Geheimnisnacht - The Night of Mysteries, as it is known in the Empire. On this night, the dark moon Morrslieb casts its unholy light upon the world below. Sorcerous magic is empowered dangerously, the dead shift in shallow graves, and babies are born into a cursed and uncertain life. It is the night that daemonologist cast the most dangerous pacts and beastmen are driven into a frenzy. On this night, the fate of the world may be decided...
Warhammer: Geheimnisnacht is a total conversion mod for Crusader Kings 2. Set in the year 2010 IC the mod lets you play almost every faction available in Warhammer Fantasy. It features a map that extends from chilly Naggaroth and sweltering Lustria in the west to the impenetrable Mountains of Mourn in the east; From the deadly Chaos Wastes of the north to the blistering deserts of Araby and Nehekhara to the south. Will you fight the forces of chaos, or will you succumb to their cloying temptation? The choice is yours...
FEATURES
- A brand new map with all the important locations in Warhammer Fantasy
- 5 different races to choose from, each with their own cultures and names
- Become a wizard and control the winds of magic
- Become a Vampire and bestow the Dark Kiss of unlife on others
- Become the Everchosen champion of Chaos and lead an invasion of the soft lands of the south
- Become a cultist of the Ruinous Powers or try to remove them from your realm. Careful though, as you never know who exactly may be a thrall to the Dark Gods...
- And much more!
DOWNLOAD & COMPATIBILITY
You can download version 0.7.5 of the mod here:
http://www.mediafire.com/download/a2m239kn62ho6o7/geheimnisnacht_0.7.5.zip
Mod is compatible with version 2.4.3
PATCH NOTES
- Fixed missing Clari and Graefi localisation
- Fixed daemon host summoning double id event
- General bugfixes
- Made so that all dwarf retinue units contain the same amount of warriors
- Lustria flags added
- Compatibility for patch 2.4.3
- Government tweaks
- Temporary fixed the issue with Reikland and Talabecland being theocracies by moving the Grand Theogonist to Lichtungsmarkt
- Gave the High King title back to the ruler of Karaz-a-Karak
- Xene the Lawless might now lead armies herself
- Added Witch Hunter Order titles, deactivated old Templars of Sigmar Holy Order
- Added custom Open Elective succession law for the Grand Master and the Council-Knights of the Witch Hunters
- Added mechanic decisions and events for playable Witch Hunters
- Added Witch Hunter hats and clothes
- Wh_accused is now a two years modifier rather than a flag
- The Grand Master can create dynamic "Chapters" from Witch Hunter courtiers to increase his troop capacity
- Added special building on Witch Hunters base
- Added settlement decision to send Witch Hunter agents into foreign provinces to clean off Chaos province modifiers and mass mu- cleanse any wicked souls therein
- Added missing titles
- Added Reiklander dynasties
- As a Norscan Gods character, choosing Olric or Orsen as patron gods prevents from getting influenced by Chaos
- As a Norscan Gods character, choosing one of the Chaos gods as your patron might influence which one calls to you
- Lightened the requirements to become a Chaos Dwarf Sorcerer ( Down to 250 years from 500, top age limit no longer 100 )
- Disabled Nomadic liberation cb
- Added Nehekharan Government
- Made Daemonic Princes immune to some illnesses and negative effects
- Attempted fix at monstrous rulers becoming Beastmen
- Pigs now have localization
- Rebalanced the southern Imperial borderlands buildings (Khypris, etc)
- Updated government icons to be more in line with the vanilla ones
- Bretonnian Quest events should now trigger again
- Settle with tribesmen decision disabled
- More Dwarf chars and title history
- Fixed Beastman inheritance by duel.
- Temporarely deactivated beast rampages in Lustria
- Beastmen cannot access to nomad buildings anymore
- Beastmen gain population growth/size by wrecking their provinces now
- Added more triggers to existing governmnents to prevent conflicts
- Added further modifiers to limit Asrai intervention
- Added missing gfx cultures to the race assignment decisions and events
- Asur colonies can now be tributaries if Horse Lords is owned
- Fixed broken positionings
- Final 'Placeholder' character removed
- Additional triggers on governments to avoid unwanted switching
- Added system to mitigate harmful effects of diseases for followers of nurgle
- Added some High Elf CoA
- Added some Easter Eggs
- Added Dwarf Government
- Added Vampiric Government
- Government icons for Malekith, Dwarf and Vampiric governments
- New Dark Elf CoA added
- Fixed outaded convert_to_tribal entry
- Added in four magical families including ancestors of Thyrus Gormann and Egrimm van Horstmann
- Added Wurtbad (Stirland) and Zandri buildings
- Fixed localisation of Bretonnian retinue
- Tweaked the values for the Dwarf unique buildings
- Fixed crash related to unit models
- Fixed several issues with Asur dynasties
- Added Geographic regions for use in events, etc.
- Lothern primary holding is now Lothern ( the City ) rather than a barony, and Finubar holds it directly
- Karond Kar's primary holding is now a city as well (All of Karond Kar's former patrician vassals are now counts under it)
- Fixed small error in Fire Mountain's ruler history
- Most theocracies removed in Bretonnia (Since "can_hold_temples = yes" no longer works in religions)
- Lizardman flag work
- Added Reiklandergfx for the western side of the imperial group
- Minor fixes on Asur colonies and Asrai joining decisions
- Buffed the Carstein's starting horde when moved by the AI
- Added on_imprisonment action to free Avatars and forest spirits as long as the captor is inside Athel Loren
- Reduced retinue cost for grave guard and increased size for beastman nomadic retinues
- Fixed Lore of life not being learned as a hedge wizard
- Added better trigger on daemon automatic revoke event
- Uploaded complete Empire portrait set for the Imperial cultures not using Silfae's Reiklander set
- A new king-tier crown and military gear for the Dwarf portrait set
- New military headgear for "Northman" ( Southern Norscan ) portrait set
- New Emperor-tier crown for Northman portrait set so that Sigmar looks more Conan-ish
- Some events using de jure empires for capital scope and location checks now use geographical regions where appropriate
- Added Chaos Dwarf government, Elector Count government and Imperial government
- iqta fixed
- Reshuffled Chaos Dwarf provinces so that Temples are their primary holding
- Chaos Dwarf unique buildings and mechanics adapted to use Temple holdings and the new government
- Norsca made consistently tribal (Except some zones in the south and the western Isles)
- Abyskhar ( Westernmost Autarri Druchii ) made fully tribal
- Fixed some issues with starting Beastmen provinces not being properly nomadic/tribal
- Khypris' main holding is now a barony
- Mortensland given some non-Norscan vassals to balance the situation out
- Ostlander and Ostermarker cultures now use the empiregfx portraits (They're the easternmost Imperial cultures, while reiklandergfx is designed for the westernmost ones)
- Updated government icons for Chaos Dwarf and Imperial governments
- Added alternative options for the "Turn Feudal" decisions, now turning other races to their proper government form
- Fixed Ormazdian being without matrilinear marriages
- Flags for dwarfs and others added
- Further restriction on Asrai joining war
- Fixed Nehekharan trait assignement issue
- Fixed low tiers being able to freely imprison high tiers through lovers events
- Daemon Prince Apotheosis now removes negative human traits
- Gave Kurgans a unique nomad holding icon
- Added missing localizations for death caused by the new illness traits
- Extended a couple of Reiklander families
- Small beastmen fixes
- Mean time to happen of Chaos Dwarf slave building decay changed from 50 years to 250
- Orc CoA work
- Asrai dynasties expanded
- Tileans now use the unit models from the Italian DLC
- Bretonnians may now return from the Grail Quest
- Chaos Dwarf Grand Sacrifice decision may no longer disappear after getting certain gifts
- Chaos Dwarf slave builings will no longer decay beyond level 1, and the mean time to happen of the event is set to 200 years ( Up from 50 )
- Adapted some stuff from Horse Lords
- Some of the Human holy orders now have the holy order features from Sons of Abraham ( Knights of the White Wolf, Knights of Sigmar's Blood, Knights of the Blazing Sun, Knights of the Black Rose, Knights Mariner, Sisters of Sigmar and the Order of the Eagle )
- Added Greenskin "Warband" government
- Added Greenskin Tier rings.
- Slightly increased the vortex's pull
- Unholy Subjugation no longer increases the doom counter
- Fixes on daemonic combat tactics
- Fixed the bug with cultist daemonic hosts multiplying into the millions
- Beastmen have now their own nomadic retinues rather than the vanilla horse archer-based ones
- Updated Beastmen government rings
- Added Grave Guard retinue for Vampires
- Buffed the Chosen and Daemon Prince of Nurgle traits to counteract the malus given by the stacked illnesses
- Added new government forms for Druchii and Malekith
- The Empire of Naggaroth now crumbles if Malekith dies or is usurped
- Cultist plots fix
- Revised some Dog of War merc compositions
- Made Chaos Wastelanders into nomads if you have Horse Lords
- Greenskins now get a decision to give away count titles to random courtiers ( A title decision; right click county CoA and "Give X away"), to circumvent engine limitations
- Fixed Druchii not having proper theocracies
- Fixed Dwarf events
- Fixed Slave raids not happening
- Minor fixes on Nehekharans and Slaaneshi
- Fixed bugged Chaos magic learning chain
- Now daemons free themselves on_imprisonement rather than waiting MTTH
- Removed nomad_dispute cb
- Dwarf fixes
- SETTRA! now regenerates faster than other Tomb Kings
- Viking Invasions are no longer localized as WAAAGHs!
- Fixed Beastmen destroying their already-nomadic capital and moving into an empty settlement bug
- Fixed Steal Carstein Ring plot
- Added new nomadic government for Beastmen and adapted previous mechanics to work accordingly
- Fixed Nomadic provinces flying away in the Chaos Wastes
- Greenskin province purge decision made slightly cheaper for the AI
- Greenskins should no longer spawn when failing to clean a province if there's already a Greenskin uprising going on
- Provinces successfully cleansed of Greenskins and Beastmen now get properly converted into Nehekka ( Desert Nomad ) culture if the holder is a Nehekharan
- Start date at defines set to 2010.7.1 again, since the crash related having late start dates and CM/ToG enabled was solved
- Fixed encoding error in the e_norsca history file
- Kurgans should now also arrive at nomadic provinces in the Chaos Wastes
- Fixed Necromancers being able to start two apprenticeships at the same time bug
- Added several Wood Elf princes characters
- Added Atylwyth and Kings Glade buildings
- Councillor Jobs fixed up
- Greenskin colonization now done through settlement_decision ( Right click capital, and use the "Make X Green"
- Greenskin colonization will now destroy all holdings but the capital, which will become tribal
- There's a chance for colonization to fail due to Greenskin animosity
- Added VERY WIP Imperial portraits (fancy hats)
- 2.4.2 compatch
- Removed faulty holding_conversion commands from Beastmen, Asrai, Greenskins etc. events and decisions causing the bugged holdings and the cash/levy bug.
- Greenskin and Beastmen provinces are no longer handled through Marshal Suppressing revolts, but rather through a specific targetted_decision on the province.
- Fixed issues with vanilla events appearing with no localisation.
- Added custom government for Asrai.
- Asrai/Greenskins/Beastmen no longer able to use the anti-nomad cb or the tributary cb.
- Any Asur vassal with the Highborn Government must be asked for levies as if he were a tribal, unless his liege is also an Asur with Highborn Government.
- Fixed minor typos in some traits and decisions.
- Fixed battle magic decision not working.
- Buffed Vlad's troops.
- Other minor fixes.
- Added trade posts for many families.
- Changed Ironsides League to Angazklad
- Changed two dwarf patrician families
- Vampires now locked True Cognatic Open
- Kislevites have True Cognatic aviable and as a starting law
- Most events and decisions that used culture groups to assign race traits now use graphical culture instead
- Startup event to assign race trait now checks ALL the characters in one single strike, not just rulers
- Employment decisions now properly assign a race trait depending on graphical culture
- Greenskin revolt now checks if the realm's top liege has the "Defeated Greenskins" modifier before triggering
- Greenskins who are vassals can now freely duel characters of the other Greenskin race inside their same realm
- Greenskin counts may now gain titles by killing the Greenskin ruler who holds them (Duke-tier and above can't gain counties this way, to avoid exploits)
- Added placeholder gfx cultures for Lizardmen, Skaven and Ogres
- Fixed issue with Amazon maintenance decision removing the Amazon trait from Amazon females
- Amazon theocracies are now always ruled by females
- Capital of Amazonia made truly tribal
- Added gfx for Daemon Princes of each god.
- Combat casting can be used whenever someone is in battle or in a siege
- Mage Apprentices cannot marry while studying
- Religious conversions cannot be demanded while at war
- Hedge wizards cannot be granted magic by Tzeentch while training
- Cultists joining a bid for independence receive the correct opinion modifier to allow the liege free imprisonement
- Demons do not ask for position in the council
- Hundreds or thousands of minor and not so minor typos, grammatical errors or poorly constructed sentences fixed
- Giant culture added
- Chaos Dwarfs now have to wait 5 years to sell stuff again after using either decision
- Added Chaos mechanics
- Unholy Subjugation increases the favour of the ruler's patron
- Added combat tactics for Daemon hosts and commanding Daemon Princes
- Added Daemonic Host special unit
- Added and modified Chaos Champion/Chosen/Princes traits
- Removed the old "Quest to become Chosen" decision
- Limited the Everchosen quest to Undivided
- Added decision to make an offering to the Chaos patron
- Added Unholy Raid cb for Chaos worshippers against non-Chaos worshippers to gather favour
- Overhauled necromantic magic
- Added new Undead special unit
- Added Nagashi religion
- Added decision to become Necromancers and for the Undead to teach to Necromancers
- Overhauled the summon undead decision
- New flags for various Chaos titles and Iron Rock
- Creature type descriptions added
- Dwarven tweaking
- Vampires now change appearence immediately
- Added K'daai gfx
- Fixed Daemons still being able to receive titles
- Carstein ring doesn't disappear anymore, but rather needs to be stolen, either by plot or by imprisoning the holder (Vampire plotters can take it from themselves)
- General cleanup in the objectives folder
- Added mount and buildings for Vampires
- Gunnery School no longer aviable to Sylvanians
- Each holding now only can have a type of Goblin Camp building
- Added new DNAs for Vlad and his family (Isabella's hair color remains broken)
- Added gfx for Lahmians and Lahmian children
- Beastmen can no longer take chaos champions retinues
- Ormazdian descent traits are removed when changing religion
- Settra has proper duel modifiers
- Adapted the new Chaos favor system to the Chaos Dwarfs
- Decision to become a Chaos Dwarf Sorcerer removed, now to become one, one must accumulate 30 points of favor with Hashut
- Favor with Hashut is won through sacrificing prisoners, either through the targeted decision or through the Great Sacrifice decision
- The Grand Sacrifice decision now gives a random "gift" (which may not always benefit the petitioner) depending on the quality of the sacrifice
- Chaos Dwarf slavery buildings now decay over time (Relative to the character's stewardship)
- Added retinues to the Chaos Dwarfs
- K'daai daemons added: Unlike most other daemons, due to the nature of Hashut, they won't be the result of a random possession, and can't be summoned into prisoners; They can only be acquired as gifts from Hashut or summoned by a Chaos Dwarf Sorcerer
- Compressed the usual Slave selling decisions into the main decision (They're now event options in the main slavery menu)
- Added province modifier icons related to slavery
- Bretonnian overhaul underway
- At the game's start, all Bretonnian characters who aren't lowborn and with martial education or above 10 martial will be made bretonnian knights
- sons of Bretonnian feudal rulers might now ask for permission set out to become Questing Knights, and return ( Or not! ) as Knights a few years later
- Expanded tournaments for the Bretonians
- "Go questing" decision disabled, the Grail Quest decision remains, but is to be replaced at a later date by a better version of it
- Bretonnians now get bonuses to army morale and unit combat efficiency the higher their piety ( Named "Virtue" for the Grail religion ) is, capping at 2000 piety
- Added most features and decisions related to the vanilla Norsemen to the Norscans, including Blots, Runestones and Holmgangs (Only Norscan Gods characters may celebrate Blots; all cultural Norscans may raise runestones and be challenge or challenge into Holmgangs)
- Added holding icons for Lahmians
- 'Good' quality mountain terrain for the Old World added
- Ported vanilla's cultural buildings to cultures lacking unique buildings as placeholder
- Added at least one retinue to cultures missing them
- Proper minimap added
- Toned down the vortex's effect on the Winds of Chaos.
- New Morrslieb loading screen
- New & Improved loading screen
- Nerfed Human Holy Orders
- Fixes on retinues and static modifiers
- Dwarfs are inherently slow leaders, whereas elves are light-footed
- Bretonnians can no longer switch to Viceroyalties
- Dwarfs more likely to get infertile after each pregnancy
- Added Kislev unique building
- Added 20 new Dwarf CoA designs
- Fixed wandering spellsinger event
- Male Dwarves can become infertile as well now
- Basic compatch with 2.4.1 complete
- Asrai can no longer take concubines
- Integrated new DLC music
- Made Ormazdians use the Iqta government
- Added new government form for Asur
- Added missing holding icons for the custom cultures
- Cultural buildings are now based on ruler's culture, rather than the province's
- Fixed Warhammer races empty tribal and nomad holding pictures not showing properly
- Ropsmenn now use Cuman DLC portraits
- Added some more retinues to the Imperials
- Added seafarer to some religions
- Re-added Prepared Invasions ( viking_invasion )back into the game for the Norscan Gods characters; removed it for the other religions, replaced by "seafarer = yes" where appropriate
- Moved the Greenskin laws into the laws subfolder
- Chaos Dwarf flags and CoA added
- Nurgle's Rot and other bad illnesses automatically cured for the undead and the daemons (except Nurglite Daemons, of course)
- Changed Nehekharan Nomads into Nehekka to avoid confusion
- Ruler Designer issues fixed
- Added beards for Sylvanian vampires
- Increased learning of mage courtiers to make them viable as teachers
- Restricted requirements for studying magic
- Greenskin duels against lieges should no longer trigger twice
- Mayor baronies are properly open elective now
- Minor bugfixing on lunacy, asrai and demon hosts
- Reworked Vampire turning mechanics to work only with the targetted decisions
- Both player and AI can try and resist their liege giving the dark gift
- Added proper decision to ask vampire liege for the dark gift
- Slightly reduced retinue costs again
- Fixed bug allowing Asrai to send children to Hoeth
- Fixed bug making Witch Hunters pursuing heretics and vampires while under Chaos Worshippers/Vampire realms
- Fixed bug making Sylvanian not gain the human racial trait
- Reduced frequency of some of the Chaos Wastes events
- Turned the Asrai joining notification into an actual notification
- Fixed the Jeanne of Arc CTD
- Fixed inappropriate localisations
- Fixed Gulf of Olimen and Erengrad port positioning
- Fixed faulty age triggers and bug with hedge wizards never finishing their studies
- Fixed triggers for vampires
- Clean up for the Ruler Designer
- Neutered the Ruler Designer to avoid some bugs created by miscreated custom rulers
- Vampires now regenerate maimings and wounds like Nehekharans do
- Fixed another bug with magic learning going into an endless loop
- Fixed characters not gaining higher levels of magic power
- Fixed Sorceresses of Ghrond retinue not being aviable to the Hag Queen
- Fixed monstrous characters wrongly gaining the beastman racial trait
- Fixed Asrai joining war endless loop
- Fixed Demons wrongly gaining mutations
- Fixed Demons wrongly gaining mutations
- Added gfx for vampires turned while underage
- Made the Slann temple holders and creating Skinks to take their place as rulers
- Added interracial marriage lock
- More playable skinks added to Lustria
- (probably) solved the missing trait icons for the dwarf traits
- Added special buildings for Estalians
- Re-added Camel Cavalry ( more than 6 special units are now possible )
- Vassal Priests should now appear in the Religion tab
- Made the Grande Charte and Kuldevind into proper merchant republics
- Strongly nerfed Gunners in the melee phase
- Dwarf and Chaos Dwarf portraits now have age progression
- Fixed Troll Pen exclusivity error
- Gender-swapped ruler can marry to their new opposite gender (within court)
- Empire of Norsca is no longer held on start
- Fixed event considering consorts as lovers (hopefully it's the last one).
- Fixed Khalida being unable to lead her troops
- Fixed Morathi dying of old age
- Removed retinues for Nehekharans
- Fixed tech history for Karaz Ankor and Athel Loren
- New unique Dwarf/Elf buildings/areas
- Fixed plot/regency "reasoning" bug
- Dwarves now get the old portraits at 200 years.
- Piggolo restored
- Fixed a bunch of localisation issues
- Hammerer regiments have been added
- Fixed bug with Chaos Dwarf slavery buildings not transferring properly on changing the capital
- Disabled all kinds of Seduction actions for or towards Lizardmen and Greenskins, as well as the focus itself
- Added aztek dynasty CoA's by [PRKL] AlexanderBoesen for lizardmen
- Nehekharan special building only aviable to actual Tomb Kings.
- Armoricans now use Celticgfx instead of the Nortagnese
- Fixed issue with the Grand Sacrifice to Hashut not properly removing slave buildings if choosing to sacrifice these
- General cleaning and repositioning of Dwarf beards
- No longer possible to trigger the Chaos Dwarf decisions to sell into slavery or sacrifice to Hashut multiple times
- No longer possible to use the Chaos Dwarf decisions to sell into slavery or sacrifice to Hashut on the same character
- No longer possible to sacrifice or sell Tomb Kings into slavery as a Chaos Dwarf
- No longer possible to sacrifice Tomb King prisoners in the Great Sacrifice to Hashut decision as a Chaos Dwarf
- Fixed same_opinion for vampire traits
- Added new chaospawngfx
- Increased retinue cost
- Made so Slann and Liche Priests can become Court Chaplains regardless of education
- Added nickname for Forsaken characters
- Tweaked ambitions and focuses to prevent Khemri servants, Beastmen, Orcs and Chaos Spawn from taking inappropriate objectives
- Nehekharan Church is now patriarchal as lore intends
- Nerfed Ghrond Sorceresses: To hire the retinue now the holder of Ghrond also needs to be a Druchii Sorceress herself
- Added new traits for Chaos Spawn and lunacy
- Replaced lunatic with lunatic_1/2/3, according to what was needed
- Removed lunatic trait from cbs and common
- Fixed an event not firing when losing the hammerer honorary title
- Fixed the missing trait icon for a "dwarf warrior"
- Fixed females getting warrior traits
- Fixed certain courtiers of counts and dukes having the longbeard trait even though they are not eligible for it
- Decreased the skill of longbeards in the pub event chain
- Dwarfs can become hammerers, longbeards or ironbreakers at an age of 250 instead of 300
- Revamped Lustria, Araby and Nehekhara terrain appearance
- Added provinces to Lybaras, Lahmia and Rasetra kingdoms
- Added Karak Hafak province in Black Mountains
- Ironsides back to being a republic
- Additional river/island adjacencies added
- localised names added for Lustrian locations
- New flag for Azgarazar
- Cleaned up title histories
- Prevented beastmen, Khemri servants and Chaos Spawn from takin certain objectives and foci
- Various fixes on dwarfen events and decisions
- Added four new cosmetic mutations
- Additional triggers and modifiers for nicknames.
- Ormazdian Caliphate Uprising tweaked to happen less often, but to be more dangerous
- Added scriptures and priest names for religions missing them
- Added icon for the Northern Gods religion
- Greenskins can't hold temples now
- Greenskins holding temples or with pries education get the Waaagh lore trait + magical power 1 ( Remember, Greenskin magic is really shitty at lvl 1, so this shouldn't be too OP )
- Adapted some sons of abraham events to warhammer
- Added Indish culture to the Oriental group
- Fat Indian merchant is now a Fat Cathayan merchant
- Lots, and lots, and lots of stability fixes
- Most files with Linux EOLs converted to Windows EOLs ( to ensure consistency )
- Replaced many vanilla localizations with more Warhammer-appropriate stuff
- Avaki flag added
- culture groups now use vanilla unit gfx to prevent possible crashes
- Fixed missing culture names
- Fixed duplicate dynasty
- Changed Dragon Isles Lizardmen to Lost Lizardmen
- Added Dark Elf mercenaries
- Removed capital holding from Realm of Chaos
- Duplicate event ID fixes
- Added new Anath Raema religion for the tribal Druchii
- Added insanity modifiers (WIP)
- Added character trait for SETTRA!!!
- Changed Brightland Heath to Tor Hoeth
Moved Holy Sites to landed_titles - Regions update
- Changed Meissen province to Wurmgrube
- Cleaned, indexed and improved performance of racial decisions and startup events
- Greenskins can no longer employ debutantes
- Zandri back to being feudal
- Fixed the Byzantine events triggering a blank event
- Fixed bug with beauty inheritance traits not being assigned
- Moved strength and intellingence traits on_actions rather than MTTH
- Reduced Asrai joining foreign wars factor
- Added cleanup event to remove norscan gods modifiers when a norscan converts
- Readapted byzantine events to work for mykans
- Added new triggers for vanilla music, hymns of Abraham, hymns to the old gods and songs of Byzantium
- Added new temporary songs until custom soundtrack is finished
- Norscan now no longer use christianized hairstyles
- Given King-tier Viceroyalties to Naggaroth
- New lunacy events
- Fixed Asrai going to war against themselves
- Added custom holding icons for Asur, Asrai, Druchii, Dwarves, Chaos Dwarves, Greenskins and Nehekharans
- Fixed black holding bug for northmangfx and kurgangfx
- Added some more culture rules
- Fixed Nehekharan titles
- Added flavor events for addicts
- Added flavor events for the Chaos Wastes
- Fixed Beastman titles
- Tentative Monstrous culture added
- Quarrellers and thunderers finally hate each other
- AI is more likely to become a Thunderer or Quarreller if thier father is, respectively
- Altered colours for improved clarity
- Aged up numerous characters to reduce landed children
- Added graphical_cultures for bloodletters, daemonettes, plaguebearers and flamers
- Added magic_potential traits and flags to handle predisposition of magic for characters
- Added events to assign properly the flags and reveal the traits whenever necessary
- Added possession mechanics
- Added summoning decisions
- Overhauled magic learning systems for Asur and Druchii
- Set up Magic apprenticeship for Chaos and other magic-friendly societies
- Added some magic bloodlines and some mage courtiers in Kislev, Norsca, Ghrond and the Chaos Wastes
- Filled out the Druchii Autarri lands and the Asur Tiranoci colonies in Lustria with characters
- Black Sky Orc horde in Lustria divided into smaller realms
- Gave patricians to all merchant republics
- Remas now has it's proper patrician families in power (Former Princess Andrea Bonetti has been moved to the county of Pontecorvo)
- Knochenküste and Salkalten are back to being feudal realms ( They were never meant to be republics in the first start date )
- Removed most non-tribal holdings in tribal lands ( Mostly in Athel Loren and Autarri lands )
- High Kingdom empire removed (Its religious head quality has been transferred to a county-level title)
- Added religious branches to Gork & Mork religion
- Some tweaks to the new holding icons
- Greenskins with clerical education no longer get the lore_waaagh trait
- Added holding images for Beastmen, Kurgan and Sylvanians
- Added holdings icons for Arabyans
- Set up alternative cultural and religious triggers for the remaining DLC music tracks
- Added decision and event chains for characters trying to learn magic on their own
- Altered various Empire realm colours
- Changed holdings in Chaos Wastes
- Chaos Dwarven Sorcerers now do in fact turn to stone on death by curse
- Additional flavor for demons
- Chaos bids for independence now allow fellow vassal cultist to join in
- Added a few icons for all decisions and events
- Autarri and Athel Loren provinces now properly tribal (again...)
- Nerfed Goblin cultural modifier and troops ( halved the attack and defense values of all their units )
- Greenskin decision now costs more prestige and no longer gives heavy infantry
- Added Vampire portraits for Carstein vampires
- Changed the turn courtier into vampire and turn vampire into vampire heir into targetted decisions
- Fix for Wolfenburg and Hergig building swap
- Dwarf Trait bugfix
- Successfully settling Nehekharan nomads in Greenskin provinces should now remove th Greenskin Hideout province modifier
- Decision to unify Imperial faiths ( Available for Sigmarite, Ulrican and Taalite, declares the other 2 Imperial faiths heresies of yours ) (WIP)
- Heresy icons for Sigmar, Ulric and Taal
- Gave character and holdings to the Arch-Lector titles, also made them vassals of the Grand Theogonists
- Arch-Lectors given a piety boost so that they're more likely to be chosen as Sigmarite electors
- Updated tomb king caste trait icons
- Nehekharan republics now get the servant caste trait
- Added new polymorph option
- Added unruly Beastman child events
- Various other fixes
- Tweaks to greenskin culture modifiers
- Fixes and minor tweaks to the dwarf halls
- Tzeentch holy site fix
- Greenskin uprising description fix
- Minor tweak for lahmians
- Fixed interracial stillbirth not happening
- Large event chain for dwarfs about a visit to the local pub!
- Localization fixes for some dwarf stuff
- Converted most provinces with Greenskins as their holders into Tribal
- The Estalian Communards turned into a playable Merchant Republic ( Also, some changed the order of some holdings in Estalian provinces so that they're considered republics )
- Gave patricians to the republic of Barduila
- Fixed localization for the Chaos Undivided cultist menu
- Decision icons for the "Chaos cultist menu" decisions
- Fixed some title issues in the Badlands
- Modifier icon for Norscan religion
- Norscans can now choose a patron god or embrace chaos
- Tilean retinues have been touched up
- Chaos religion group no longer die from massive mutations
- syphilitic is now also cured from healing potions
- Morathi no longer gets the 500 gold when someone hires a sorceress, it should stay with the sorceress now
- Brewery building for dwarf cities
- Rebalanced the costs of the raise Greenskin army decision ( It costs 800 prestige and raises 4500 troops instead )
- The prestige-giving event of the Make Land Green job action now gives less prestige ( 100 down from 150 )
- WAAAGHs can now only correctly be launched against neighbouring realms
- Added tribal versions of some Dwarf and Border Princes unique buildings
- The remade the Tribalize decision for "normal" Tribals ( Any that aren't Greenskins, Wood Elfs or Beastmen ). Now only available to Tribal characters with Tribal lieges, and instead of converting a capital into tribal, it creates a new tribal holding and gives it to a new character
- Characters can no longer convert a Greenskin's province's culture or religion through the usual means ( Job Actions, random conversion events...; and Greenskins can no longer convert a province to their culture and religion through the usual means.
- Fix for bug where some dark elf courtiers got 10 gold every 20 days from an event
- Fixes to Beastmen cb
- Beastmen can no longer build in tribal holdings
- Added Quirking decision for Slaaneshi/Atharti/Cult of Pleasure to use on any courtier/spouse
- Added Polymorph decision for Slaaneshi/Atharti/Cult of Pleasure mages to use on any prisoner
- Fix for when rulers got the dwarf engineer's 200 gold instead of the engineer
- AI Dwarfs should now only use Greenskin extermination inside de-jure Karaz Ankor
- Refusing to send a expedition to a Greenskin infested province no longer costs prestige
- Greenskin Hideouts modifier will now be applied to all Greenskin provinces held by a non-Greenskin
- Fixed some duplicate Greenskin dynasties
- Severely expanded description for the dwarf buildings
- Nerfed total LI provided by the Chaos Dwarf Slave Levy buildings to 3000 ( down from 7000 )
- Possible fix for lahmians not being recalled from seduction missions
- Only humans can be turned into vampires now
- Added decision for Beastmen to offer wealth to herdstones
- Added genetic horn traits for Beastmen
- Tweaked female beastmangfx
- Added different dwarf warrior classes as traits
- Added defensive bonuses in impassable mountains and in mountain passes
- Unique buildings for Findol, Montfort, Parravon, and Cavaroc
- Chaos Dwarf Barracks no longer give a Gunner levy
- "Defeated Greenskins" modifier now prevents any other Greenskin Uprisings from happening in 5 years
- Orcs will now be much likely to challenge their liege if he's a Goblin
- The Cult of Sigmar now uses the Papal Succession/College of Cardinals mechanics
- Removed "Ask Hashut for a boon" decision
- Chaos Dwarfs now get the blessings from the removed decision by using the new "Grand Sacrifice" decision, in exchange for sacrificing prisoners or slave building levels; The better the quality of the sacrifices, the higher the chance of getting better blessings
- A Chaos Dwarf player may now also sell armaments themselves, rather than waiting for the AI to buy from them
- Greenskin colonization levels are applied again at the end of the colonization process
- Replaced most instances of the vanilla Piety icon with ours
- Allow rulers to commission magic items
- Rulers have a targetted decision on any wizard in their realm; They can choose any magical item the wizard is capable of making, but must pay 50% more; The extra gold is given to the wizard as payment; The AI will always accept the commission, but a player wizard can refuse
- Made confirmed heretic opinion modifier an execute_reason, prison_reason, and banish_reason
- Started adding in lore characters for the Tomb Kings including Arkhan and his Black Tower
- Tweaked beastman decisions, added revolts for any non-beastman-cultured county under beastmen
- Added nehekharangfx
- Unique buildings are now tied to the capital baronies exclusively, rather than provinces
- Most unique buildings are now rebuildable ( Buildtime and gold values pending for balance )
- Rebalanced Vampire traits so that mortals of the Vampiric religion no longer hate vampires
- Basic setup for Nehekhara and the Tomb Kings
- Tomb Kings now cannot die. Ever.
- Gave Runeswords to all elector counts and emperors
- Basic system for the dwarf warrior classes
- The dwarfen halls should give increased retinue cap now
- More retinues for the dwarfs: thunderers and quarrellers
- Dwarfen babies will get the beardling trait at birth
- Most of the dwarfs created in the start of the game will have their own warrior class trait or the beardling trait
- Old dwarfs become either longbeards or ironbreakers
- Made imperial retinue unavailable for barons unless they are a patrician
- Kingdom of Khemri claimants from the first, second and third dynasty's are up (the remaining dynasty's are coming soon)
- More claimants for Khemri as well as Zandri
- deactivated Execute prisoner decision and set up a moddable targeted decision in its place to handle special situations. It has been put in "vanilla_reloaded_decisions" along with the demand_conversion_decisions.
- Decision tweaking to prevent Tomb Kings from being killed
- General tweaking on casus belli to prevent conquest of Nehekhara by the living
- Added casus belli and events for graverobbers bordering Tomb Kings
- Added three casus belli for Tomb Kings (conquest/subjugation/anti-graverobbers)
- Fixed magic events for Chaos Dwarfs
- Startup event now properly assigns caste traits to all Nehekharans
- Added Tomb King traits to those characters who lacked them at the games start
- Buildings for Khemri and Lybaras
- Increased the minimum age to 200 for the ill health/death events for elves and dwarves
- Added culture conversion mechanics for Nehekharans
- Added nomadgfx
- Added arabyan-nehekharan name list for 'nomad' culture
- Nehekharan undead rulers should no longer have the option to cleanse greenskin provinces
- Fixed that one Orc merc company that anyone could recruit
- Myrmidian, Shallyan and Grail temples will now always be held by females
- Dwarfs become "adults" (loses the beardling trait) at an age of 75
- Dwarfs are more likely to use the shield wall combat tactic
- Increased bottleneck chance/risk in impassable mountains and mountain passes
- Vlad must now hold an empire title for his events and special CB to work
- Added decision for nomads under nehekharan rulers to embrace their faith
- Added flavour events for nehekharans and their living vassals
- Fixed witch hunter spamming
- Nerfed Night Goblin building
- Chaos Dwarf cities, temples and family palaces now also can get the slave buildings
- Building for the Forge of Starlight
- Fix to prevent characters from repeatedly casting the fourth spell of a magic Lore after having cast all their available spells
- Beastmen uprising fix
- in option A players-only (if human) can seduce anyone else with the creature_human trait just like in option B
- Added custom layers for greenskins scars/boils/disfigurement and mutations
- Added decision spell for dark mages to try and hide deformities and mutations
- Added generic immortal_trait to deal with special immortal characters like Morathi and Daith
- Fixed infertility event not firing for elves and dwarves
- Wolfenburg and Oak of Ages unique buildings are now added
- Added modifiers to guide the dwarven AI during Holy Wars
- Tweaked trait values in duel engine for new traits
- (Hopefully) fixed Beastmen overrunning the world bug
- Beastmen can no longer holy war or unholy subjugate
- Beastman culture split in two, one for ungor (man-faced) one for gor/bestigor (goat-faced)
- Added modifiers for new mechanics
- Added new graphical culture for ungor
- Added new job actions for Beastmen marshals: Despoil Lands and Spread Chaos
- Added Bray Shamans (born with magic, but cannot study)
- Beastmen are locked into Agnatic Elective Gavelkind
- Added Migration CB and county Invasion CB for Beastmen rulers
- Added decision to fight liege for leadership for Beastmen rulers
- Added decision to join Morghur's war for Beastmen rulers
- Added decision to rally a Beastmen army for Beastmen rulers
- Added culture modifier for beastmen
- Tried to prevent the AI from never using beastmen job actions
- Bug fix for endlessly repeating "study magic" event for chaos worshippers
- Some unique buildings for Bretonnia (Couronne, Lyonesse, Brionne and L'Anguille)
- Greenskins May now not use any other CBs but the Greenskin Invasion and WAAAGH! Invasion ones ( Plus the claim on liege plot one)
- "Colonize province with provinces" now just converts a capital holding, the colonization process is now done through the Marshal's "Make land Green" job action, which does more or less the same: provinces not of your culture and with any holding that is not a tribe ( Temples excluded ) will get the Greenskin colonization levels as before
- Greenskin bands will now rise in provinces with the "Troublesome Greenskin Population" modifier in stead of the usual rebels. These rebels will also appear if the Greenskin Warboss has the "Weak Warboss" modifier
- A Greenskin King or Emperor can now remove the "Weak Warboss" modifier from himself by "bashing the head" ( Through the Diplo menu ) of a direct vassal. Winning the duel will remove the modifier and prevent it from appearing again on that character
- Greenskin Kings or Emperors may now declare "WAAAGHs!" against Kings and Emperors of sufficient size ( Realm size 15 ) not of their religions, the "WAAAGH" is a specialized version of the vanilla "Prepared Invasion" decision. The WAAAGH CB works like a Holy War that targets de-jure Kingdoms, instead of Duchies ( This also means that the defender can call on allies of his own religion ). On victory, all the provinces inside that Kingdom will become tribal and of your culture/religion
- Greenskin vassals may now challenge their liege if he is weak enough. Also, if any Greenskin kills another Greenskin, the killer will get the victim's primary title (plus one of his counties, if the killer was landled)
- Greenskinks now have their own specialized version of the "Raise tribal army" decision with a cheaper prestige cost. They also have accesss to a cheaper version of the "Found new Empire" decision: "Unite the Clans"
- Lowered the prestige requirements for the Greenskin Power laws to go up to 100, 250, 500 and 1000 respectively
- Independently of their lieges being Weak Warbosses or not, direct vassals of a Greenskin Emperor can choose to break off their realm on the "Emperors" death
- "Become a Sorcerer-Prophet" should now work correctly, instead of always killing the character
- The Sorcerer's Curse event now has a longer MTTH
- Fixed Chaos Dwarfs getting the "Slaves taken by Chaos Dwarfs" modifier in their capital provinces
- Added some missing on_actions important vanilla events (Over vassal limit and elective gavelkind stuff)
- Disabled the Prepared Invasion diploaction at defines.lua
- All the raider religions' AIs should now raid properly
- Added decision for ( non-Greenskin, non-Beastman and non-Asrai ) tribals with a tribal liege to convert their capital to tribal if it isn't a temple
- Chaos lores fix
- Reworked AI behavior regarding declaring war against the Chaos Wastes
- Many dwarf events changed into on_action events
- Minor tweaking on twisting decision
- Added event for turnskin kids
- Non-beastmen marshals suppressing revolts can remove beastman presence inside a province
- Beauty events are on_actions
- Chaos temptation events are on_actions
- End of grail quest is triggered event
- Holy sites for Gork & Mork, Spider God, Cadai, Cytharai, Atharti, Cult of Pleasure, Halfling, Old Faith, Chaos Undivided, Khorne, Tzeentch, Nurgle and Slaanesh.
- New buildings for the Greenskins
- The Greenskin Hordes spawned in the Drakwald Forests now appear as Forest Goblins (Finally gave some use to the Spider God faith)
- Modified the Chaos Magic event's triggers so that it's more varied
- New icons for Kitabid, Atruhayid and Akghan. Separate religious icons for the Cult of Pleasure and Atharti
- Gave the Taalite Hierarch a temple barony in Talabheim
- Re-arranged the Dwarf headgear
- Greenskin Extermination CB now works like the Invasion CB (All occupied provinces are taken by the victor). Also, all occuppied provinces permanently get the "Greenskin Hideouts" modifier if the conquered province is of any Greenskin Culture
- Marshals can clear the "Greenskin Hideouts" modifier by using the Train Troops or Supress Revolts Job Actions
- The regency duel should be using "our" dueling system now, instead of the randomized one paradox created
- AI more likely to go on Grail Quests
- Grail Knights become infirm only in very old age, and do not become incapable (from age at least)
- decreases the likelihood of regent changing mysteriously
- Moved NOT = { religion = hashut } outside the OR in slavery decisions, meaning everyone can no longer see the decisions
- Dwarfs get negative money triggered modifier if they have less than 100 gold
- Added an special on_death succession event for female-only titles ( Shieldmaiden mercs, cult of Shallya... ). These titles should now also start the game with female holders
- Dwarf reconqest cb fixed can declare the CB on anyone who holds a county inside karaz ankor or drak ankor, OR anyone who is a greenskin or skaven who holds a mountain
- Taurus and Great Lamassu added to the duel engine
- Fix for buggy event option where amazon rulers imprison all their kids, instead of just the male ones
- The Greenskin cleansing event no longer triggers from job_actions; the marshal will automatically ask their liege to fund an expedition if any demesne province has the "Troublesome Greenskin Population" modifier.
- Can no longer send chaplains to convert Greenskin provinces or tribal stewards settle them
- Added combat modifiers for beastmen.
- Added modifiers for Beastmen uprisings event
- Added Beastmen landed rulers on start
- Restrictions for Greenskin councilors
- Prevented Beastmen from becoming mages
- Now mutated characters have to decide if they want to go into hiding; The AI will only do so if not under a Chaos worshipping liege
- Diplo-range added to greenskin collapse stuff
- The collapse event should now only inform over collapsed empires
- Dwarfs can no longer use the reconquest CB against fellow Dwarfs
- Different weak warboss parameters for Goblins (Goblins no longer get it for being craven, hiding or having less than 9 martial, but get it if they have less than 9 intrigue)
- Goblin camp building for non-mountain, non-forest Goblins
- Refusing to send an expedition to a Greenskin province should be less punishing now
- Fixed Elven Factions bug
- Prevented Everqueen from being elegible for Marriage
- All dragons have bonuses
- Beastmen have their own way to handle slaves
- Nerfed Seduction decision, again...
- Lahmian Queen Trait now inherited by heir
- Changed the Califate flag so that its less obviously Muslim
- Some fixes to the Ormazdic stuff ( including a icon for the Calif restoration decision )
- Removed education=yes from Ormazd traits
- Fix for WoL Lovers negative events triggering when it shouldn't
- Tweak for nurgle lovers
- Cultist menu no longer available for prisoners and incapable persons
- Greenskin provinces in the process of being colonized which captured by Wood Elfs should no longer go back and forth from feudal to castle
- Greenskin colonization should now work as intended ( Every 2 years, on_actions )
- "lore_slaaneesh" fixed to proper "lore_slaanesh" in the magic engine event file
- Bjornling Norscans now use the ( slightly modifiet ) Northmen portrait set
- The event that assigns magic to Chaos worshipers no longer takes Khorne or Hashut worshipers into consideration, and gives a Lore trait relative to the Chaos God you worship ( Or from a random list if Undivided )
- Fixed missing trait icons for masonry traits
- Eliminated the risk of getting both the basic and master mason trait
- Added orcgfx and goblingfx
- Quickfix on battle magic decision spamming
- Dwarf High Kings history edits & Barak Varr building
- Disabled vanilla Demand Religious Conversion decision and replaced it with a couple of targetted decisions (one for vassals, one for courtiers), with proper triggers preventing conversion of cultists, greenskins, etc.
- Beastman culture added
- Forest-kin names and beastman names added
- Localisation fixes
- Vampires are now better in duels, and witch hunters also gain duel skills as they advance in learning (simulating they know the weaknesses of monsters and men)
- Matrilieal marriage fix
- Start up event letting player choose canon game play or player freedom
- Trait icons for Slann, Saurus, Skin and Sleeping Slann
- Unique trait icon for the Amazons
- Added some godnames for the Norscan religion
- Added localizations to all the variables
- Created Astarielle and her children Yvraine and Morelion (Now Tyrion and Teclis should have a clear path back to Aenarion)
- Also fixed up several traits with the Dwarfs which read "attractive" instead of "fair"
- Blood dragon merc name change
- Add new flag for Sylvania empire
- Added Beastman dynasties, fixed Amazon error
- Minor bugfixing in lovers events, debate events and concubine events
- Disabled set aside option for concubines. It is only avaiable to the player by new targetted decision (to avoid elves taking concubines and then setting them aside after the post-pregnancy infertility, thus springing dozens of heirs
- Added holders to some unoccupied provinces
- Flags for De-Jure Chaos Dwarf Empire and Kingdoms
- Tweaked so the Everqueen cannot be tempted to the Cult of Pleasure
- Added decision for the holder of e_naggaroth (with proper triggers and conditions) to use his power to disband all factions for some time
- Added pale, fanged westerngfx for vampires
- Cleaned 00_cb_types by removing vanilla references
- Lahmian dna
- Added an on_action event that applies the race traits to the respective characters on startup
- Added some missing race trait icons
- New mechanics for Lahmian Vampires
- Crusades mini-update
- New asraigfx
- New beastmangfx
- New treemangfx
- Restricted Asrai from going either full Agnatic or full Enatic
- Added racial traits for beastmen and treemen (still WIP)
- Added male headgear to female dwarves (rather than nothing)
- Added DNA to Ariel and Orion
- Tweaked portrait properties
- Added custom backgrounds for all the elves, the beastmen and the treemen.
- De-vassalize Sombrum from non-existant Ruathim
- Greenskins may now adopt characters younger than them
- Added icons from the Goblin sizes
- Fixed frame count of the female Dwarf ears
- Template icon for the creature traits
- Fixed stray pixel in Syth & some position tweaks
- Added Lahmian hairstyles.
- Fixed double druchii event
- Fixed pet consort acting like lover when having normal lovers alongside the harem
- Commented out unused titular titles & updated allows for the imperial claimant titles
- Added some sea provinces around Nagarythe and Dragon Isles
- Added some adjacencies to Naggaroth islands
- Added impassable land to Ruathim (It's a big forest!)
- Fixed provinces Charnum and Alcumtar so they are in the correct duchies
- Fixed some positioning data for Naggaroth
- Fixed capital of Kingdom of Sarngul
- Fixed broken rivers image
- Lost Lizardman culture added
- Prevented AI Asrai inside Athel Loren from creating independent factions.
- Tweaks on asrai_cadai religion (still WIP)
- Added creature_treekin trait
- Added avatar_isha and avatar_kurnous trait
- Added triggered modifiers for Asrai Avatar.
- Prevented Asrai AI from getting to high TA
- Limited the employment decisions non-treemen
- Minor bugfixing on druchii decisions/S_asrai_decisions.txt
- Added gfx for new traits
- Added traits in asrai history
- Added decisions to become avatar of Isha/Kurnous
- Added combat tactics for warhammer cultures
- Some Witch hunter events moved to on_actions, plus another catch-all event to get rid of open chaos and vamps in the realm if banish=yes doesn't suffice
- More events moved to on_actions pulses rather than MTTH to increase mod performance
- Fix for dwarf engineer infinite loop
- Added Ulthuan and the Naggarothi and Lustrian islands to region.txt
- Fixed some more Naggaroth, Ulthuan and Lustria islands
- Cultural name fixes
- Slight nickname change
- Added beards for Chaos Dwarfs, as requested
- Fixed missing Dwarf Engineer trait icons
- Attrition change: Base AI army size is now 30k (was 10k), and reduced the rate of attrition by 50% plus increased base province supply from 5k to 10k (This should make the AI more of a challenge when fighting major wars)
- added cultist god favor system to other chaos events
- Crown Laws can now be changed on yearly intervals (50-75 year increments), WIP, needs testing/tweaking
- Preliminary Chaos Dwarf portraits
- Crownlaws tweaking
- Druchii decisions tweaking
- New Opinion modifier for CA
- Dwarves no longer opposite trait of humans, leading to friendlier opinions (one hopes)
- Added Jerek Kruger as the Grandmaster for the Knights of the White Wolf
- Fixed All_claims cb to not work for the temporary claim on e_ulthuan used for Ulthuan Reconquest.
- Tweaked elven cbs.
- New modifiers for new events.
- Added on_actions for Asrai and Widower mechanics (thanks to Knuckey and the AGoT team).
- Tweaked Asrai faith.
- Tweaked new racial traits (Beastmen, Forest Spirits), added Treekin trait.
- Added widowed trait.
- Added triggered modifiers for Asrai.
- Added appease spirits decision for Elven rulers living in Athel Loren.
- Added chance for Asrai dieing in battle to be reborn as Tree Kin.
- Tweaked the racial trait assignment event on startup.
- New events for spirits attacking Asrai with low piety.
- New events for Tree Kin, Spirits and Avatars slumbering on winter.
- Tweaked Asrai Druchii DNA.
- Sylvania char file tweaks
- Added system for Lustrian jungle
- Fix for early death for logn lived races
- Added titular Realms of Khorne, Nurgle, Slaanesh, Tzeentch.
- Cult of Ursun blank file added
- 40 dwarfen events, 3 traits, 2 buildings and 1 decision regarding dwarf masonry
- Added families to several Imperial characters that had the tendency to drop once Vlad came rolling in (Hopefully this gives their dynasty's a better chance of survival)
- Unique buildings for Middenheim, Altdorf, Marienburg, Talabheim, Nuln, and more
- Bretonnians can no longer Holy War Asrai. They use County Claim to take lands from Athel Loren.
- Added Wild Hunt cb for Asrai
- Added Athel Loren Reconquest cb for Asrai
- Added Bretonnian Forest Claim cb
- Added Beastmen uprising cb
- Added timers and modifiers related to new mechanics
- Asrai women can lead armies regardless of gender law
- Added Nickname for Morghur
- Various Asrai-related events added on_actions
- Tweaked Beastmen, Treekin and Treeman traits
- Added traits for kidnapped children and Spellsingers
- Added several decisions and spells for Asrai
- The Everqueen cannot be converted through normal means
- Tweaked fertility events, no longer activated by MTTH
- Added new traits to the duel engine
- Tweaked health events to not target spirits
- Added several events for Asrai
- Added white hair for vampires
- Set up Apprenticeship system for aspiring Spellsingers
- Vampires will now sometime create a rivalry with their sire
- Static portraits for Saurus and jungle beast characters
- Healing potions work now plus more negative events when attempting to seduce vampires/chaos people
- on_birth event to kill bi-racial kids
- Removed kingdoms for destroyed lizardman cities
- Add chameleon skinks as a holy order for Lizardman (activated by strong Chaos Winds)
- Fixed holy sites for ormazd/stromfels
- Morghur is now more powerful in his invasion
- Added some muslim/zoroastrian mechanics to Ormazdians
- Religious head for Ormazdan (mix of Calif/Zoroastrian high priest)
- Chaos Dwarf Mechanics:
- Can sacrifice non-Chaos Dwarf prisoners to Hashut in order to win piety
- Can exchange piety for a character modifier bonus, a province bonus and a regiment of bull centaurs ( knights )
- Can sell non-Chaos Dwarf prisoners into slavery ( This will kill the prisoner )
- Have access to a special slave raid CB, which allows them to take the poulation ( and some courtiers ) residing in the province as slaves (on a successful siege, you will be prompt to either send your slaves into one of 2 special slavery buildings)
- May become Chaos Dwarf sorcerers by spending 1000 piety, but may die during the ritual
- May get a Great Taurus or a Lammasu as mounts
- Characters from the Greenskin, Dark Pantheon and Old Gods religious groups may purchase armaments from those Chaos Dwarfs that have either slavery building built ( or from the owner of Zharr-Naggrund ), using a diplomacy button (They can either pay with slaves or gold. If paying with slaves, you'll need to take them from your capital's population or send them the human, elf or dwarf slave "variables" that you would capture as any of the other slavers.)
- Added cultural localizations for the Chaos Dwarfs
- Added factory buildings to main Chaos Dwarf hubs ( Zharr-Naggrund, Unzkulak, Gorgoth and the Black Fortress )
- Hashut religion given ( secular ) religious head
- Added Lore of Hashut spells ( And consequently rebalanced the Chaos Dwarf Sorcerer trait )
- Artillery special unit added
- Arabyan cultural building now gives a light cavalry levy
- Tactics for Gunners, Magic and Artillery special units
- Modifier icons for the Ulthuan and Lustria and for the Dwarfs and Chaos Dwarfs
- Disabled normal slavery decisions for the Chaos Dwarfs
- Chaos Dwarfs can now use the Pagan County Conquest CB
- Chaos Dwarfs may no longer use the Unholy Subjugation CB
- Polished the mount trait icons
- Added some graphics to traits that were using placeholder stuff
- Chaos Dwarfs and Stromfels worshippers may no longer build the Warrior Cult building
- Ramped up the prestige cost of Dwarf unification
- Event images for the different Lores of Magic
- Athel Loren opened up to terrorise Bretonnia
- Vampire Gfx portraits assigned at age 65+, and some minor validator errors fixed
- The new special units's offensive, defensive and morale values are now accounted for everywhere; combat tactics, static modifiers and technology
- Relocalized War Elephants into War Beasts
- Added a short building chain for the Empire which allows them to get handgunner units
- Nuln can now build the expensive "Nuln artillery foundry" which, much like the name suggests, allows them to get artillery units
- Improvements to Chaos Dwarf graphical culture
- Provisional Chaos Dwarf hats
- Fixed slow down with Malekith going to war.
- Fix for duel engine: Hit points assigned from some traits now work correctly
- Added new mutation traits
- Set up the scars layer to work to represent obesity/undernourishment; set the boils layer to work to represent boils, scars, burnt by Asuryan, disfigurement and six new mutation effects
- Cadai worshipping Asur with court inside Ulthuan will no longer create an independence faction, unless they are the player
- Dragon Princes will be more likely to create a faction for Feudal Elective if the Phoenix King switches to something else
- Added combat_rating for all traits needing it
- Fixed crossed triggers for debate loser event
- Fixed conflicting triggers preventing from creating the new factions
- Modded so dwarves will not get old before 200; fixed hidden vampires still getting the trait old at 50
- Fixed Asrai acting like Asur colonies
- Fixed Asrai using Asur colonies cb
- Activated Holy War for Asrai until specific cb are created
- Added racial insults tied to creature_traits
- Joel Williamson's Magic Engine update/fixes
- Dwarf/elven health and life expectancy tweaked so that hopefully they'll no longer die so young
- Finalized all the religious descriptions and polished some others
- Fixed exploit allowing Asur to grant colonial titles before they could be set as independent by event
- Split up some Athel Loren duchies
- Possible fix for kingdom titles being destroyed
- Tzeentch will now toy with his weaker followers, giving them a chance to learn magic, or fail and become a mutated monster
- Given the High Kingdom title to the king of Karaz-a-Karak ( Actually canon, Alrik was High King around 2010 )
- Added creation requirement to the High Kingdom
- Kislevite religious head made landless so that it can't be created
- Vampire Coast title added for Luthor Harkon to play with
- Historical Asrai Characters added
- Added retinues for Chaos and Norscans, with chaos god specific champion retinues (Heavy Infantry with good stats) plus a cultural retinue for the wastelanders
- Fixed and changed Berserker chain, will no longer be built 4 separate times, also only available to the Norse
- Hung and Kurgan get a special building for them that gives a good amount of horse archers and a small amount of heavy cavalry
- Potential CTD fixed by removing the "family member demands a title" part of family_events.txt
- Everchosen/Chaos rulers no longer gets spammed with magic events from vassals
- if you convert a vassal after turning to chaos the negative opinion malus from confirmed heretic will be removed within a year
- Additional Dark Elf Flags added
- Fixed holy sites for ancestor_gods, atruhayid, manannite, ormazd, sigmarite, stromfels, taalite, ulrican, norse_ancestor_gods and shallyan
- Fixed some wrong religion requirements in job_titles
- Fix for endlessly repeating Bretonnia event for those past age 35, asking if they want to stop or continue questing
- Fixed localization for retinues and noble stables
- title fixes
- Added events for followers of Khorne
- Fixed numerous small errors in provinces, positioning, river types, army and chancellor positions, etc
- Lesser Demon traits and Static Portraits (Bloodletter, Plaguebearer, Flamer, Daemonette)
- Dwarven Reconquest CB on mountains/mountain passes held by greenskin or skaven religion groups
- Return from Tunneling fix
- Lizardman reproduction placeholder system added
- Amazon updates: they should be almost playable now but still WIP
- Cheaper and faster reinforcement of retinues
- The Sisters of Twilight added
- Updated some more Dwarf title and family histories
- Alith Anar's family and added the shadow warriors mercs
- Mercenary growth per century set to 5% (from 100%)
- Prisoners can now no longer summon demon armies
- added Nurgle follower event
- New flags for Amazonia and Lustria
- Added icons for old decisions missing them
- Fixed up Neferata's position on the map and gave her some creepy handmaidens to serve her
- Numerous flags added
- Tweaked independence faction for Asur
- Blood Keep gets Strigany/Vampiric
- Divided the Traits on the character interface to make room for more
- Reworked and refined Dwarf unification
- Walach Harkon given blood keep, his "son" given command of (vassalized) blood dragon knight merc company
- Lahmians can now seduce general human religion groups, and not just vampiric
- Fixed Huatl flag
- Added Repanse de Lyonesse as ruler of Lyonesse, also gave her family members
- Fixed interface overlapping and some wrong links between icons and decisions
- Added at least one dynasty member for each Wood Elf family besides Lord Daith and Araloth the Bold. This should stop any families from dying off too quickly!
- Fixed interface-related CTD
- Increased ratio of black-haired druchii over white haired ones
- Added a barebones system for the Slann to be mostly asleep ("Incapacitated") and wake up in times of war and when the Winds of Chaos are strong
- Added a few Slann to the history files (some Lizardman cities now selectable
)
- You can now recruit engineers as a dwarf ruler
- De Jure drift set from 100 to 1000 years
- Update to daemon summoning cultist events
- Summoning daemons as a cultist now makes you declare independence war on your top liege
- losing this war makes you abdicate to a non chaos family member
- All playable rulers in your culture group or realm will get a negative opinion of you and your close family members
- Open worshipers or cultists of the same god (or undivided) will not get this negative opinion
- Updated sleeping slann to make them more interesting
- Ulrika and Magdova added to Kislevite names
- Revised holdings in Lustria
- Lizardmen must appoint Saurus as marshal/general, if they have any
- Added new allowances/restrictions for job titles depending on culture/status
- Added new conditions to Vanilla nicknames inappropriately granted
- Added Cult of Pleasure mechanics for Elven characters
- Added concubines to Cult_of_pleasure, increased Atharti concubines from 2 to 3
- Added two traits to represent new concubine system, added new traits to represent troubled pregnancy
- Fixed Slaaneshi being able to access Cognatic and Agnatic but not Agnatic-Cognatic
- Birth events modified to take into accounts the new troubled_pregnancy chain and prevent strong independent landed women from having their children dynasty-snatched
- Set proper triggers in lovers_events and wol_lover_events to avoid male concubines acting like lovers
- Edited Break_up decision to prevent player from breaking up with concubines
- Added make pet_consort and make_noble_concubine targeted decisions for the new concubine system
- Added retire_to_harem decision, added pleasure_twist decision for hidden cultist, added manage_consort decision for open cultists
- Added events for new concubine system handling capture, management, release and pregnancy with a male harem
- Added multiple chains of events to become an elven cultist depending on specific traits, added mutation chain (activated by abusing concubines and twisting innocents), added twisting chain (activated by targeted decision) to make others hidden cultists
- Added chain of events to give flavor to hard and troubling pregnancies
- Added "red-herring" events to parallel the cultists
- Added recurring events for the retire with harem decision
- Added icons for the bookmark images
- Added icons for new traits
- embark shortcut + minor crusading changes
- Bretonnia fixes: Localization errors, and now grail knights carry on questing even when wounded
- Reduced the AI trigger for going on grail quest to having 10 martial, from 15, which should lead to more AI grail knights
- Malekith (or any non-chaos worshiping ruler) will never again wage war to take something in the Chaos Wastes
- Made it so Old Gods worshippers (when AI controlled), might also try to holy war against land in the Chaos Wastes
- New Greenskin system
- Greenskins have access only to 1 set of laws, this represents roughly a mix of the vanilla tribal organization and centralization laws
- The Greenskin Power law has 4 levels, besides the default one, and will automatically advance to the next level at 250, 500, 750 and 1000 prestige respectively in one year's time
- You can spend the prestige requirement to enact the next level of the law using the "Impose your rule" decision, but it will incur the wrath of a Greenskin pretender that'll challenge you do a duel. If you lose or escape the duel, the law will go one step down
- Greenskins are MEANT to be played exclusively as tribals; no Greenskin aristocracies or merchant republics ( Just try and imagine group of Orc traders discussing about imports and exports ). As such, they don't have access to the Adopt feudalism/Become a Republic decisions and can't convert tribal holdings into castles, or cities
- Greenskins get a decision to colonize a province and "Orkyfy" it's holdings. This decision will instantly convert the main holding of the province into a tribe, and add a province modifier that, in the time of 4 years will make the province flip to the Greenskin character's culture and religion, and transform all non-Temple holdings into Tribes
- Greenskin colonization is stopped if any non-Greenskin conquers a province when it still has the "Greenskins settling" modifier. The modifier will be removed and the main holding will be re-converted into a castle
- Greenskins don't have access to the "normal" tribal building tree, but can build special buildings which help mitigate the fact that they can't become feudal or republican
- Greenskin Emperors and Kings can get a "Weak Warboss" triggered modifier if they're one of these: under 9 martial, have less than 9 martial stat, are imprisoned, or have the traits weak, incapable, infirm, weak, craven, clubfooted, wounded blinded or hiding
- Greenskin Emperors and Kings with the "Weak Warboss" modifier will get an event that'll give a strong claim to their main title to ALL of their Greenskin vassals
- When a Greenskin Emperor or King dies with the Weak Warboss modifier, it's realm crumbles. All the Emperor and King tier titles that they held are destroyed, and all its vassals become independant
- Greenskin Conquest now usurps the title instad of vassalizing the count
- Added decision for Greenskins to adopt other Greenskins into their clan
- Unique title names for feudal Stromfels characters
- Stromfels characters now have access to the coastal conquest CB ( Because PIRATES )
- Added Slaaneshi event, ambitions, and decision
- Fix for ping-pong effect of certain AI open vampires and chaos when targeted by witch hunters
- Added decision for druchii and asur to start preparing an invasion of Ulthuan (unlocks the related cb)
- Added new ulthuan_invasion cb (activated by targetted decision) avaiable both to druchii and asur to fight for the control of Ulthuan
- Prevented Druchii to start a claim war against e_ulthuan while preparing an invasion on e_ulthuan
- Added new druchii_subjugation cb to handle druchii infighting
- Added on_action event for Malekith's death
- Added decision for druchii to have their prisoners eaten by cold ones
- Added decisions for owners of dragons/gryphons to have their prisoners devoured by their respective mounts
- Added decision a for Tilean and Estalian Myrmidians to restore the
Myrmidia's Empire + a Myrmidia Incarnate trait for the restorer ( Basically, a copypaste of vanilla's Restore Roman Empire decision, with some changes ) - "Myrmidia's Empire" will change name to Remean Empire or Gran Estalia if held by a Tilean or an Estalian respectively
- Players now get +1 suspicion from only imprisoning accused cultists when a witch hunter comes around (before it was -1, and could be abused)
- Witch Hunters no longer keep accusing the same people sometimes; exonerated characters get a flag, which is removed on average every 2 years after the investigation which makes them immune to further/new charges
- Added more retinues, mostly for the Tileans/Estalians
- Added Norscan-to-Chaos gods events, they are based off of the Chaos temptation events so some testing will need to be done to see how often rulers convert
- Added 28 Asure Princes
- Fixed up the current Everqueen’s name and added Alarielle
- Added in Tyrion and Teclis as well as both their parents (more work will be done on them later)
- End date set to 9999
- Ruathym has been split into smaller parts
- Added khorne_berserker, trait, and events
- Barduila, Erengrad and Knochenküste added to the Republic selection tab
- Modified Dwarf and fixed portraits all around so that they look less... strange
- Adapted vanilla "join a holy order request" to Witch Hunters
- Jafar now holds the Sorcerer's Islands
- Better flag for the Blood Dragons
- Added cultural troop buildings for Estalians, Tileans and Mykens
- Vlad loses the Carstein ring after being saved from death five times, rather than when reaching realm size 150 when run by the AI
- False Grail Quest: If the ruler does not see the real grail within 7 years, he sees the false grail. Can then choose to believe it, or continue questing. If he believe it, he gets false_grail religion
- Everyone on a grail quest keeps questing now until success or death, even maimed rulers keep questing and you can't stop it once begun (it s success or death)
- Attempted matrilieal marriage fix for Ottilia III
- WoL insults activated
- tomb rot event removed
- New events for Asur Isolationists and Interventionists political parties (Read more here: https://forum.paradoxplaza.com/foru...ELEASE-0.1&p=19058080&viewfull=1#post19058080 )
- New Asur Colonization system (Read more here: https://forum.paradoxplaza.com/foru...ELEASE-0.1&p=19066273&viewfull=1#post19066273 )
- Updated some religion descriptions ( ancestor_gods through amazon )
- Fixed some missing provinces
- Updated titles group Norsca to start with Agnatic like intended
- Undead should now be immune to all diseases and infirmities
- Random Dynasties for summoned demons
- Minimum age 16 to study magic, fixed
- Witch Hunters now root out open chaos worshippers, just like they do open vampires if you have any in your realm
- Added debate decision/event chain for interventionists vs. isolationists (Read more here: https://forum.paradoxplaza.com/foru...ELEASE-0.1&p=19074398&viewfull=1#post19074398 )
- Fixed capital location of some (wrong) Talabheim-based titles
- To summon demons, you now need to be higher tier than baron, plus (for the AI) have either lunatic, ambitious, or zealous traits
- Changed succession_laws.txt for Norscan culture group and Slaaneshi religion (tribal)
- Vlad gets more event troops since he always loses these days
- Fixed some reported positions errors
- Set The Empire and it's four split parts to use the HRE shield border rather than the generic one
- Added decision to restore Everqueendom if k_Averlon passes to someone else
- Remas, Verezzo, Bögenhafen, Ambacht, Texelhaven and the Ironsides League are now true Merchant Republics
- Added Dark Elf CoA sheet
- New mechanics and traits to handle loss of attraction for old age
- Added basic High Elf rune heraldry. 95 of them.
- Added flags to many titles
- Fixed (stop)Study Magic decisions
- Made mod title in launcher consistent
- Added subjugation opinion to Vlad's CB
- New Asur Colonization system
- Updated god names and high god names for everyone
- Child wards can now only change culture to guardian's if they are the same culture group, plus other minor tweaks and fixes
- Greatly reduced frequency of tomb rot and moved to on_actions
- Greatly reduced frequency of tomb rot and moved to on_actions
- Fix: Everchosen quest cannot repeat now (via global flag, so for now, only one everchosen can appear per game, but since his empire doesnt dissolve on his death, people will just have to fight for the title internally through normal ck 2 mechanics)
- Code optimization; A lot of events moved to trigger from on_action pulses
- Changed religion colours for good viewing
Added Atharti religion to Ghrond - Moved Luthor Harkon to the coast
- Ulthuan / High Elf Flags added
- Orc children now have a "father", and chaos cultists/open worshippers in your realm will now no longer hate you if you turn to chaos openly
- Bayaji culture added for Southlands region use
- Made Dwarves look more Dwarf like by making them have longer beards even when young
- Added Wood Elf religion (Asrai-Caldei) and included the full Elf pantheon
- Religious icons for the Cult of Pleasure/Atharthi, Amazons, Taalites, Shallyans and Norse Dwarfs
- Defensive Attrition added to the Nehekharan/Lizardman/Amazon religions
- Added traits for isolationists, interventionists and a dynastic stain for sons of a burnt Phoenix King
- Restricted Holy Wars only for interventionist Asur under e_ulthuan
- Added decision to cross the flames of Asuryan for Phoenix King
- Added decision to take a stance
- Centralization and Crown authority tied in to isolationist policy for elves under e_ulthuan
- New events for Asur coronation of the Phoenix King
- New images for upcoming updates
- Added text descriptions and fixed spelling decision names
- Summoned demons now follow proper religion
- Dark Elf dynasties added for all subcultures
- Cultist fixes
- added Dwarf names
- added Petty Kings to various cultures
- Fixed some flags
- Bookmark description updates
- Gamarasa's dwarf tunneling/adventuring event chain
- Orcs and chaos can now use the slavery system too
- Druchi feast and raiding localisation fixes
- Changed start date so there's no snow on the starting screen
- Daemon names added
- Baron names hidden on some races
- Localisation for new triggered modifiers
- Restricted all crown laws but 0 if the Phoenix King has not been crowned by flames
- Restricted all succession laws but Feudal Elective if the Phoenix King has not been crowned by flames
- Restricted enatic/enatic-cognatic if the holder is Asur and owns e_ulthuan
- Restricted nick_the_old from applying to immortals/longlived species
- Added negative triggered modifiers for Asur rulers under specific circumstances
- Reduced bonus for being Phoenix King/Everqueen
- Druchii portraits are now less purple
- Fixed Everqueen not having the everqueen trait
- Added custom cultures for the optional packs
- TOG and CM load game crash fix
- Dwarf Holds should now autobuild on all kinds of Mountains
- Fixed a title history issue with one Dark Elf province
- Added Religious icons for the High/Dark Elves and the Lizardmen
- Smoothed the religious icons so that they don't look so rough and blocky
- Doom Counter event fix, it is now hidden and won't bother people every six months
- Made people 50% more likely to refuse the call of chaos, and cultist plots take 50% longer now (This should also further reduce the rampant demon summoning
)
- fixed issue with greenskin events for non orcs
- made demon armies not inheritable
- Added old gods rebels event
- Updated elven event triggers
- Moved/removed extra flags
- Slight map update
- More title localisation
- Changed camera location for start screen
- Made cultists more likely to suffer mutations
- Made the Dragon Isles Lizardman (except the northern tip of the northern isle, which is apparently a Chaos Dwarf slaver outpost)
- Corrected tribal titles for Orcs & Goblins
- Updated birth_events.txt to prevent refusing tumbles giving you piety loss
- Liche Priests are now Liche Priests
- Gave a proper description to the Nehekharan religion
- Events that spawn or make someone of your dynasty, and consequentially your heir, now have "recalc_succession = yes" attached to them so that the heir is shown properly
- Gave Asur and Druchii characters (dummy) death dates
- Gave the Asur kings the de jure duchies under them so that the realm is filled out in the realm selection screen
- Added triggered modifiers for long reign, disabled the relative vanilla bonus
- northman portraits
- icons for burnt by asuryan, phoenix king, everqueen and everqueen heir.
- Holy wars cost 50 piety now
- items can be transferred outside of realm
- louis gets younger brother
- some health event fixes
- Southerngfx culture for tileans and amazons (doesn't break portraits if the DLC is missing)
- id switch to make Khazid Aldum work
- Updated succession laws requirements to keep amazons in enatic and orcs and goblins in agnatic
- Amazonian titles start off as enatic primogenitures
- Decision icon for druchii raiding
- A couple of images for existing traits previously using vanilla placeholders
- Undead no longer mutate
- changes to health/life expectancy for elves dwarves after reported 2nd generations dying early
- Louis no longer starts as a grail knight
- No more infinite spawn of slaanesh demon hosts for cultists
- Vampire heir minor title fix
- New static portrait for skinks
- Fixed immortal_imperial portraits
- Added Asur Custom Portraits
- New patterns for Dwarf CoA's
- camel training grounds in Araby don't provide units fixed
- amazons are marrying lizardmen fixed
- Chaos invasions removed for fixing
- Slaaneshi cultist event keeps refireing fixed
- Malekith is unselectable from starting screen fixed
- Deamon summoning added for chaos cultists
- Malekith and Morathi won't agree to Demand Conversion requests.
- Filled in missing/inconsistent localizations
- Added commented Druchi dynasties to header of 00_dynasties.txt
- Fixed patterns for norscan coat of arms
- Added localization to era selector characters and made 3 different 2010 eras
- changed religion of some provinces in the Chaos Wastes
- Some more flags lustria
CREDITS & INTEGRATED MODS
Active Team Members:
illathid - Lead Developer / Slave Driver
Shade2 - Map and Flag Maker
Blood Royal - Lead Events and Scripting
JonStryker - Developer and Senior Culture Complainer
Russthapuss - Localization
Delred - Character and building crafter
Captain Melons - Character Histories
Roeben - Greenskin Events
Silfae - Character Portraits & Event Scripting
Stonewolf - Dwarf Events
Similan - Custom Traits
DarkReborn - Event scripting and bug fixes
Gamasara - Stunties & Testing
Estia - Chaos Events
GrandiSlayer - Norscan Events
This mod has been in the works for a long time now and has had many contributors over the years. Below is everyone that has contributed at least something to the mod. If I've forgotten anyone let me know and I can add you to the list.
Arcaul
Zakzak
Vrahn
Mr. Capitalist
Issac Wolfe
Asgmartinez
Pallen
Baldwin XI
Cypher
Cèsar de Quart
Shade2
DarkReborn
SPQR
illathid
Arcaul
Zakzak
Ofaloaf
Faithless
Arasakes
JonStryker
Blood Royal
Captain Melons
russthapuss
Silfae
Roeben
Super-Soviet
Trovador
Thure
fargoniac
duinnin
cybrxkhan
Chlodio
Bloodmerchant
Vulgaris
Harley_Quinn
Lonhaldar
Similan
Zakzak
Vrahn
Mr. Capitalist
Issac Wolfe
Asgmartinez
Pallen
Baldwin XI
Cypher
Cèsar de Quart
Shade2
DarkReborn
SPQR
illathid
Arcaul
Zakzak
Ofaloaf
Faithless
Arasakes
JonStryker
Blood Royal
Captain Melons
russthapuss
Silfae
Roeben
Super-Soviet
Trovador
Thure
fargoniac
duinnin
cybrxkhan
Chlodio
Bloodmerchant
Vulgaris
Harley_Quinn
Lonhaldar
Similan
Here are the mods we've used content from:
SWMH (cultural names)
AGoT (Widower System)
MEP (elven, dwarven, and halfling portraits)
Achab's Crown Laws for Long Lived Races
JasperClays Better Congenital Traits Mod
https://forum.paradoxplaza.com/foru...er-Congenital-Traits-Mod&highlight=congenital
AGoT (Widower System)
MEP (elven, dwarven, and halfling portraits)
Achab's Crown Laws for Long Lived Races
JasperClays Better Congenital Traits Mod
https://forum.paradoxplaza.com/foru...er-Congenital-Traits-Mod&highlight=congenital
Finally, thank you to everyone who has supported the mod team with your encouragement and well wishes. We couldn't have done this without you.
P.S. This is still a work in progress and will likely have lots of bugs and missing content. Please let us know anything you find and we'll try to fix it as soon as we can. Thanks!
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