to Bellas Thanatar ( 63503 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Iritar 'the Dark' ( 63505 ) to Bellas Thanatar ( 63503 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Saleska Mintharl ( 63506 ) to Bellas Thanatar ( 63503 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Halabankh Ormsarr ( 63507 ) to Bellas Thanatar ( 63503 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Haldyn Stormkin ( 63508 ) to Bellas Thanatar ( 63503 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Alascartha Vyperwood ( 63509 ) to Bellas Thanatar ( 63503 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Chawus al-Rark ( 62050 ) to Agara 'the Dandy' ( 62026 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Allena al-Ajami ( 62052 ) to Agara 'the Dandy' ( 62026 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Knellict Ytar ( 63714 ) to Timoshenko Nilar ( 63713 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Banak Foulmantle ( 63715 ) to Timoshenko Nilar ( 63713 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Canthan Doolittle ( 63716 ) to Timoshenko Nilar ( 63713 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Heldraego Rauntlet ( 54022 ) to Nardarra Leonpur ( 54017 ) who can't have a court
[characterhistory.cpp:794]: Trying to add trait '[Root.IlmaterLocAdj]' despite character '63703' already having it.
[characterhistory.cpp:1270]: Character history: Setting employer of Zorbu Natten ( 160 ) to Alahar Khaumfros ( 41039 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Vartan Hai Sylvar ( 7246 ) to Priam Agrivar ( 7141 ) who can't have a court
[characterhistory.cpp:1036]: Trying to remove trait '[Root.MalarLocAdj]' despite character '41430' not having it
[characterhistory.cpp:1270]: Character history: Setting employer of Grimgnaw Battlehammer ( 15043 ) to Lenet 'the Cold' ( 52395 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Perendra Raslemtar ( 28180 ) to Manxam of Ooltul ( 56338 ) who can't have a court
[characterhistory.cpp:1270]: Character history: Setting employer of Barasume Ishi ( 7245 ) to Priam Agrivar ( 7141 ) who can't have a court

- This event from the Twisted Rune joining had a weird frame.

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- I got a supposed "sorcerer" (Mystic, actually) Court Physician that wasn't a magic user of any kind. Seems a bit odd, even if it's a vanilla event.

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- The "champions of Torm" in this event never bothered to actually join the war, so I suspect something is broken.

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- This Illithid's head seems to be lower than it should be, if the bit above the head is supposed to be at the neck.

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- At least some of the starting vassals in Calimshan are Agnatic-Cognatic despite the realm being scripted as strictly Agnatic. Unsure if that's intentional.

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- I tried the new adventuring system and found it to be rather spammy (I was fighting a war during most of the adventure and kept getting interrupted by events for the party) and that it was really unclear whether the party was making any real progress (at least after arriving at the supposed dungeon). I ended up getting vanilla's Immortality event chain (specifically the Diplomacy one) a bit later, and that felt rather nicer even though it was shorter and only involved two actual characters (my character and the immortal that gave the quest).

- It also felt a bit weird to be in charge of the party while clearly not being with the party. I feel like it either should require you to go on a journey (using a pilgrimage = yes trait) to lead the party or that you should be appointing one of the adventurers (or a specific minor title one) as the party leader and have them handle most decision-making (possibly resulting in them making bad but in-character decisions, clashing with other party members due to disagreements (or befriending/tumbling them, for that matter...), and/or "forgetting" to hand over some or all of the treasure to you at the end of the adventure).

- It was also a bit messy to double-check the stats/traits for the party members for various events. I'd say having one or more party members (ideally ones with suitable stats/traits, though depending on personality it could be someone else too) volunteer (and rarely jumping in without prompting, if it suits their personality, e.g. a Brave Aggressive Leader Barbarian charging the "monster commander") and potentially letting the leader override the deicision (possibly hurting feelings in the progress) would be nicer than "Pick one of four options" every time.

- I was unable to join the Cult of Asmodeus this playthrough due to the joining breaking; once just after the "messenger" arrived, once after carving the mark, and several times before the initial meeting took place). Since I got partway through the chain a couple of times (and some of my characters were secretly converted by their parents as a consequence), I ended up being Secretly Infernal somewhere during recruitment, which might have broken something (though the last time I tried it worked at least once...), but there could be other issues as well.

- Westgate (on the Sea of Fallen Stars, opposite Cormyr) somehow sent fleets into the wrong ocean, and I couldn't find any stray barony or vassal that could explain it. There's most likely a weird adjacency or stray pixel somewhere.

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- My Homosexual (at the time; he someone ended up being the lover of his wife later on (I suspect through the Sway events or the Family focus), so I consoled him to be Bisexual as that was the easiest fix...) character got a straight man as the "messenger" when joining the CoA. That doesn't seem right

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- Vanilla issue: My Homosexual character got an event about his wife being particularly beautiful while pregnant that'd result in losing Lustful if it wasn't acted on. It's both a bit odd that he noticed the attractiveness and rather odd that a Homosexual character not making a move on someone of the opposite sex would matter as far as them being Lustful goes.

ck2_12.png


- I'm unsure how it happened (I just beat the guy in a rivalry war, which might be a factor), but the AI somehow refused a Call to Arms (I believe it's supposed to always accept...), and that resulted in a broken localization string. Most likely a vanilla issue.

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- (Nomadic Tribal) Prepared invasions are still being used against distant realms by rulers that don't even have the excuse of having a naval path). Doesn't feel right.

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- I'm unsure if there are Alzhedo nuns, and it's possible the event can fire in other inappropriate places.

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- At least one plot event has broken localization.

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- I don't really know how Beholder children are supposed to work, but them dying from a fall seems weird, and I'm unsure if that event has been blocked for other flying/floating races (e.g. dragons).

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- I'm unsure if the Shield of Torm trait is supposed to be a thing for people that haven't picked Torm as their patron.

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- This guy launched and lost his Prepared Invasion a long time ago, so I don't think this event should fire.

ck2_19.png


- "the the Society" is still a thing. I believe this character is Secretly Infernal (but probably not a CoA member) due to me inducting her as a child (and later renouncing the secret faith), if that matters.

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- The "Wife tries to become First Wife" event gets weird localization-wise if the "First Wife" is a guy.

ck2_23.png


- delicate_death is still a thing.

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- A religious uprising somehow ended up with 12.4k troops. Even with reinforcements arising from occupied holdings, that seems excessive.

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- Vanilla issue: If you've got polygamy the localization for the "Wife wants courtier to be councillor" event(s) can break (it refers to the first wife even if the wife (or possibly husband; I don't know if it works with homosexual marriages) making the request isn't the first wife).

ck2_27.png


- Random thought I had after getting access to the "Strengthen religion" ambition: Considering holy wars are pretty restricted, that religious conversion is limited, that holy sites are spread out quite a bit, and that few religions have rel heads that can boost MA, maybe the base MA level for being an organized religion should be a bit higher than the 20 % in vanilla as it doesn't feel like a religion should be considered to be in a bad spot quite as easily.

- I feel the show_society blocks should be rather more restrictive for societies you're not eligible to join (e.g. various knightly orders as an Alzhedo Calishite), seeing as the society list gets pretty long otherwise.

- I took a look at the code for restoring the Shoon Imperium, and I'd say it feels rather odd that you don't de jure drift held kingdoms that were part of the Shoon Imperium into it when it is recreated. It also feels like forfeiting other empires might be sensible, seeing as it doesn't feel right to have an emperor of a restored Shoon Imperium treat it as a secondary title.

- The Imperial Reconquest CB for the Shoon Imperium has ported a vanilla issue: You can only target duchies in the relevant de jure kingdoms... which would mean that a random duchy de jure drifted into e.g. Calimshan from e.g. Moonshae would be a valid target, but a rightfully Shoon duchy drifted into e.g. Cormyr from e.g. Tethyr would be impossible to reconquer. I'd suggest checking explicitly for the duchies (or possibly geographical regions) rather than the kingdoms.
 
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- I tried the new adventuring system and found it to be rather spammy (I was fighting a war during most of the adventure and kept getting interrupted by events for the party) and that it was really unclear whether the party was making any real progress (at least after arriving at the supposed dungeon). I ended up getting vanilla's Immortality event chain (specifically the Diplomacy one) a bit later, and that felt rather nicer even though it was shorter and only involved two actual characters (my character and the immortal that gave the quest).

- It also felt a bit weird to be in charge of the party while clearly not being with the party. I feel like it either should require you to go on a journey (using a pilgrimage = yes trait) to lead the party or that you should be appointing one of the adventurers (or a specific minor title one) as the party leader and have them handle most decision-making (possibly resulting in them making bad but in-character decisions, clashing with other party members due to disagreements (or befriending/tumbling them, for that matter...), and/or "forgetting" to hand over some or all of the treasure to you at the end of the adventure).

- It was also a bit messy to double-check the stats/traits for the party members for various events. I'd say having one or more party members (ideally ones with suitable stats/traits, though depending on personality it could be someone else too) volunteer (and rarely jumping in without prompting, if it suits their personality, e.g. a Brave Aggressive Leader Barbarian charging the "monster commander") and potentially letting the leader override the deicision (possibly hurting feelings in the progress) would be nicer than "Pick one of four options" every time.
Hey Silversweeper, thanks for the detailed report, as always. About the adventuring system:

1- I may disable the "standard" adventuring decision if you are at war, to avoid the spam during a busy situation.
In future versions, there will be a specific adventuring decision that is meant to be used during war (anti-host adventures), although in that case, the player will probably want to finish the adventure ASAP, so the spam will be welcome, so to speak. I'll consider increasing the time between events, but I wouldn't want a single adventure to last something crazy (by D&D standards) like 6 months.

2- Making so the player character itself, being a ruler, can't join the adventure is something that was decided early on...but if we get substantial feedback asking for the player to be able to join, we may reconsider!
Btw, the AI just can't handle the current adventuring system, not without a truly ridiculous amount of AI scripting on our part. In fact, AI rulers get their own, very dumbed down version of the system, which is fine for the AI, but would be extremely barebones and lame for a human player, so the whole "giving orders remotely" thing seemed like a decent compromise.

3- Right now, each of the four options clearly show the percentage of success and failure for each challenge event, so double checking should be minimal... unless you're specifically referring to duel events, where you do need to double check combat ratings. I'll try to find a solution for that.
 
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So I am sure it's somewhere in this thread or in the changelog but I am one to amiss, if I have a large empire, will natural trade routes form like the silk road?

Are there any plans on using an unused part of the map for the underdark?

Also I wanted to throw out a VTM mechanic for vampires, called revenants, to yall
Ghouling in the old Princes of Darkness mod has this feature, which are hereditary ghoul families. They naturally grow their own vitae and age 25% slower than the average human.
 
So I am sure it's somewhere in this thread or in the changelog but I am one to amiss, if I have a large empire, will natural trade routes form like the silk road?
I believe that all trade routes are pre-defined, and that that's an inevitable feature of how CK2's trade system works. We do have quite a few trade routes, and having a large empire makes it easier for you to keep them open by maintaining peace along them.
Are there any plans on using an unused part of the map for the underdark?
There are plans for the underdark, but not as a single connected map region. Watch this space!
Also I wanted to throw out a VTM mechanic for vampires, called revenants, to yall
Ghouling in the old Princes of Darkness mod has this feature, which are hereditary ghoul families. They naturally grow their own vitae and age 25% slower than the average human.
We're trying to stick fairly close to FR canon, but we are looking again at the possibilities of semi-vampire characters, as there's at least one moderately prominent one.

nd
 
There is a new experimental release today, Experimental Release 31. Now you can start in the Second Era of Skyfire, fight with the Shining Crusade, worship the spirits of the Ama Basin, and send your loyal adventurers to fight the leaders of hosts!

Here is the change log from 0.4.5 to today's version:

  • New Unenlightened religion group containing Nogari, Jaziri and Thasmudyanic religions.
  • New Acherontian religion group containing Daraktan and Ghukliak religions.
  • New cultures: Llewyrr, Lythari, Khassidi, Commani, Naican, Dalat, Oigur, Zamogedi, Quirish, Fankiang, Kashghun, Cychiang, Tsu-tsu, T'aghur, Igidujin.
  • New religion: Animist.
  • New minor bookmark: Second Era of Skyfire.
  • Unther history rework.
  • Endless Wastes history rework.
  • Maztican and Waelan religions moved to Primal religion group.
  • Ulutiuan moved to Giant religion group.
  • Yuir moved to Elven religion group.
  • Option to send adventurers after hosts.
  • Flail of Ages artifact.
  • Various footwear artifacts and accompanying inventory slot.
  • Shining Crusade story events.
  • New Eldreth Veluuthra society icon.
  • Some vanilla events related to immortals disabled.
  • Thayan laws removed due to redundancy and bugs.
  • All other custom succession laws hopefully work now.
  • Yamun Khahan nerfed.
  • Telamont no longer invades himself.
  • Many fixes.
Enjoy!

Happy New Year,

nd
 
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