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neutrondecay

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Version 0.2 - Arnaden Rises

Well met!

I know you've all been waiting a long time for the next release. We've been going a bit slower because several of the devs have been experiencing personal upheavals, and some are now on a summer break. But everyone has contributed to this new version, and it's time for an interim release, as promised. This version has fewer things dummied out than before, fixes several crucial bugs, and expands the range of playable realms. As the subtitle indicates, the whole of Arnaden - the land to the north of the Lake of Steam - is now playable, all the way north to newly enlarged realms of Chondath and Sespech on the southern shores of the Vilhon Reach. The Zhentarim is now on the map too, with existing holdings in the western Moonsea and around Llorkh, and a campaign of expansion around Mintar.

What's next?

For you the players, please enjoy this new release! If you find any bugs, please go on reporting them here. I'm going to start a more formalised system of change logs and bug reports, starting from this version as a baseline.

After Zarathustra's recent sprint on the character and combat systems, it's time for tsf4 and me to concentrate on lore work. I'm going to provide proper title histories and vassalage relationships in Calimshan, Erlkazar, Tethyr and Amn. While I don't intend to add actual wars to the history files yet, the next phase will include the consequences of the Tethyrian Unification War, the Castle Trinity conflict, the Living Gem War, and the rise of the Sothilisian 'Empire'. Then I'm going to turn east, to populate Solon and Khazari, and document the ebb and flow of the war between those nations, Semphar, Ra-Khati and the Tuigan Horde. Also on the list are a working electoral monarchy in Thay, more Zhentish holdings in Anauroch, and populating the city-states of the eastern Moonsea. I'd like to have all of those done for 0.3.

We will be reworking the religions in the game at some point, as they're still extremely generic. However, given that Holy Fury will include better system support for enatic succession, along with other desirable tweaks, we will probably leave that overhaul until then.

I will also return to the development of new playable species when time and resources permit. Genasi, saurials and gnolls are my highest priorities, as all three have holdings on the map on our main start date, and genasi are also a prominent minority in Calimshan, Arnaden and Zakhara. In tabletop canon, saurials are divided into at least four mutually infertile subspecies, but as they start as an OPM, that's not worth modelling. (Contrast yuan-ti, who have three subspecies, all mutually interfertile, and will in due course have a kingdom-level realm.) So saurials are likely to be a single species with a variety of static portraits, unless someone has dynamic portraits for dinosaurs that they're willing to share with us. I'll also add nagas, and do the long-awaited yuan-ti portrait overhaul. However, I can't promise that all of this will be in 0.3.

Thanks for your patience, and enjoy!

All my best,

nd
 

r3xm0rt1s

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The .mod file is inside the Faerun folder. Not a problem for me as I know how and where to move it. But might confuse some. Would be simpler to extract if it was at the root of the .zip archive. And the .mod file specifies wrong path. There is no mod/Faerun/Faerun folder. After fixing that I actually got the mod to load so... progress?

After playing geheimnisnacht for a while, hearing vanilla music is odd. I don't suppose custom music for the mod will be coming in the short term?
 

Rubidium

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So, weird bug:

I got the game to load (I'd already moved the mod file, but I didn't fix the path until I saw r3xm0rt1s's post, so thanks for that), but now the character screen is too large, such that the bottom row (where the siblings would be) is cut off.
 

Rubidium

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I've done that and I have the mod selected in the mod selection but it still plays vanilla ck2.
The path is wrong in the mod file itself. You'll need to open it with Notepad or something similar, and find the line that says something like "mod/Faerun/Faerun" and delete the second Faerun and it should run.
 

DrewX

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So the mod plays and loads properly, but the interface is ridiculously large, any fix?

Also, I cannot appoint a court chaplain as polytheism, is this intended?
 
Last edited:

r3xm0rt1s

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I seem incapable of assigning a court chaplain as Alustriel. I have tried my theocracy vassals, decision invited holy men and a cleric classed character with learning education who was willing to join my court. Nobody seems capable of doing it. I have some Seldarine provinces in my demesne that I'd really like to convert.

Scaling of provincial revolts could use adjustment.

I keep inheriting my vassals' lands. Perhaps it'll be better once/if more characters start with families.

I got a 'Arm of ' relic from artifact search.

Lots of independent baronies everywhere. I am not sure if it's intentional, or caused by incomplete history files. A bunch of clicking to vassalize and transfer to their local counts.

Despite being a level 25 wizard, I was unable to pick wizardry focus. The tooltip was not particularly helpful in determining what I am missing. Supposedly I need to meet some z_wizard condition, whatever that is.

Family portraits in character view are misaligned and the window presumes too much of my monitor's vertical resolution.

But I had a lot of fun killing a Cyric cultist and looting his gold.
 

Xsardas333

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Mod is great, but i get crash and those in logs every few years :/ (playing on max speed with space)
Edit: Also happens on medium speed

Code:
######## EXCEPTION: 0xC00000FD at address: 0x01F87CF6: STACK OVERFLOW
Version: Unknown Version
08/05/18 07:08:41


######## EXCEPTION: 0xC00000FD at address: 0x01F87CF6: STACK OVERFLOW
Version: Unknown Version
08/05/18 07:17:35


######## EXCEPTION: 0xC00000FD at address: 0x01487FB5: STACK OVERFLOW
Version: Unknown Version
08/05/18 07:30:52
 
Last edited:

r3xm0rt1s

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I loaded an autosave of a crashed game and certain provinces became owned by 'No Character'. One is my capital, another belonged to my vassal count and one was a vassal of Waterdeep.

I still own Silverymoon and reside there when not leading armies, though I cannot select it, nor center the map on it by clicking the county flag.

I also rather doubt Alamar the Bhaalspawn has earned his 2147483 sorcerer levels legit. But he is a legendary sorcerer or cheater alright.
 

Andrelvis

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I also rather doubt Alamar the Bhaalspawn has earned his 2147483 sorcerer levels legit. But he is a legendary sorcerer or cheater alright.

That's the exact maximum value a variable can hold (well, 2147483.647 to be precise), so possibly that occurred due to a bug?