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komioski

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Aug 26, 2017
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-----------------------
THIS IS A DARK age, a bloody age, an age of daemons
and of sorcery. It is an age of battle and death.
and of the world’s ending. Amidst all of the fire,
flame and fury it is a time, too, of mighty heroes,

of bold deeds and great courage.
~
AT THE HEART of the Old World sprawls the Empire,
the largest and most powerful of the human realms.
Known for its engineers, sorcerers, traders and
soldiers, it is a land of great mountains, mighty
rivers, dark forests and vast cities. It is a land
riven by uncertainty, as three pretenders all vye

for control of the Imperial throne.
~
BUT THESE ARE far from civilized times.
Across the length and breadth of the Old World,
from the knightly palaces of Bretonnia to ice-bound
Kislev in the far north, come rumblings of war.
In the towering Worlds Edge Mountains, the orc
tribes are gathering for another assault.
Bandits and renegades harry the wild southern lands
of the Border Princes. There are rumours of

rat-things, the Skaven, emerging from the sewers
and swamps across the land. And from the northern
wildernesses there is the ever-present threat of
Chaos, of Daemons and Beastmen corrupted by
the foul powers of the Dark Gods.
As the time of battle draws ever near,

the Empire needs heroes like never before.
-----------------------​

Set in the year 2010 IC, over five centuries before the reign of Karl Franz and the familiar events of recent Warhammer canon such as the End Times.
Warhammer: Geheimnisnacht lets you play as almost every faction in the Warhammer Fantasy world. featuring a massive 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 beautiful map with every important location in the Warhammer Fantasy World
  • Almost every race is represented and playable, each with their unique mechanics
  • 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....
With the worldwide pandemic this year, development was put on hiatus for a few months as I adjusted to working from home. This meant that my initial planned release window of summer for the main branch of the mod would have to be pushed back, making it more than 2 years since a public version has been made available to the community.

Therefore I decided to set aside some time to rework a personal project of one of our Lab Rats @ManuSwaG, which compiled the old 1.2 version of Geheimnisnacht with my current development version into a "playable" (it didn't CTD at least) version of the mod. Compatible with CK2 v3.3.3.

I spent a week recruiting a host of new Lab Rats and put them to work rooting out the most obvious/game-breaking bugs
most of which I managed to fix. The released version is Technically Unsupported and may or may not receive future development.
Please understand that the official overhaul is my priority this is not. (though there is a #critical-bug-report channel on discord for any game-breaking bugs)

Eventually, this project will be made obsolete by the release of the main branch. Until Then Enjoy!

New Hotfix applied! Another coming soon. If you didn't know:
Join us on Discord!

--------------------------------------------
CHANGELOG
--------------------------------------------
WH: Geheminisnacht - legacy uses Komioskis official v1.3.17 as a base.
The legacy version has been built on that.
------------------------------------------------------
Features
------------------------------------------------------
- Completely Restored Geheimnisnacht 1.2
- Restored original world map
- Added events back in
- added decisions back in
- Added CBs back in
- Restored proper colours of the realms
- Fixed province flags
- added a new building for the Lahmians
- fixed CoA
- uses Komioskis empire buildings
- uses Komioskis empire rework
- uses Komioskis cartography decisions and brief alliance decisions
- Mod will use Holy Fury Duel system
- Mod uses some reworked bloodlines.
- And everything else we could fit from behind the scenes
------------------------------------------------------
Known Bugs / Balance Issues
------------------------------------------------------
- Bugs from Warhammer 1.2 are to be expected
- Events are not optimized.
- Decision are not optimized
- Cults/Societies are not optimized
- Dwarf holdings not optimized. (assault/siege/attrition)
- Ork size unbalanced. Too fast from small to huge Orc from battles
- The player can elect anybody as the Emperor of the Empire (I suspect something in scripted_triggers)
- Bloodlines not finished
- Magic System is broken (You can use basic magic. raising undead and summing demons from prisoners.)
- Skaven cannot assign an education focus
- the Grail and knightly quests are merged into one line until they can be expanded
- Cathay as our first offmap power (replacing vanilla china) is roughshod and incomplete
- Severly limiting diplomatic range of cathay failed (they should only be interacting with araby/ulthuan world_regions)
I suspect "cathay_diplo_interaction_trigger" in scripted_triggers and "diplomatic_range" in offmap_cathay
- Recruit Physician bugged. Nothing happens when you recruit them
- Holy fury events need to be Optimized (Localization) exa ( HF.24006)
- Clicking on the mini-map does nothing
- tzeentch sacrifice doesnt kill prisoners.
- Elven courting may have several issues
- Bretonnian Questing event options need descriptions beyond "no effect" its misleading
- Vassalizing holy order makes you lose the decision to donate/borrow money from them
- The event for seduction target being too old makes no sense when it activates for/against vampires.
------------------------------------------------------
More info/testing
------------------------------------------------------
- Cannot turn my temple vassal into a vampire
- Pressing claims on kingdoms (Playing as Empire) Doesnt fully destroy false empires and doesnt fully conquer them.
- Maletkih isnt incapacitated after losing a duel. He goes on as of nothing happened. This also happens when you "kill" Malektih in a plot.
- nomination for High kingdom of Norsca, which doesnt exist
- Mists of albion may now be permeable by some CBs, this is unintentional
- Old Gods Blot Events
- Smith Events May need to be updated/repaired
------------------------------------------------------
Legacy_v1.0:
------------------------------------------------------
- @Mitsu can no longer kill tomb kings in a duel
- Removed developer tools: wake slaan/challenge to duel decisions
- Merged duplicate Become Celibate decisions
- Removed all that extra blood Finubar was running around with
- All flavors of Aelves should now be immune to mutations (though I believe this was a feature not a bug)
- Numerous portrait repairs made (Halflings and Amazonian Men shouldnt be so "pale" anymore)
- Orks are less mysterious about their size trait
- Your sick fetishes can now be realized! (allowed to join cult of pleasure again)
- The Red Duke has a slighly better chance at winning his war, though he's unsure if he'll crash the game if he does
- Orks should no longer contract a venereal disease
- Renamed both "vales of florida" to the "floridian vales" which fixed the cut off
- Repaired the champion minor title, This was conflicting with the Emperors Champion minor title, which I also repaired and
Balanced allowing the champion to be given the drakwald runfang/removing it if he is no longer champion
- Master of elephants restricted to region = world_greater_araby
- Roman events removed, they were only kept for inspiration on reformation mechanics
- Removed duplicate decisions and localized "use magic item"
- All flavors of Dawi should now be immune to mutations
- Removed some excess GFX
- Removed the extra witchhunter council position as it was unused
- Fixed a few parse errors
- Stopped Druchii usurp spam
- checked schaos.99 and daemon prince requirements
- removed old gift artifact decisions
- Repaired chaos dwarf sorceror trait
- Sacrificing prisoners should now give chaos favor (however there are still many things that should give favor that dont)
- Removed tribal/nomad requirements from the chaos raid CB
- Investigated several broken event chains before "nopeing" right out of there. Those fixes will come in time
- Boosted the piety and prestige gained from Vlads Subjugation CB (both win/lose) from 100 to 1000
- Fixed Ghal Maraz localisation
- Repaired all intermarriage links in the wh_religions file
- Fixed succession realm collapse for chaos/norscans
- The precluding succession event that fires warning of unworthy heir converted to a bi-yearly pulse on_action instead of a monthly MTTH
- Fixed more missing trait icons (Skaven, Goblins, Damsels, etc.)
- Allowed Ruler Designer, not all WH traits are available and definetly not balanced... but its there if you want it.
- Mortensholm changed to Mortensheimr
- Sylvania no longer has access to the imperial gunnery school
- Relocalized "china"/"chinese" to "cathay"/"cathayan"
- Buffed Beastman "Gather Army" decision from 80 troops to 500
- Immortal characters using the child portrait repaired in history (investigation into event for long term required)
- "Ensnared" opinion modifier now lasts 3 months (Jade Vampires)
- The Clone wars have ended! The Green Knight will now ride back into the mist from whence he came.
- As a reward he has been given the "Green Knight" trait, a buffed version of Grail Knight, along with some descriptive localization for flavour
- Restored Miyan Halfling retinue
- Replaced all instances of "Ursun" with the proper "kislev_gods"
- Ice witches will no longer die out in a single generation
- Back down to 2x starting horde for the Red Duke (Instead of 3x)
- Applied conversion of MTTH to on_actions supplied by @justyn
- Removed the infertility event
- Instances of chinese culture changed to oriental_group
- Removed govenor portrait from the off_map screen
- Removed state troops (*again*) @ManuSwaG snuck them back in there on me
- The Children of Doom Society no longer requires you to be kind, but also not kind.
- First pass at limiting the building of wonders ( no beastmen, orcs, etc)
- Localisation fix for the "Brazen Bull" event
- Elective Leagues now have an option to decline (Will apply a cooldown opinion modifier that will exclude you from leagues for 6 months)
- Ai Elective leagues moved to yearly on_action
- "Bloodthirsty Games/Mass Sacrifice" should now work properly including traits for all Khorne, Chaos, Norscan Gods, Cytharai
- Fixed Malekiths government type. At game start, in case multiple governments are eligible, the first eligible one will be taken. I placed the malektih government above the druchi government in the files. That seems to have fixed it
- Skaven no longer get galleys in their building chains but through a special event (this should help not only performance but also the skaven financial crisis)(decision requires gfx icon)
- Lizardmen no longer get galleys in their building chains but through a special event (decision requires gfx icon)
- Lizardmen cities no longer have access to vanilla ports
- Skaven "Breeding Pits" now cost less prestige to hopefully make game-overs a little less common
- "Nurgles Touch" now limited to the proper religions
- Artillery retinues buffed to stop them being eradicated easily in battles
- Diseases and Mutations should now be properly limited
- HF duel engine plugged into bretonnian quests and orc/beastman supremacy fights *SHOULD* work (duelengine.1 removed replaced with HFP.10095 etc.)
- Fixed province modifier icons (added 40 new ones from vanilla and shifted WH modifiers down by 40) still need a bit of cleanup on the art (some are off center) but its workable for now.
------------------------------------------------------
Legacy_v1.01:
------------------------------------------------------
- I modified the Legacy religion files to allow for certain religions that by all reason SHOULD allow for women to take consorts, to do so
- Updated some of the traits for new combat rating scale (Chaos, Daemons, Vampires)
- "Aztec Sacrifice" decision now gives 0.2 favour instead of 1. Needed a nerf and it should also now apply favor to you and not your sacrifice
- Z_magic_effects.txt, Z_magic_item.txt, Z_magic_power_calculations.txt, z_magic_resist_test.txt, Z_magic_setup.txt, Z_miscast_test.txt, z_spell_process.txt. -Removed from scripted_triggers
- Characters birthdate/landed_titles files fixed. Deadmen cant hold titles
- Province: 158 - Straghov.txt | 172 - Sepkuzy.txt | 179 - Krasicyno.txt | AND 196 - The Blight.txt were duplicate and removed.
- Fixed Greenskin traits
- Found the COA issue: d_webba_weavahrs.tga - should be d_webba_weavahs.tga
------------------------------------------------------
Legacy_v1.13:
------------------------------------------------------
- Added ai_check_interval to all WH decisions, which will help performance as well as the frequency of greenskin/beastmen duels etc.
- "Empire Unification" decision made more difficult to achieve until it can be updated completely
- Updated map/terrain/"colormap" with new effects for the vortex static model
- Updated map/terrain/"colormap" with new effects for Kislev/Norsca/Troll County
- Updated map/terrain/"colormap_water" with new effects for the vortex static model
- Updated map/trees for an overall better map
- Imported Vortex Model and Shader **credit: Arasakes**
- Imported Gold Mine Models around the old world
- Updated Green Knight portrait/trait with community version
- Repaired missing Bretonnian on_actions for knight errant trait
- Repaired and split the grail knight and questing knight event chains (not perfect but until the overhaul it will work 100%)
- Compressed GFX files
- Quick and dirty removal of mass conversions
- Chaos cult uprisings correctly give demon event troops and a demon commander to the leader, also cultist leaders who are independent rulers are more willing to declare their true faith.
- Beastmen are no longer acceptable marriage material for everyone
- Updated the worship trait icons in gfx in case we use them
- Added some Druchii artifacts to main characters
- Added Modern GFX for Druchii artifacts
- Removed Galleys from Skavenblight
- Capped Skaven breeding events file. **REQUIRES MORE TESTING**
- Daemon Prince reinforcements from the Warp now last longer
- Fixed mutations. I removed the brackets from the culture_groups. culture_group = goblin_group instead of culture_group = { goblin_group }
- Resized custom government icons
- Kislev now gets its own government type: "Tzardom" with unique charframes and more!
- Chaos now gets its own government types:
"Chaos Horde" for nomads
"Chaos Host" for tribals
"Chaos Court" for feudal
- Unique Chaos charframes and more! (perhaps darken/tweak charframes in the future)
- Arkhan the Black is now properly recognized by his peers as a fellow Tomb King and not a Liche Priest. His portrait remains the same though.
- e_cathay_west_governor title added so the game doesnt keep endlessly creating new versions of it for the offmap power.
- ai_cleanup_events has been restored which should enable the following
Demand Religious conversion decision now works.
Dwarf traits at start cleanup
Elven maturity
Court cleansing for Khemri Servants and Skaven Breeders
Dwarf babies should not be born old already
Elven youth trait assignment
Everqueen inheritance
Free mage_apprentices and pet_consorts on death of Master
The Red Duke is dead, destroy the special title
Big Akghan succession
Martek Scholar succession
Destroy Samurs Witch Hunter Chapter
- Merged RD_Trait distribution system from FaolDeTeine
- Added and localized the Ruler Designed Vampire trait for people who want to start as a vampire
- Made it much harder to become the Everchosen
- Sacrificing prisoners for necromantic power as Vlad now lasts 4 months instead of 1
- Beginning of the warpstone overhaul!
For now you can consume warpstone for magic power just like sacrificing prisoners
Vlad starts with 5 Clusters of Warpstone that his minions gathered from mordheim
More to come!
- Changed WH_Defines to allow consorts to be dismissed
- Unlocked the Everchosen events for players, with some restrictions
- Adjusted the winds of magic and its affect on the world
- Chaos Mark traits added and localized
- Fixed a minor graphical error on a loading screen
- Cleaned up and overhauled the landed titles folder (should also fix realm colors instead of renaming the files)
- Ostrosk history file repaired no longer an instant game over
- Changed **EVERY SINGLE** file to ANSI - CRLF - Windows 1252
- The King of Bretonnia now starts with the brave trait to stop him from occasionally starting craven
- Bretonnia buildings changed into local culture checks
- Same treatment for
Araby
Tilea
Estalia
Kislev
- Skaven Congested province modifier nerfed to -5% from -50% since its stackable
- Repaired Localization everywhere
- Temp fix for greensking buildings bug, not a proper fix but will stop the capital being nuked atleast if we cant find the root cause
- Added recent_county_uprising to a bunch of revolt events, all the non vanilla adapted ones didnt stop additional rebellions triggering.
- Added a likely fix for the save corruption issue caused by beastmen, less chance it will incorrectly link two nomad beastman titles together and cause the save to brick.
- Added decision icon for grail quest
- skaven_foreignconquest cb requirements relaxed to allow dukes to use it, but at a cost of 1500 prestige
- Updated the Circlet of Iron so that you need magic potential to use it.
- Replaced Neueslander Gunnery School with Pistoliers
- Removed the duplicate files and fixes the castle wall requirements for halflings
- Cleaned tooltips and added scripted triggers
- Quick fix for the holy war CB bug
- Increased the amount of consorts allowed across all applicable religions
- Changed magic polymorph to properly change your gender and give appropriate traits
- Updated take consort decision to allow to take male - male concubines and female - female concubines
- Cleaned up employment decisions and allowed you to hire council positions
- Beginning of the Trade system overhaul:
New Routes
New Buildings
New Balance
Reworked systems from vanilla
Gold(Empire, Bretonnia, Border Princes, Araby)
Cloth(Estalia)
Salt(Kislev)
- Removed all trade posts at game start from the old system
- Placed new Trade Posts at Game Start
- Akendorf unique building restored
- Restored Vlads Subjugation Localization
- Loosened Building restrictions for Sudenburg
- Shared portrait properties overhaul (bloodsplatter/hairlip/blackeye)
- c_calxi no longer believes its a desert or ocean. Ive informed it of its jungle status
- Polish Sylvanian Buildings
- Nehekharan removal submod created
- Reworked Khorne blood tournament to use HF calculations
- Reforming Myrmidia will now give you byzantine elective
- Fixed Enactic Succession
- Removed duplicate Halfling buildings
- Orcs can no longer be elected to rule Bretonnia, in fact most races should now be excluded properly from elections
- Made the ship-creation decisions for lizardmen and skaven easier and checked more often so they dont have to walk around the world (May also do this for orcs)
- Fixed Bloodline for Chaos Dwarfs and the localization for the Empire Bloodline
- Fixed Warpstone artifact Loacalization
- Extended Trade Routes all the way offmap
- Added GFX for new employment decisions
- Made Grail Quest a High Priority decision
- Repaired on_actions file with updates from vanilla, Sway/Antagonize should now work
- new_character_effect adds extra age to elves and dwarfs between the ages of 16 and their respective ages of majority so only a few randomly generated characters are too young to marry or hold land
- fixed a broke else_if in the new_character_effect breaking the system for non humans and removed a dupe extra age from wh_setup.5 for tomb kings
- Added a new decision (Return to the Old Ways if you are Hung/Kurgan, Become Chaos Horde otherwise) that lets non nomadic chaos worshipers convert to Chaos Host gov if their realm is entirely within the chaos wastes region. Hung/Kurgan are much more likely to do this
- Added GFX for this decision
- Made a champion for the each of the chaos gods out of the 4 norscan brothers (3 of whom are in the border princes area)
- Fixed localisation error for the minor title "Champion" in the empire.
- Added can_use_retinue_trigger to every retinue
- Elector Counts now start with state troops
- Sudenburg now starts with raised retinues
- Reworked the respective chaos chosen of each of the ruinous powers to actually represent their god a bit more in traits, education, and base stats.
- Also gave The Chosen of Khorne a bit more land to see if he does anything when not limited by his tributaries
- Added Cold One Mount GFX
- Made the PTSD event HFP.11019 have different options and descriptions for some cultures/religions that dont mind killing
- Fixed an infinite while loop caused by old magic calculations
- Changed the chaos champions to be around their 20s, Added a wife for nurgle champion from the khagan of Khursaze
- The Fay Enchantress is now human, but retains her beauty forever, as it should be
- Fixed history files. Birth, marriage, and age stuff. Missing = in trait assignments. removed old unused traits. Fixed mount for the red duke. Nickname fixes
- Khalida artifact and new face mask(Needs to be applied to khalida)
- Added Generic Druchii artifacts
- Fix to Drakenhof starting with a city as the capital and fixed the drakenhof unique buildings
- Tribals can hold castles if the county culture is the same, some tribals e.g. amazons cant become feudal, so if their land was taken and upgraded to a castle it becomes useless to them if retaken
- Disinherited Neferatas and Ushorans brother and his children so if they die we dont end up with a random tomb king in the badlands/mountains
- Fixed crash with pick_main_deity, by coincidence a large number of ai took the decision at once, but because the modifier that stopped them taking the decision again was done after the events chain they seemed to pick it hundreds of time in a row
- Merged Malekith death and overthrown empire destruction event. Now when Malekith loses his empire or dies e_naggaroth is destroyed
- If Malekith held e_ulthuan as well and the the heir to e_naggaroth gets both empires and is not in the asur_group then e_ulthuan is destroyed as well
- Malekith will also permanently lose access to his unique government if he is overthrown to show his authority has been broken beyond repair (Not sure on this change specifically may adjust)
- Added decision for reclaiming e_naggaroth if you have the whole capital kingdom and either a large enough realm size or completly control 2 other kingdoms in Naggaroth
- Chaos Dwarfs also get some extra age for adult characters spawned by events. So they can potentially be made commanders
- Removed the trait addict from Valka. Addict gives you events where you lose base stats currently
- First wonder in the Chaos wastes, the Inevitable City, notably give big population max and pop growth to chaos nomads along with other minor boosts, no custom upgrades right now
- Added chaos cult sleeper agents:
The ai can attempt to recruit even when the society has reached the max membership limit, if they succeed in the event chain the recruited target will not join the full society and instead simply change secret religion and be flagged a sleeper agent.
Every 5 years the sleeper agents will check if the society has dipped in membership below the limit and join automatically if it has, when a general cultist uprising happens any sleeper agents will convert, leave any non chaos societies and join in alongside the normal society members.
People the player recruit will always join the society bypassing the limit same as before.
rank 3 members of the cult can now also declare an uprising, as the cults are global and members in realms other than the rank 4 member were essentially useless
the ai will not currently declare an uprising if the player is in the same realm as a rank 3 or 4 member.
- Added lots of flavor to the greenskin-specific events
- First pass at Clean Up\Rebalance of Chaos traits
- Added our first minor race: The Fimir
This is just the framework, they will be polished and expanded on in future patches.
- Fixed "Become Mason" decision
------------------------------------------------------
Legacy_v1.15:
------------------------------------------------------
- Malekith should now be incapacitated properly just like a tomb king in combat and from murder plots instead of just continually walking away unscathed
- Restored some of the unique buidlings removed in the past as others have become wonders
- Added chaos religion icon for Mapmode and topbar
- Added greenskin religion icon for Mapmode and topbar
- Updated khorne_berserker trait to be **RED**
- Adjusted the new chaos character frames
- Fixes to the Assign Racial Trait system
- Fix so the ai wont back out of the convert to chaos horde decision
- Added a prestige and is_adult requirement to reestablish_naggaroth decision
- Fixed Arabyan castle buildings
- Added a max limit of 1000/500 to a bunch scaled_wealth commands in prosperity events and claim fabrication
- Fixed find court physician doing nothing
- The ai can now only assign a courtier with a matching religion and culture as their court tutor
- Empire Elective is now fixed
- Fixed backup event to kill characters born of incompatible parents or races that shouldnt reproduce which only checked the father scope not true_father, so hidden bastards could still be born
- The Duel against the Green Knight on your grail quests are to the death!
- Fix for weak_warboss modifier being permanent with no way to remove it, now winning a challenger duel will remove the modifier, also made sure orc duels are to the death
- Set custom tooltips for the laws to reduce the overall size of the tooltips.
- Fixed a dynasty (33098) which random Lowborns of all cultures where being randomly given to, dynasty had no name in the files
- Munzig was one of the provinces that is supposed to have a gold mine in it, but wasnt one of the provinces that allowed a tradepost
- Dissabled the blocking of internal vassal wars for Druchii
- You can now take the forge bloodline ambition multiple times provided you havent already forged a bloodline with that character, prestige cost to take the ambition scales up from 20000 > 40000 > 50000 > 60000 and capping at 75000 once you have four forged bloodlines
- Freebootaz and Pirates have begun to get some love:
Seagit(goblin pirates) and Freeboota(orc pirates) cultures and portrait gfx added
Freeboota government implemented
Finished Pirate Fleet government as well as some alterations to account for it
spritetypes file set up for Pirate Fleet and Freebootaz government
localisation file for Pirate Fleet and Freebootaz governments
- Restored the "Enforce Realm Peace" Button. Though its still up for debate wether to just remove it completely
- Fix for the child portraits, elves and dwafs who reach 16 should have the correct portrait
- Fixed Hellebrons Dark Fire amulet not showing its gfx correctly
- Dark Elves and High Elves no longer lose opinion from having troops raised too long
- Added a random event that can trigger every decade or so when you are old world religion ruler and border an openly chaos realm or across across a short sea from one.
A group of cultists will enter the realm and move to random realm lords court and join an appropriate cult society if able.
This event has a higher chance to trigger if bordering a realm ruled by a demon prince or chosen.
The cultist have a higher chance of being caught depending on your state intrigue (unless you spymaster is a secret cultist).
Realms that have expelled the witch hunters will always fail to catch them.
- Fixed it so the hunt apostate lord spiritual action gives people burnt at the stake the burned portrait same as those burnt by witch hunters.
- Added Warpstone Meteors and Veins
- Overhauled Warpstone System
- Added Black Marketplace
- Increased Vlads starting forces for both the player and the AI
- Overhauled Vampire Retinues
Undead Horde, summoned troops with a 100% offensive and 50% morale bonus
Dire Wolves, summoned troops with a 10% offensive 50% morale bonus
Crypt Ghouls, light infantry with a 40% offensive and 20% defensive bonus
Cairn Wraiths, pikemen with a 40% offensive and 20% defensive bonus
Grave Guard, heavy infantry with a 20% offensive and 40% defensive bonus
Hexwraiths, light cavalry with a 40% offensive and 20% defensive bonus
Black Knights, heavy cavalry with a 20% offensive and 40% defensive bonus
Vampire Knights, special troops, with a 70% offensive, 30% defensive, and 50% morale bonus
Corpse Carts, chariots, 50% defensive and 50% morale bonus
Crypt Horrors, war beasts, 50% offensive and 100% defensive bonus
Vargheists, war beasts, 100% offensive 50% defensive bonus
- Vlad Von Carstein now starts with a Large Retinue Army to match the other Elector Counts
- Fixed Daemon Portraits
- Fixed a bunch of minor bugs
------------------------------------------------------
Legacy_v1.16:
------------------------------------------------------
- Added vampire religion icon for Mapmode and topbar
- Fixes for some GFX - Fixed the witch hunters having 0 mercs
- Added an option to ruler designer to start with magic
- Some fixes to the warpstone stuff (no longer shall the world descend into addiction and death)
- Limshof now has a holder - Mausoleum temple building should be fixed for Vampires
- Increased maintenence cost for Vampire Retinues
- Added a Game Rule for the Vampire Wars:
Default: ~55K troops for Vlad
Stronger: ~100k troops for Vlad (great for multiplayer in The Empire)
Off: The wars will not be scripted

--------------------------------------------
FREQUENTLY ASKED QUESTIONS
--------------------------------------------
```
Q: Are you going to add anything from the Age of Sigmar/The End Times?
A: Short answer: No. I have plenty of work overhauling the current bookmark for now.
```
```
Q: Why can't I play a Half-Elf/Half-Dwarf/Half-Orc/other hybrid character?
A: Because they don't exist in Warhammer. Humans, Elves, Dwarfs, Orcs, Lizardmen etc. are not biologically compatible. If you take an Elf/Dwarf/etc. as a lover or concubine, any pregnancies will only result in stillbirths, and that's only because the game engine won't let us completely prevent interbreeding.
```
```
Q: I'm having trouble with the Ruler Designer!
A: The Ruler Designer is not explicitly supported for Warhammer: Geheimnisnacht. We've done some work to fix its worst problems but it is still unbalanced and incomplete. Use at your own risk.
```
```
Q: I understand you don't support the Ruler Designer, but how do I get around the problems?
A: Use the admin console to add your race trait if it doesn't appear after a few months of in-game time. This can help you avert several issues like the marriage, divorce and miscarriage bug, the lack of long life as an elf or dwarf, the lack of immortality as a vampire or Tomb King, and so on. Most of the time when we get a report of an issue with the Ruler Designer, it's because of race trait issues. Don't add your race trait in the RD itself - due to a hardcoded issue, it causes some traits (like any with the Immortal tag) to not function properly.
```
```
Q: What DLCs do I need to play this mod?
A: You can play Warhammer: Geheimnisnacht with nothing but the most barebones basic version of Crusader Kings 2 with absolutely none of the DLC activated except for Charlemagne which is required for our 3-D models. However, all major DLCs are highly recommended, as they are either needed for race mechanics or to fully enhance the experience. Most importantly: Horse Lords - Many races, such as Blood Dragon Vampires and High Elfs use HL mechanics Legacy of Rome - Many powerful retinues that balance certain races are contained here The Republic - There are many different merchant republics scattered across the globe The Old Gods - Norse flavour and events for the Norscans and Kislevite pagans Jade Dragon - off-map Powers for Cathay and the Chaos Gods Holy Fury - Bloodlines, warrior lodges and More! No music, unit, or portrait packs are needed, as Geheimnisnacht uses its own music composed by Steve Gernes, custom 3-D models, and handmade portraits made by Silfae.
```
```
Q: How do I learn/use magic?
A: The Magic system is one of the big systems in need of a rebuild. In its current state, I'm not sure what works and what doesn't. Hopefully, I can finish it soon.
```
```
Q: Why can't Khornates or Blood Dragons learn magic?
A: Lore restriction, Khornates and Blood Dragons do not use or learn magic under any circumstances. This also means that it **won't** be implemented. Sorry, that's just how the lore works.
```
```
Q: Why is the Empire not unified?
A: Warhammer: Geheimnisnacht begins in IC 2010, over five centuries before the reign of Karl Franz and the familiar events of recent Warhammer canon such as Total War: Warhammer, the Storm of Chaos campaign, the End Times, etc. Three centuries before Magnus the Pious reunited the Empire in 2304 the Empire was in a state of civil war, as multiple Electors fought over the Imperial throne - and on the night of Geheimnisnacht in 2010, the day the mod begins, Vlad von Carstein of Sylvania revealed himself as a vampire and threw his hat into the ring by summoning a great undead host. This date was chosen because the divisions and events taking place at the time made for better gameplay than the more unified and - so to speak - more stable Warhammer world of the 2500s. Imagine trying to play a campaign when almost every faction is one giant blob!
```
```
Q: Are you going to expand the map to Cathay?
A: Short answer: No. Long answer: Very little information exists on Cathay, Ind, Nippon and the rest of the lands beyond the Mountains of Mourn in the Warhammer setting. We have nothing to work with, no idea how to properly put their factions together, what mechanics to give them, nothing. Not to mention that the game is already rather laggy with the current world map - expanding the map further and adding at least three new major kingdoms, not to mention all the other factions we'd have to put in, would likely make Geheimnisnacht unplayable on all but the strongest computers. We have, however, compromised and added some Cathayans to a colony in the Southlands. And with Jade Dragon introducing off-map powers we have begun work on representing Cathay in some way.
```
```
Q: Is there any End Times-style content? Like the world ending?
A: Something to that effect is planned, absolutely, but not yet fully implemented.
```
```
Q: I got killed by a Halfling in a minor skirmish!
A: Such is life in CK2, consider hiding in your keep if you're afraid of death.
```
```
Q: I want to help out! How can I join the Geheimnisnacht team?
A: It's as easy as making something we can implement into the mod! Put together an event, some code, a guide, etc. and contact @komioski, the current developer, or ping him in #general-discussion. If your content works, fits the setting and lore and doesn't possess our computers with daemons from the Chaos Realm, you will likely be recruited to the team! ...If it breaks everything, melts our PCs, overpowers the game or contains Warcraft references, you will likely not be recruited to the team. Please test your work before sending it to us, exorcising our offices and computers and replacing devoured team members can seriously delay work on updates.
```
```
Q: Is this mod dead? Why haven't I heard any news in a while?
A: Be Patient, I have a Development Plan/Roadmap, and I'm constantly active if you haven't heard anything it means I'm working hard on the next update! Trust me, you'll be informed if we ever stop development.
```
```
Q: Are there any plans to create a mod for CK3?
A: Yes we plan to look into the viability of such a thing upon release in September, we will let you know when we have something to share.
```
```
Q: How do I become a tester/Lab Rat? What's the point?
A: Anyone who meets the requirements (over 100hrs of playtime, all DLCs, and lore knowledge) can join the lab rat program. We recruit in waves and the #admissions channel opens with little warning but if you manage to make it in it can be a lot of fun! Perks include exclusive sub-mods, access to Dev versions, multiplayer games with the Dev, and a chance to earn a seat on the Council of Thirteen. An exclusive group of contributors with some power over development.
```
```
Q: Does this mod accept donations or have a Patreon?
A: Nothing official at the moment, I have a Patreon for my game development projects but it's not linked to this project at this time. Perhaps in the future.
```
```
Q: What is WH: Geheimnisnacht - Legacy?
A: With the recent worldwide pandemic this year, development was put on hiatus for a few months as I adjusted to working from home. This meant that my initial planned release window of summer for the main branch of the mod would have to be pushed back, making it more than 2 years since a public version has been made available to the community. Therefore I decided to set aside some time to rework a personal project of one of our Lab Rats @ManuSwaG, which compiled the old 1.2 version of Geheimnisnacht with my current development version into a "playable" (it didn't CTD at least) version of the mod compatible with CK2 v3.3.3. I spent a week recruiting a host of new Lab Rats and put them to work rooting out the most obvious/game-breaking bugs most of which I managed to fix. The released version is Technically Unsupported and may or may not receive future development (though there is a #critical-bug-report channel for any game-breaking bugs). Eventually, it will be made obsolete by the release of the main branch whenever it may be ready. Until Then Enjoy!
```

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DOWNLOADS & COMPATIBILITY
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WH: Geheimnisnacht - Legacy is compatible with version 3.3.3 of CK2.

Charlemagne DLC required
All DLC strongly recommended

Using the packaged installer is strongly recommended, but the .zip files have been provided for those that prefer a manual installation

You can Download the Legacy version of the mod here:

-----------
Installer
-----------
WH: Geheimnisnacht - Legacy_v1.16 | MIRROR

-----------
Zip File
-----------
WH: Geheimnisnacht - Legacy_v1.16 | MIRROR

-----------
Sub-mods
-----------
All Sub-mods are currently incompatible

If you aren't sure how something works this might help:
Dev Diary - Index | Features may or may not be outdated

-----------------------------------------------------
CREDITS
-----------------------------------------------------

Active Team Members:
---------------------------------
Komioski - Lead Developer / Slave Driver

Gamasara - Baron of Bad News

Lemmings - Discord Manager

Council of Thirteen - Contributors

Stormvermin - Minor Contributors

Lab Rats - Testing Group


Loading Screens:
---------------------------------
Hammk - https://www.deviantart.com/hammk


Soundtrack:
---------------------------------
Steve Gernes -

Former Team Members
---------------------------------
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.

illathid - Former Team Lead

Shadeoses - Map and Flag Maker

Silfae - Character Portraits & Event Scripting

DarkReborn

Zarathustra_the

Captain Melons

GrandiSlayer

Arsakes

Finally, thank you to everyone who has supported the mod team with your encouragement and well wishes. I couldn't have done this without you.

- Komioski
Lead Developer | WH: Geheimnisnacht
--------------------------------------------
 
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  • 19Like
  • 13Love
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Reactions:
I am shedding some big ole tears right now. Thank you for taking the time to make a workable legacy version! I can't wait to see how amazing the new overhaul will be too!
 
I salute you! Praise Sigmar!

Edit: the color scheme and the flags seem to be bugged unless it was intentional to make the Empire purple???
 
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Congratulations on the release. I know it isn't what you envisioned Komioski but trust me...everyone around here will be very appreciative of your work and the fact that you pushed to get a release out soon due to the fact that your original branch timeline was delayed because of the pandemic.

Kudos to you and everyone that worked on this.
 
  • 1Like
Reactions:
This is the biggest chad move of 2020, been gagging on playing this mod again, buzzing to see a legacy version out while the main branch is out. I want to wine and dine everyone that worked for this.
 
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