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

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Experimental 47 is out! Check it out here: https://github.com/ProjectFaerun/Faerun/releases/tag/Experimental47
  • Tweaks to religious change event for AI.
  • More optimization.
  • Landed characters and heirs less likely to convert.
  • Republics accept commonwealth as liege and vassal.
  • Continuing partial history for the Hordelands.
  • Terrain combat modifiers reflect our special troops.
  • Successful adventurers can lose craven.
  • Mammoths special troop replaced with generic monster troops. Previous uses of mammoths are now elephants.
  • Mod terrains added to ck2's combat tactics traits.
  • Drakes retinue for draconic culture group.
  • Fiends retinue for fiendish culture group.
  • Mind-controlled Creatures retinue for illithids.
  • WIP bardic instrument artifacts.
  • New special troop, retinue-only for now: Smokepowder Troops.
  • Vanilla Zweihander restored.
  • Religion change decision for players.
  • AI less likely to use tributary wars.
  • Fixes.
  • Optimization progress
 
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Hi there, Been doing a Cormyran Lord, Cult of Asmodeus playthrough over the last 3 experimentals, these are some bugs and possible bugs i've come across since starting fresh with the earliest bookmark after exp 46:

Lady's Hall and The Citadel titles displaying incorrectly
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A fellow member of the Infernal faith and family member wanted money or would reveal my own membership, not sure if this one is a bug or just bad mechanincsfor this event from vanilla:

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From a different save but still the last 2 experimentals, In Elturgard, my wife is accused of meeting with members of "the the Society"

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In Impiltur, Patriarch Rilimbrar is Canonising people. Never had this happen in any other playthrough before, so i am guessing bug?

Screenshot (6).png

A tax for non-muslim populations is being imposed on certain parts of Southern Cormyr and surrounding territories

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Though I keep forgetting to grab a screenshot of it, a lot of the text for the CoA substitutes Asmodeus and Infernal for almost any and every other religion or deity, though often using the name of my public religion for text like: "Convert child to ****** faith", where it should say infernal it will say inventive or mercantile, clicking the option does still induct them into the infernal faith though so it is just a text error.
I have also noticed mentions of "metatext" in certain event dialogues: "No, Metatext has no place in politics" for example, when a religiously inclined character attempts to help you increase your piety or whatever that event is.

Final thing I have noticed is a predispostion for characters to be born with dim, foolish, plain, ugly, unsightly, soft or weak traits as a character, often at least 2 with the combo being either intelligence & appearance or intelligence and strength, often with no regard for whether either of their parents had two opposite traits.

With that said, and I hope it is some help, this has definitely been one of my favourite and most intersting playthroughs, not just in terms of the fun of spreading Asmodeus influence across Cormyr and accidentally putting my line on the throne after 50 years (it had been the intention, i just thought it would take longer)
But also with the things that have happened elsewhere that have never happened before in any playthrough. Mephistophelese succending in his attack on Waterdeep, ruling and expanding in the area for 20 years before a slew of religious uprisings and a war agains the also victorious Army of Shadows in Neverwinter wore him down. Although King of Shadows is gone (not dead, just left to realms unknown apparently) the Army continues to expand and now holds the duchies of NW, NW Woods, Waterdeep, Daggerford and a good number of surrounding counties.
The Shining Crusade, for the first time ever, did not lose to The Fiend waiting for them and instead ruled Dragonspear, the Tradeway and part of Najarra for about 40 years before being conquered by Shadow Neverwinter.

One thing I have been wondering. Is it possible to somehow script it so that rulers who are in a secret cult will not put their court scribe/priest on the investigate societies job. it seems odd to me that rulers who are themselves part of secret cults would encourage their subjects to root out those cults. But i understand this could be something that is outside of the mods ability to change.
Keep up the great work, this Mod is amazing and the team have my eternal thanks for bringing the Realms to CK2. You folks Rock!
 
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Experimental 48 is out, check it out here (or on Steam): https://github.com/ProjectFaerun/Faerun/releases/tag/Experimental48

- A few new artifacts added.
- Minor historical characters added.
- Small work-in-progress additions to Hordelands history.
- Ongoing optimizations.
- Fixes on the "Investigate Society" councilor job.
- "Burn Heretic" event option no longer exists.
- Rebalanced opinions for various creature traits to bring them all in-line with each other.
- Neverwinter now lives up to its name.
- Elder Brains can't be shipped off to Shou Lung.
- Experimental system to encourage cultural and religious diversity in realms.
- Better Ulgarian portraits.
- Fixes.
 
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Experimental 48 is out, check it out here (or on Steam): https://github.com/ProjectFaerun/Faerun/releases/tag/Experimental48

- A few new artifacts added.
- Minor historical characters added.
- Small work-in-progress additions to Hordelands history.
- Ongoing optimizations.
- Fixes on the "Investigate Society" councilor job.
- "Burn Heretic" event option no longer exists.
- Rebalanced opinions for various creature traits to bring them all in-line with each other.
- Neverwinter now lives up to its name.
- Elder Brains can't be shipped off to Shou Lung.
- Experimental system to encourage cultural and religious diversity in realms.
- Better Ulgarian portraits.
- Fixes.
A question about the experimental diversity system. Is this along the lines of the Faerun: Provincial Diversity submod and will it cause compatability issues using said mod with this experimental?
 
A question about the experimental diversity system. Is this along the lines of the Faerun: Provincial Diversity submod and will it cause compatability issues using said mod with this experimental?
No, it's a completely separate thing:

- an event fires every 5 years for all playable rulers (duke tier or higher).
- The event checks how many provinces are of a different culture and religion than the character.
- Beyond a certain limit (40% provinces, at least one major vassal) the character is given a "culturally diverse realm" or a "religiously diverse realm" modifier, which gives some bonuses.
- cultural diversity bonus: culture opinion flex, national tax bonus, cultural tech bonus.
- religious diversity bonus: religion opinion flex, better and cheaper healing decision, cultural tech bonus.
- both bonuses combined: culture opinion flex, religion opinion flex, tax bonus, better and cheaper healing decision, all tech bonus.
- rulers can eventually lose these modifiers if their realm becomes less diverse, or if they implement certain “policies”, like the religious revocation law, or the shun the living undead decision.

These modifiers are mostly meant to represent realms like Silverymoon, or ancient Illefarn, where different races, cultures and churches work together. On the evil side of the alignment chart, they can also represent realms like the Zhentarim, and their frequent cooperation with intelligent monsters and violent demihumans. In gameplay terms, these modifiers give players an incentive to build something different from the usual mono-religion mono-culture blob, while keeping that play style entirely valid.
 
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Experimental 49 is out, check it out here (or on Steam): https://github.com/ProjectFaerun/Faerun/releases/tag/Experimental49

  • Netheril buffed.
  • Titular titles get destroyed automatically if their holder is inadequate.
  • Hunt apostate will now check only for criminal societies, instead of any society.
  • New game rule to limit Jade Dragon Casus Belli instead of being all or nothing.
  • Optimizations.
  • Darkhope Duchy is now a tributary to the Zhentarim instead of a direct vassal to avoid weird wars with Tethyr.
  • Improved the cormyrean Crownsilver family tree.
  • Improved traits and dates of Havilar and Farideh.
  • Various history tweaks.
  • Crossroad Keep no longer a titular county, because of bugs.
  • Seasilver family (Cormyr) linked to Obarskyr family.
  • Burning Dawn mercenary company (1394+)
  • Better portraits for Imaskari, Deep Imaskari and Mar.
  • New provinces in Unther and Mulhorand.
  • Crossroad Keep moved to Helm's Hold.
  • Fixes.
 
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Experimental 50 is out, check it out here (or on Steam): https://github.com/ProjectFaerun/Faerun/releases/tag/Experimental50

  • Bard artifacts.
  • King of Shadows now has an undead realm.
  • Paladin mechanics.
  • True outsiders and aberrations will migrate out of their provinces if conquered by those outside their group.
  • Optimizations.
  • Vassal AI more likely to feudalize.
  • Ranger mechanics.
  • Updated flags of various titles.
  • New game rule for diversity events.
  • Headgear for druids not in societies.
  • WIP secret religion societies.
  • Fixes.
 
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Preview for this Friday's release (6/3/22)...

We have hit a major milestone in the mod's development - all classes now have unique mechanics! If you want more detail, or want to discuss with us, here is the Discord link: https://discord.gg/rSBYSjF

Also, here is the class icons as of now, @Dwarfnator put in great work on all of this.

classes.PNG
 
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Important Announcement - No Experimental release today, but official version to be released next Friday.

We have some polishing to do on the recent additions and changes, so stay tuned for our next release, which will be a "more official" kind of release, hopefully more free of bugs and more polished than usual.

If you are intrigued by longer games, this next release should offer you a great chance at trying the new content, changes, and fixes we have been working on without fear of playing something "experimental/weekly".

Thank you all for your play, we do it for you!
 
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Version 0.5.0
Nearly six months after our previous numbered release, it's time to unleash Version 0.5.0! This is intended as a solid milestone, symbolically halfway to a fully polished mod, and in practice probably much closer in time to that finished product than to our initial public alpha. As of this version, all the originally scoped character classes are complete, along with the newly added psion class! The changelog in the linked GitHub page is enormous, as it lists every change since 0.4.5. Here's the latest changes, since the experimental version a fortnight ago:
  • Many optimizations, mod go fast.
  • Psion class.
  • Mechanics for Rogue, Monk and Shadow classes.
  • More Underdark, including de jure changes. Several new factions including Kiaransaleean drow, undead dwarves, and fiendish fire giants.
  • Many religions renamed so as not to be named after languages. (Full list in the GitHub log)
  • Class icons remade for uniformity.
  • Killing avatars gives a chance at avatar-hood.
  • Evil religions are into torture.
  • History for Murghôm and Semphar.
  • Looser requirements for prepared invasions.
  • Nerfed Neverwinter Wood fomorians.
  • Mind Flayers no longer innate sorcerers.
Enjoy! We'll be returning to the cycle of experimental releases shortly, and building towards version 0.6.0!

nd
 
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Assorted suggestions and bugs from 0.5.0:

- Tabot is still going Theocracy. Adding "NOT = { is_government_potential = theocratic_feudal_government }" to the potential of theocracy_government fixes the issue.

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- The Lords' Alliance doesn't seem to have any non-generic society events associated with it. While the easy alliances are nice, some flavour events would also be nice.

- Vanilla stupidity: I got the opportunity to tumble Alustriel due to the generic "Befriend or tumble a society member" despite her being Celibate... and she kept the trait despite accepting the proposition.

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- Judging by the vanilla "Become a Councillor" ambition's icon, a bunch of Faerûn ambition icons are misaligned.

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- Maybe it should be possible to hire a Cleric to cure Sickly, at least if your religion can be presumed to have access to healing spells?

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- Levelling up while Incapable feels weird, and should probably not be a thing.

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- I have no idea why this child is trying to shatter Cormyr. I suppose he might have inherited the war, but I still don't see any reason for why a one-county count on the Sword Coast would try to do that, particularly not when the target isn't a terrible person.

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- The King of Shadows is invading the Mere of Dead Men and Neverwinter, but not any of the counties between the two. Feels a bit odd.

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- I keep getting "Someone has a secret religion; what should we do?" events, with some pretty harsh options from vanilla. Considering several religions actually do look rather kindly on one another, maybe the event shouldn't fire if the secret religion is seen as a perfectly reasonable religion?

- A one month long window to take a decision is pretty short, especially if you are running the game at a high speed. Maybe it should be slightly longer?

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- My canon knowledge is spotty in places, but I don't think there are many Ubtaoan mystics near Neverwinter.

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- The King of Shadows apparently cloned himself. Also, the clone seems to think that the King of Shadows might be an "Arthur", which I suppose is a kingly name.

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- I am unsure if garotting a clone of the King of Shadows would be very effective.

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- Hanging undead is still a thing that works better than it probably should.

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- Another King of Shadows clone. This one is a "Hrangor".

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- The King of Shadows got the nickname "the Conqueror" from winning one of his starting wars. I am unsure if he should.

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- The Army of Shadows was inherited by a random undead Triadic ruler after I won a Smite Evil war. I kind of feel the "undead" part would be a deal-breaker for someone smiting evil.

- The King of Shadows was cleared out of my dungeon a short while after ending up there. I both feel I should have gotten an event for it, and that his remaining clone should have been cleared up with him, seeing as there's now an immortal not-King of Shadows running around.

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- Vanilla bug: This event doesn't check orientation when making characters lovers.

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- This vanilla event doesn't capitalize the HighGodName. There might also be others.

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- A random raiding host with far too many troops to reaasonably fight (and no interest in settling) showed up to loot Neverwinter... and burned the castle to the ground. Feels a bit weird for a special building. Also, it's possible host scaling is a bit too high, seeing as this adventurer with no connections had 4.5k.

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- The leader of said host also imprisoned 27 courtiers. That's a pretty impressive number, considering the rest of my court -- including me and my landed councillors -- is just 10 people.

- Following a War Against Evil, the Army of Shadows has been taken over by a regular human. She has been ruling for over five years, and is at peace, so it feels like the title should have been cleaned up.

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- Unsure if this character really should have been able to holy war Red Cliffs; it's technically not within two sea zones as one of the provinces is a major river.

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- Apparently Elder Brains can adopt humans. I really don't think that's how it is supposed to work.

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- It feels odd to see Elder Brains as subjects of regular human realms, and I am unsure if that's really supposed to be a thing that can happen.

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- Unsure if bug: Horustep III was an Avatar when he ruled, but his successor didn't inherit his avatarhood despite being a follower of Horus-Re.

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- I am unsure if the MR CBs need to be looked at, but with everyone else having a harder time to expand (due to very restricted holy wars) and there being a bunch of small realms it feels like MRs are a bit too good at expanding.

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- Weird, possibly vanilla, bug: The raiding adventurer I mentioned before lost his host and went to te court of the Elder Brain above (that's how I found that Elder Brain)... and all the prisoners he had taken from me that I hadn't ransomed were suddenly my prisoners. It feels like he should have handed them over to his new liege, released them, killed them, or the like, not teleported them into my dungeon.

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- I am a bit unsure how it works canonically, but maybe the Lords' Alliance (and possibly some other societies) should have some kind of "Ask for leadership" interaction so that long-lived races can't stay in charge for a long time?

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- While harmless in this particular case, it might be worth looking at restricting adoptions in certain cases. For example, I don't think the Mulhorandi would accept the Pharaoh going "Your new Pharaoh will be this random child I found on the street!".

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- To keep infighting in alliance societies from potentially dragging out of control, maybe there should be a decision for high-ranking members to to ask independent de jure vassals in the same society to become de facto vassals? It's not a concern at the moment for my character, but once I hold k_neverwinter...

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- The port of Helm's Hold is really far inland. I doubt that's intentional.

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- I didn't read it carefully or screenshot it, but I believe the confirmation text for the "Eliminate target" mission completion for the Lords' Alliance was "Another victim for the Lords' Alliance!", which feels out of character.

- I waged a War Against Evil against the holder of the Arcane Brotherhood, and that title was as a result usurped by one of those people that probably use Intelligence as a dump stat (judging by her learning). Maybe such titles should be destroyed or granted to the defender's heir when terms are enforced?

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- Western Shou Lung is still blobbing into the Hordelands, possibly through its vassals (the Governor of Chukei is the liege of what has been taken). Unsure if that's supposed to be how things work, particularly as I believe the Hordelands previously was protected from the Liberate Nomad Duchy CB.

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- The Ceremony of Honour to Helm is not hidden in the Rituals Menu, which probably is unintentional.

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Further bugs and suggestions from the same Neverwinter game:

- The Loyal Vassalage decision has a missing localization string.

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- Yet another one month time window decision.

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- I'd say the Hire Helmite Bodyguards decision's cost perhaps should scale by tier, seeing as 30/50 gold is pricey for a weaker ruler but nothing for a powerful ruler.

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- I assume the Increase Vigilance and Launder Funds decisions come from the Shadow class? It'd be nice if that sort of thing was in the class description.

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- I've mentioned this in the past, but it'd be nice if we could attempt to influence the class selection of our children (or at least our wards) a bit; it could be less guaranteed to work than picking an education path, but being able to e.g. go "No child of mine will be a Barbarian!" or "I think you'd make a great Cleric!" and sometimes having them listen (based on aptitude, opinion, etc.) would be nice.

- I feel the patron deity selection (and probably trait) should list special decisions, CBs, and other things you get access to, since it's otherwise a surprise if you've not used a patron before.

- I'd say a -10 % National Tax Modifier is disproportionate for a +0.10 Monthly Piety modifier.

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- Considering the diversity changes, maybe religious revolts should be peasant revolts in Good-aligned realms unless the revolt reason is due to the Religious Tensions (a.k.a. conversion troubles) modifier?

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- While the current holder of the Arcane Brotherhood certainly isn't a spellcaster, adventurer claims by non-spellcasters (the adventurer here is a ranger) on that title still feels rather odd.

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- Unsure if it's already the case, but if it isn't a thing I feel that the Rite of Loyal Vassalage's piety cost should scale with tier, since +15 vassal opinion for 50 piety likely is much easier to pay for a more powerful ruler.

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- Small "h" in "he".

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- Unsure if bug: I can make my brothera Warlock-Cleric by taking him as my apprentice, but I'm not sure you're allowed to pick those classes at the same time normally.

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- Random idea: Maybe Good-aligned realms should have the option -- and the expectation -- that they will attempt to negotiate a solution with Peasant/etc. revolters. Such solutions could include landing the revolter, granting major tax/levy concessions to the province, recalling any active missionary/culture spreader (and being unable to send them back for a good while), spending a bunch of money/prestige/piety, possibly changing your patron god, religion, or culture (though the latter two are pretty major...), firing a councillor the rebels reasonably could be taking issue with, and the like. High Diplomacy could perhaps also allow you to get at least some of the rebels to stand down.

- This vanilla event is perhaps not so suitable, at least not for magically inclined people.

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- I randomly noticed that the Dawn Titans of Laerakond have been getting bad province modifiers due to being above their demesne limit. Perhaps such events should be disabled for the Monster "religion"?

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- The Dawn Titans have also picked up a nickname. Perhaps Monsters should be unable to get those?

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- I don't think my clones should be male when I am not.

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- Most likely caused by something vanilla: I really don't see why the gift amount should be 3k+ here. It reverted to 15 gold a bit later.

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- I am apparently unattracted to my husband because he is a Wererat... but the trait in question is hidden. Seems like an unfortunate spoiler.

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- I don't believe there's a Papacy to endorse bloodlines in the first place.

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- I think I've only ever gotten "Deal with [suspected or real evil person]" missions from the Lords' Alliance. Perhaps they should also have other missions, e.g. building holdings, picking a certain focus (War, Rulership, and Business all feel like they'd make thematic sense), or waging war against nearby evildoers with a CB suitable for that (Holy War, Smite Evil, War Against Evil, possibly Rivalry, possibly others).

- I don't know the specifics, but it seems Alustriel abdicated to her daughter. I don't think she's had a vassal revolt forcing that, so it feels a bit odd.

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- I am unsure if this event makes sense in the Realms, but I suspect it doesn't.

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- Something appears to have broken in the localization of this bloodline. Also, bloodline descs overflow the window in places.

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- Maybe "the Estelar faith" should be changed to "the Triadic [or other relevant] faith"?

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- I just realized that I've not gotten any events about the Shining Crusade, the dragon that attacks Cormyr (I don't remember her name at the moment), Bane's return, the Last Bhaalspawn (I just checked; Abazigal is the only one left, and she's not an Avatar), and possibly other things (Mephisto, the King of Shadows, Netheril, and the Daemonfey have all happened), and it's 1445 (I started in 1357). I have story events set as "On" for both categories, so I'm unsure what has happened, particularly as I feel I should be close enough to e.g. Castle Dragonspear and Cormyr to get news about stuff affecting them.

- I believe this is a vanilla issue, as I've seen it in other mods too: Sometimes adventurer hosts that win end up as vassals of the ruler they attacked. This can be fixed by modifying the Duchy Adventure CB to make the adventurer independent after they usurp the title(s).

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Assorted bugs and suggestions from a 1357 Dambrath game:

- The Loviatan religion's desc mentions Jizya tax. I don't think they'd call it that.

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- Maybe the government flavour (at least the picture) should be different for a Loviatan realm?

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- Maybe the Tanist title should have different cultural and/or religious localization? It's doable with customizable_localisation.

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- Maybe the localization for this event should be different for e.g. Loviatan and Lolthite, seeing as the husband being pleased isn't necessarily something to care about?

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- My Court Scribe randomly converted to Mercantile. As I am a Crinti ruler of a Loviatan Divine Mandate realm, that feels pretty weird. I think the conversion event could use another look.

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- The religion conversion decision is missing a tooltip desc. Also, if it doesn't already, I feel the conversion willingness based on traits should depend on what the involved religions care about.

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- It's possible this and other HFP pregnancy events need a look for certain rulers with different cultural, religious, or racial expectations.

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- I'm unsure if the settlement_decisions has been mentioned before.

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- While I suppose there might be Beholders that are less... beholder-y, maybe they shouldn't be prone to conversion in general?

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- I'm pretty sure Crinti don't celebrate peijaiset...

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- Loviatan (and I'd suspect other Enatic religions) tribes default to Agnatic. Seems incorrect.

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- I am a bit uncertain as to whether I should have written the book I just wrote.

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- On further investigation it would seem that even some non-tribal Loviatans are Agnatic. This character was granted her titles by me, so I think the defaults are screwed up. She's also got Gavelkind rather than Tanistry, unlike some others I landed; those characters are ineligible for Divine Mandate, which might matter.

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- Vanilla issue: At least one Sway event gets confused localization if you change your Sway target.

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- Possibly vanilla issue: Arcane Brotherhood lab raids can target adventurers, and those presumably don't have labs.

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- ... nor do unlanded characters. This makes me think it's a mod issue, as I've played vanilla Hermetics enough that I should have gotten an unlanded character's lab before.

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- Unther's likely Liberate Nomad Duchy war seems to have leapfrogged over the green realm. The CB could probably use an "Is adjacent realm" check rather than an "A de jure vassal of the target duchy is adjacent" check.

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- I can confirm that the WSP still declares wars. As I've mentioned in the past, vanilla's WP only declares wars through events -- and never Liberate Nomad Duchy wars -- so if it's not an intentional change I think something has broken, particularly as the WSP seems to be using Celestial Empire (chinese_imperial_govenrment) rather than celestial_bureaucracy, which definitely is inconsistent with vanilla's WP being an unplayable republic.

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- Possibly a bug: Zakharans use Divine Mandate if their class is eligible, including at least one of the historical rel heads. This might be intentional, but they can normally hold temples, so they don't benefit from that aspect; they do, however, benefit from not having Decadence, which I'm unsure if it's intentional or not since the government previously wasn't a thing for anyone that potentially has Decadence.

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- Loviatan cities appear to be Agnatic, as do temples, as do at least some baronies. Seems wrong.

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- I'm unsure if Lapal rulers (or some non-Nomadic subset thereof) are supposed to be able to intermarry with Loviatans.

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- I can see no reason why Hawan troops would be in Luiren if they're attacking Yikaria for Qadib. Is there perhaps a stray pixel somewhere making the AI want to head somewhere silly? I couldn't find anything by raising an army and ordering it to move to Yikaria, but it's possible I didn't try the right provinces.

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- I can't see any decision to cure my daughter's disease, and I'm a renowned cleric. I'm unsure which level I need, however.

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Hotfix release for 0.5.0, available here: https://github.com/ProjectFaerun/Faerun/releases/tag/Hotfix8

Save compatible, enjoy your already started game with 0.5.0!

  • Firbolgs added to Moonshae islands.
  • Azoun IV has a new look.
  • Notification for Lord's Alliance/Dales Compact war nullification.
  • A character can now no longer be both Psion and Monk. But now characters can be Monk/Psion and any other class.
  • Zalathorm Kirkson of Halruaa now has psionic potential.
  • Retinues for Untheric and Chessentans.
  • Halruaan cultural titles for feudals.
  • Some class features are now shown in the traits.
  • Partial reflavouring of devil worshipper society, WIP.
  • Many bugfixes.
 
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Hmm, we did not edit this file for the hotfix. I'd try just skipping this file, if you can?
 
Experimental 51 has been released! There was a hotfix, so the link looks funky but is okay. Check it out here: https://github.com/ProjectFaerun/Faerun/releases/tag/Hotfix9

  • Rule for how Divine Mandate government works.
  • Variety for randomly-generated characters of Tashalan, Thinguth, Damaran, Impilturan and Highcoaster cultures.
  • Vaasan Half-Orcs more likely to generate Half-Orc courtiers.
  • Genies and Calishite Genasi more likely to generate Genasi courtiers..
  • Nimbral now canon and human.
  • Better half-drow portraits.
  • Shaved Pazruki portraits.
  • Full history for the Katakoro Plateau and Ama Basin.
  • Bugfixes.
  • Fixed misnumbering of Halruaan characters.
 
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Hello, I started a game with the intention of joining the Cult of Asmodeus, I got the starting event (a member of the cult asking me if I'm willing to question my faith and join them), but after that I cannot procede and even when I should meet the messenger, nothing happens, and I still not a member of the cult, despite becoming a secret Infernal.
 
Hello, I started a game with the intention of joining the Cult of Asmodeus, I got the starting event (a member of the cult asking me if I'm willing to question my faith and join them), but after that I cannot procede and even when I should meet the messenger, nothing happens, and I still not a member of the cult, despite becoming a secret Infernal.

I'd recommend you start with the newest release, see 0.5.0 above on this page. We reworked the Satanist society and most likely fixed this bug.