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

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You know in the GOT mod how dragons can kill everyone in a province at once with fire during a siege?
I think it'd be cool if Legendary Wizards/Sorcerors/etc spell casters could do that too, but have it be very expensive.

Also if I'm a really evil tyrant, bringing suffering and doom on to the world, woe my reign of terror! I think a hero, maybe random or maybe list of existing in world heroes like Abdel, Elmy, Drizzt, etc, or maybe just anyone who can be trigger for the adventure quest event chain, should go on a quest to kill me and end the black stain I am upon the realms.
 
This is just a dumb little thought I had, but might it be possible at some point to have decisions to restore lost kingdoms if you get enough relevant territory/are the relevant thing? Like Phalorm in the North generally or Eaerlann if you're an elf (since there was even in the actual canon a bunch of elves at one point trying to restore it), or even Netheril if you're doing the 1490 start and you're a shade going "this time for sure!" after its second fall, that kind of thing.

Also if this sort of thing already exists and I missed it, whoops!
The dwarven religion already grants the ability to refound lost dwarven kingdoms, and re-establish fallen dwarfholds. A lot of other places have cultural localisations, so although there's no specific decision for it, if you paint the map as an elf, you'll find that many, many locations change name to reflect that.

We are thinking about having more refounding decisions as well - but near the top of the list are Phalorm and the Shoon Imperium, each of which will require considerable care to set up. Phalorm in particular is our equivalent of vanilla's HRE, and making sure that the constituent kingdoms and duchies are configured correctly based on who refounds it is quite challenging. If there are any modders out there who especially like working on this sort of thing, please let us know!
You know in the GOT mod how dragons can kill everyone in a province at once with fire during a siege?
I think it'd be cool if Legendary Wizards/Sorcerors/etc spell casters could do that too, but have it be very expensive.
Honestly, 'kill everyone in the province with a single ability' is a bit high-tier, even for FR. The example that comes to mind is the destruction of Jhaamdath by elven high magic, but that cost the lives of at least four high mages (and in the mod, each realm has at most one) and is widely regarded as Going Too Far. A lot of the most destructive magic outside elven high magic was in the range of things that Mystra shut down after the fall of Netheril. In D&D as it stands, even a dragon's breath weapon or the meteor swarm spell is a tactical-scale effect.
Also if I'm a really evil tyrant, bringing suffering and doom on to the world, woe my reign of terror! I think a hero, maybe random or maybe list of existing in world heroes like Abdel, Elmy, Drizzt, etc, or maybe just anyone who can be trigger for the adventure quest event chain, should go on a quest to kill me and end the black stain I am upon the realms.
We are looking at possible extensions of the adventuring system, so this isn't completely off the table. But it would need to be sufficiently crunchy that it doesn't just come off as your emperor-tier character getting suddenly killed out of the blue, sufficiently tough that it doesn't just lead to great canon heroes dying like chumps, and sufficiently smooth that it doesn't interrupt regular play too badly, even in multiplayer.

nd
 
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It's time for the latest release - Experimental Release 79! In today's update:

  • Lots more of Laerakond is playable from the beginning, including a new dragon with a new province, Oroth (so this update may mess with saves)
  • More history, including more playable OPM islands in the Crowded Sea
  • More nicknames, and more conditions for gaining them
  • Hlal, as Avachel, is now available as a Seldarine patron
  • Wizard school traits now include their functions in their tooltips
  • More cultural localisation for dragon gods
  • Fixes for the new dragon bookmarks from last time
  • Electoral optimisations continue
As ever, have fun with it!
 
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The dwarven religion already grants the ability to refound lost dwarven kingdoms, and re-establish fallen dwarfholds. A lot of other places have cultural localisations, so although there's no specific decision for it, if you paint the map as an elf, you'll find that many, many locations change name to reflect that.

We are thinking about having more refounding decisions as well - but near the top of the list are Phalorm and the Shoon Imperium, each of which will require considerable care to set up. Phalorm in particular is our equivalent of vanilla's HRE, and making sure that the constituent kingdoms and duchies are configured correctly based on who refounds it is quite challenging. If there are any modders out there who especially like working on this sort of thing, please let us know!

nd

It was just one of my idle thoughts I file along with the "more robust good person leanings for the Atheists." Which is to say, this is such a fun and entirely thorough mod that my thoughts wander to even further off places for what all else could be in there. The Eaerlann thing particularly was just off of having recently re-read Lost Empires of Faerun and all the bits in there of various legacy survivor/descendent things of fallen nations trying to rebuild them centuries on later and what have you.

That would all be really cool though, if you ever find anyone with the modding chops for that.
 
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It's time for Experimental Release 80! In today's update:

  • Map update: two new provinces, Dolblunde and the Glacier of the White Worm! (This may mess with saves.)
  • Religion update reaches the elven faiths: Asathalfinare get seafaring, river movement, hard to convert, defensive modifiers, and meliorism; Sylvan get hard to convert, defensive modifiers, and animistic; Eilistraee gets meliorism, elven high magic, and gender transition.
  • Trait icons for the Seelie and Unseelie Courts
  • Almost all of Laerakond is now playable in all dates
  • More islands of the Crowded Sea are playable
  • Lots of new dragons, including making the notorious Daurgothoth playable
  • Other history tweaks in the North
  • Overhaul of death types, including updates to vanilla events
  • The Western Protectorate will not be usurped by a successful great invasion
  • Dragons with health problems can't use their breath in combat
  • Commonwealths need higher tech to achieve primogeniture
  • Lots of fixes
Enjoy!
 
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Version 0.6.0
After many months of waiting, a new middle-number release is here! Version 0.6.0 is live, here and on Steam!

Why?

Because every province on the map has a playable holder or liege. This was one of the milestones we had set for ourselves, whose achievement would result in a middle-number release. And progress towards the next such milestone is already well under way!
Forge.png

In addition to all the many experimental release updates since 0.5.0 dropped, this release includes the following:
  • Characters from the film 'Dungeons and Dragons: Honor Among Thieves' appear in appropriate times and places
    • New final start date, 1 Eleasis 1498, with an accompanying minor bookmark entitled 'Honor Among Thieves'
    • There are no major spoilers for the plot of the film, but some of the things revealed in flashbacks, and one signficant character secret, are coded for and can be found in code and gameplay
  • This means our timeline of start dates is now over 140 years long!
  • Map updates!
    • Laerakond is fully playable in all start dates!
    • Every province in the Crowded Sea has holders in all start dates!
    • Cormyr de jure duchy rework to reflect canon traditional regions
  • Religion rework continues:
    • Drow group:
      • Lolth loses defensive attrition, gains new 'Test of Lolth' challenge and kinslaying exemption
      • Kiaransalee gains prestige loss for peacetime and a decision to animate the dead
      • Vhaeraun gains prestige loss for peacetime, prepared invasions, and raider traits
    • Dwarf group:
      • Laduguer gains prestige loss for peacetime
      • Golden gains pacifist, piety gain for peacetime, half defensive unit modifiers, defensive attrition, and heir designation
      • Urdlen gains vassal sacrifice
    • Giant group:
      • Giant Pantheon gains prestige loss for peacetime
      • Ulutiuan loses county conquest
    • Aberration group:
      • Beholder gains prestige loss for peacetime, offensive unit modifiers, claim duels, opposition to tribal organisation, and kinslaying exemption
      • Illithid gains defensive attrition and kinslaying exemption
      • Faceless gains hard to convert, defensive unit modifiers, religious sacrifice, and kinslaying exemption
  • Integrated secret identity mechanics, replacing the separate secret dragon, werewolf, and vampire decisions
  • Thayan history tweaks, including some new playable zulkirs
  • Duel interactions modified to reflect diverse moral perspectives
  • Expanded range of dragon portraits
  • Ruby dragon culture
  • Many voting system optimisations, with more on the way
  • Hospital building conditions relaxed
  • New internal flag to suppress family generation
  • Titular duchy of Ironslag added
  • Many fixes, including the Daemonfey story event, warrior lodge interactions with dummy wars, the culture of Longsaddle, some baby-faced immortals, and the Arch-Geomancer's government
  • Many tweaks to customisable localisation
I'm very grateful to our dedicated team who have worked hard to make this release possible. Please have a great time with it, and let us know if you encounter any bugs.

NB: This update breaks saves.
 
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After many months of waiting, a new middle-number release is here!

Why?

Because every province on the map has a playable holder or liege. This was one of the milestones we had set for ourselves, whose achievement would result in a middle-number release. And progress towards the next such milestone is already well under way!

In addition to all the many experimental release updates since 0.5.0 dropped, this release includes the following:
  • Characters from the film 'Dungeons and Dragons: Honor Among Thieves' appear in appropriate times and places
    • New final start date, 1 Eleasis 1498, with an accompanying minor bookmark entitled 'Honor Among Thieves'
    • There are no major spoilers for the plot of the film, but some of the things revealed in flashbacks, and one signficant character secret, are coded for and can be found in code and gameplay
  • This means our timeline of start dates is now over 140 years long!
  • Map updates!
    • Laerakond is fully playable in all start dates!
    • Every province in the Crowded Sea has holders in all start dates!
    • Cormyr de jure duchy rework to reflect canon traditional regions
  • Religion rework continues:
    • Drow group:
      • Lolth loses defensive attrition, gains new 'Test of Lolth' challenge and kinslaying exemption
      • Kiaransalee gains prestige loss for peacetime and a decision to animate the dead
      • Vhaeraun gains prestige loss for peacetime, prepared invasions, and raider traits
    • Dwarf group:
      • Laduguer gains prestige loss for peacetime
      • Golden gains pacifist, piety gain for peacetime, half defensive unit modifiers, defensive attrition, and heir designation
      • Urdlen gains vassal sacrifice
    • Giant group:
      • Giant Pantheon gains prestige loss for peacetime
      • Ulutiuan loses county conquest
    • Aberration group:
      • Beholder gains prestige loss for peacetime, offensive unit modifiers, claim duels, opposition to tribal organisation, and kinslaying exemption
      • Illithid gains defensive attrition and kinslaying exemption
      • Faceless gains hard to convert, defensive unit modifiers, religious sacrifice, and kinslaying exemption
  • Integrated secret identity mechanics, replacing the separate secret dragon, werewolf, and vampire decisions
  • Thayan history tweaks, including some new playable zulkirs
  • Duel interactions modified to reflect diverse moral perspectives
  • Expanded range of dragon portraits
  • Ruby dragon culture
  • Many voting system optimisations, with more on the way
  • Hospital building conditions relaxed
  • New internal flag to suppress family generation
  • Titular duchy of Ironslag added
  • Many fixes, including the Daemonfey story event, warrior lodge interactions with dummy wars, the culture of Longsaddle, some baby-faced immortals, and the Arch-Geomancer's government
  • Many tweaks to customisable localisation
I'm very grateful to our dedicated team who have worked hard to make this release possible. Please have a great time with it, and let us know if you encounter any bugs.

NB: This update breaks saves.

I already had "Play the Faerûn mod" planned for this weekend, so this is certainly a welcome surprise!

By the way, I know where to find it, but a link to the download would probably be good to have in the release post, particularly as the OP links to an old version (I'm familiar with the confusion that easily causes...).
 
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I already had "Play the Faerûn mod" planned for this weekend, so this is certainly a welcome surprise!

By the way, I know where to find it, but a link to the download would probably be good to have in the release post, particularly as the OP links to an old version (I'm familiar with the confusion that easily causes...).
Thank you!

I have now not only updated the release post, but also fully updated the OP to link to the latest release, and to the current Steam version, and include our latest progress.

nd
 
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Some assorted suggestions and possible bugs from a slightly modified 0.6.0 game.

- Don't know how difficult it is (I know there's some weird file format involved), but perhaps nature-related religions (Natural, Sylvan, etc.) should use a green version of the Indian CoAs frames, since those look flowery.

- Don't know how difficult it is (I know there's some weird file format involved), but perhaps Tiamatan and the like should use a Chromatic version of the Chinese CoA frames (they currently use the regular ones).

- Something weird has happened with the localization for Join the Retreat; probably encoding.

ck2_26.png


- Potentially weird flavour event.

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- It seems becoming lovers with someone off of the "Appease Spirits" (or the base Ancestor Worship, I'd imagine) can result in pregnancy even with negative fertility. Potentially weird, as you could be an eunuch or the like.

ck2_28.png


- Not sure if this event or similar events should fire where polyamory is a thing, at least not if the other party isn't jealous or the like...

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- Missing localization.

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- Not sure why the CoA looks different (red vs. purple).

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- Maybe anyone becoming a god should get a bloodline, generic or not.

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- Movie spoilers:

Something might have broken with Sofina's static portrait (she had one in the preview image). She appears to regain her portrait when unlanded, however.

ck2_33.png

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Sofina apparently has managed to get a kid despite being scripted as a secret lich. Not sure if that's intentional.
- Not sure if it's intentional that you need to be married to foster a child.

- The "Foster a child" decision claims I can't get married, but I can marry my courtiers. Probably the Recovering from childbirth modifier.

ck2_34.png


- My vassal's wife does not seem to understand that polyamory is a thing.

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- Yet another case of "adultery" with polyamory.

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- Wemic + Half-Elf = Elf (+ Feytouched; don't remember if either parent had that); unsure if correct.

ck2_37.png


- Yes, we sleep around... with polyamory. Isn't that supposed to not be a big deal (as far as game mechanics goes)?

ck2_38.png


- "Ruled too long"? Szass? Nah; he's only ruling for the expected duration of a lich!

ck2_39.png


- Perhaps immortals should be set to immortal_age = 16 on_adulthood?

ck2_40.png


- Are Mulhorandi supposed to be allowed to slay their own Avatars (Bes) to become gods without major penalties?

ck2_41.png


- Something I realized a while back: The automatic legimitization for polyamory is potentially a bit weird, considering e.g. Azoun V's many known non-legitimized bastards. Perhaps it should instead be easier/cheaper to legitimize and the AI should be somewhat more likely to do it?

- Might just have been bad luck, but no less than three Heralds spread unflattering tales against me in short order despite me being a fairly decent sort.

ck2_42.png


- Perhaps archfiends and the like shouldn't commit suicide...

ck2_43.png


- This event should perhaps show the invader's portrait.

ck2_44.png


- Not quite sure what's going on here, government-wise.

ck2_45.png


- "Tibetans of either the Buddhist or Bön faiths". Might need some work.

ck2_46.png


- I'm supposed to have an "Invite Selu'taar" decision, but I can't see it anywhere.

ck2_47.png


- I needed some time to figure out why I could holy war this character (it's due to my religion). Maybe religions should list holy war targets in their description.

ck2_48.png


- The eunuchs you get from the caravan merchant should perhaps not be of your religion, seeing as religion works differently in the Realms.

ck2_50.png


- Something seems messed up with the localization here.

ck2_51.png


- Szass is perhaps wasting the might of Thay. Perhaps powerful AI Rogues shouldn't be as interested in heists as weaker ones?

ck2_52.png


- I am not entirely convinced Bhaalspawn Extermination should imprison Bhaalspawn if they have additional counties, seeing as that's a steep penalty for a county-tier CB.

ck2_53.png


- I didn't screenshot it, but I've twice leveled up twice in very quick succession; I got a Bard level up event, then what looked like a second Bard level up event... and completed my "Level up as Warlock" ambition upon closing the event in question.

- Unsure if Seldarines are supposed to be able to join the Knights of the Silver Chalice (or other Knightly Orders); they've got a WL in the Elven Arcane Warriors, as best I can tell, and that makes it feel a bit redundant.

ck2_54.png


- Not quite sure why or how my heir got his religion, but things should get interesting down the line...

ck2_55.png


- Non-Seldarine heirs should perhaps not gain piety/prestige for Seldarines joining the Retreat.

ck2_56.png


- Unsure if my realm really should qualify for this; there's me with 12 counties, a single county Seldarine Green Elf vassal, and an imprisoned single county Triadic Tethyran, plus assorted barons (mostly Seldarine Green Elf).

ck2_57.png


- Something I noticed script-side: The Last of the Bhaalspawn will ascend and "die" if they decide they're Bhaal, even if imprisoned. As someone that managed to capture the last three Bhaalspawn (well, the last three after a few of their siblings had "unfortunate accidents"...), that is a bit of an unfortunate surprise, as it means I don't have an easy Avatar to kill in order to fuel my own apotheosis.

- Vanilla issue: This localization feels a bit off.

ck2_59.png


- Movie spoiler:
Considering her oh-so-flattering opinion of the living, maybe Sofina shouldn't bother adopting...
ck2_60.png

- Most likely vanilla (I suspect the "Relative asks for help pressing claim" event, as the claimaint is this countess' daughter): It seems the AI happily declares wars for titles it can't reach against enemies it can't hope to defeat.

ck2_61.png


- This modifier should perhaps get a different icon.

ck2_62.png


- Movie spoiler:
"Prince" or "Princess"? Something appears weird with the localization.
ck2_63.png

- I think this river crossing is wrong; there's also apparently not a crossing between Rivershire and Alonmarch, which would make a lot more sense than this one.

ck2_64.png


- I know the Eldreth Veluuthra are fanatics and not exactly rational, but there are perfectly good non-elves in my realm for them to target, so maybe their priorities should be looked at.

ck2_67.png


- Vanilla, but potentially something to look at: It'd be nice if you were told about your courtiers planning adventures before they launch them, in case you would prefer for them to not get that far.

ck2_68.png


- There's potentially a missing crossing between Calimmon and Ithmonn.

ck2_70.png


- This is perhaps a not-so-Great Conflict...

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- Humble Shamans seem to be deleted once they've been constructed unless you've already got certain other hospital buildings.

- Not sure hanging is effective against Beholders.

ck2_72.png


- I didn't think to screenshot it, but I got some event that made me lose Stressed and Depressed and gain Lunatic that spoke of "humanity".

- This event option appears to give a modifier that does nothing.

ck2_73.png


- Based on this instantly invalidated war, it seems like some event triggers a war vs. a vassal that instantly fails.

ck2_74.png

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- NOTHING.

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- Something seems to be off about the default succession setup; vassals I've landed seem to end up with Agnatic even though the realm as a whole is Absolute Cognatic with Equal SoW.

- Likely vanilla: I can't take one of my courtiers out of hiding; his traitor mother put him there, but now he's in my court.

- I just finished a plot against a child, so this might be a leftover event from that that fired late, but something is clearly wrong.

ck2_78.png


- My husband doesn't seem to get the whole "polyamory" thing; what I'm doing is permissible (as far as the game goes).

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- Vanilla: If you change your Antagonize target mid-chain, the wrong character might be targeted in some places due to FROM being used rather than the event target.

ck2_80.png


- Vanilla: The Conclave Vassal War Laws lower feudal opinion rather than vassal opinion, which means that foreign feudals get upset while your own non-feudal vassals don't care. A bit weird.

ck2_81.png
 
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Some assorted suggestions and possible bugs from a slightly modified 0.6.0 game.
Thank you - this is very helpful!

ETA:

To follow up: I don't know why a female prince of Milvarune isn't a princess - the coding all appears regular. And in general characters who become gods should found bloodlines, and we'll do a pass before version 1.0 to make sure they do - but Velsharoon's custom event in particular should IMHO be an exception, as he's a Thayan necromancer, and doesn't really care about his mortal issue, if any.

nd
 
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Thank you for all the reporting, Silversweeper.

I had a few follow up questions:

- For the invite Selu'taar decision, did you have a character filling the high mage minor title? That is one of the pre-req's for it.
- For the river crossings in Tethyr, I removed the rivershire to monteshi crossing, and added in the ithmonn to calimmon crossing. I don't know how well you know adjacencies, but the one you said is missing is included in the file...
 
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Thank you for all the reporting, Silversweeper.

I had a few follow up questions:

- For the invite Selu'taar decision, did you have a character filling the high mage minor title? That is one of the pre-req's for it.
- For the river crossings in Tethyr, I removed the rivershire to monteshi crossing, and added in the ithmonn to calimmon crossing. I don't know how well you know adjacencies, but the one you said is missing is included in the file...

I believe I had a High Mage; I appointed one at some point, at least, and as they were an elf they should still have been around (I don't think they died, left the realm, or otherwise became incapable of holding the title, at least...).

Regarding adjacencies, I believe I checked on those I mentioned, and that my armies refused to take the direct crossing, though I could conceivably have forgotten to check on one.
 
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- Don't know how difficult it is (I know there's some weird file format involved), but perhaps nature-related religions (Natural, Sylvan, etc.) should use a green version of the Indian CoAs frames, since those look flowery.

- Don't know how difficult it is (I know there's some weird file format involved), but perhaps Tiamatan and the like should use a Chromatic version of the Chinese CoA frames (they currently use the regular ones).
Nendur is our frames expert; I have asked him to take a look.
- Potentially weird flavour event.
We're keeping the pus-sucking nun, but I've made sure she will only appear in appropriate places, and will have more apt characteristics. Other prospective physicians have also had an overhaul.
- It seems becoming lovers with someone off of the "Appease Spirits" (or the base Ancestor Worship, I'd imagine) can result in pregnancy even with negative fertility. Potentially weird, as you could be an eunuch or the like.
I have added fertility checks to almost all uses of the 'impregnate' command.
- Not sure if this event or similar events should fire where polyamory is a thing, at least not if the other party isn't jealous or the like...
As a first step, I have prevented this chain from firing if both spouses are polyamorous. We'll do more to develop polyamory (including appropriately limiting the appearance of the 'slut seductress' modifier) in the coming weeks.
- Not sure why the CoA looks different (red vs. purple).
I'm not sure either - it's a very weird effect.
- Something I realized a while back: The automatic legimitization for polyamory is potentially a bit weird, considering e.g. Azoun V's many known non-legitimized bastards. Perhaps it should instead be easier/cheaper to legitimize and the AI should be somewhat more likely to do it?
We're moving in this direction.

We'll keep working through these, and let you know how we get on.

nd
 
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Just to keep you all updated: there will not be an experimental release this weekend. We expect to have a release next week, but we have some developments in progress right now that we'd like to get into a more finished state.

nd

PS: Thank you to the forum mods for making this thread sticky!
 
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We're back to experimental releases with Experimental Release 82 - and there's a fair bit going on here:
  • Graphics changes:
    • New dragonborn portraits by Piripi the Eyeless
    • New scaly child portraits by Nendur
    • New flags by Uni
    • New CoA frames for Draconic, Natural and Seldarine by Nendur
    • Complete religion icon overhaul by Uni
    • Some new government icons by Uni
    • New Lotus Empire portrait frames by Uni
    • New temple holding pictures by Sylvar
  • History changes:
    • Sage's Bay has new holders
    • Lots of new courtiers, especially in Zakhara
  • Religion changes:
    • Haruspicy and Astrology are merged to form a single Ritual Divination tradition
    • Devotees of Orcus and Yeenoghu now raise undead instead of summoning demons
    • Religion overhaul, Unenlightened group:
      • Thasmudyanic gains defensive attrition, county conquest, and animate dead
      • Nogari loses close-kin marriage, and gains hard to convert, defensive unit modifiers, consorts, animistic, and a new unique reformation doctrine
      • Jaziri gains consorts and vassal sacrifice
    • Religion overhaul, Qisma group second pass:
      • All Qisma faiths get the landed kin prestige bonus
      • Kahin gets animistic
    • Religion overhaul, Kara-Turan group:
      • Padhran gets pacifist, piety gain for peace, retire to monastery, stability feature
      • The Path of Enlightenment gets cosmopolitan intermarriage, lower chance of proselytising, syncretism, stability feature
      • Chung Tao gets heir designation, stability feature, and a choice of light and dark paths
      • Nine Travellers gets sainthood, stability feature
      • Animist gets defensive unit modifiers, defensive attrition, animistic, and dislike for tribal organisation
    • Religion overhaul, Atheist group:
      • Entropy gains offensive unit modifiers, ignores defensive attrition, and consorts
      • Blue Flame gains greater proselytising chance, piety loss for attacking co-religionists, and viking-style invasion
      • Faithless gains a self-improvement decision, heir designation, and jizya tax
      • Qukoku gains pacifist, piety gain for peace, defensive attrition, consorts, river movement, and animistic
      • Ancestral Cult gains defensive unit modifiers, hard to convert, heir designation, and sainthood (styled as ancestor veneration)
    • Polyamorous characters now have an event to introduce their lovers to each other, and are less likely to worry about affairs
  • Functional changes:
    • Expanded name lists
    • Overhaul of custom elective succession types
    • Overhaul of offspring handling for dragons
    • Experience for battle bards
    • Recruiting a physician now has more flavourful results
    • Heresy events should be triggered a lot less
  • Numerous fixes, including:
    • Almost every event that causes pregnancy now checks fertility
    • Fancy hats will not make custom portraits disappear
    • Characters will not have automatically generated offspring if they are secretly dead
    • The Shou emperor may like his own people
    • Crossing the River Ith now makes sense
    • Minotaurs will be slightly better dressed
    • Asabi will have their proper tongues
    • Special crowns will appear correctly (except for on custom portraits)
    • Reformation screen doesn't cause crashes
    • Sainthood works again
    • All instances of taking a new lover use a new scripted effect
    • Longevity icon fixed
Enjoy, and please report any problems!

nd
 
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very nice mod, but once again map is too big and peformance is very bad. Why most modders make this mistake and create such big maps? Smaller is better.

Because they wanted to make it that way? You can just not play the mod, or tweak some stuff on your end, if it's not to your satisfaction.

What was the point of writing this out? What insight can be gained from this besides 'Faerun does not run well on this guy's computer'?
 
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very nice mod, but once again map is too big and peformance is very bad. Why most modders make this mistake and create such big maps? Smaller is better.
If you or anyone else is up for creating a submod that reduces map size, we’d be happy to promote it on this thread and on the submods section of our Discord server.
 
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