Warhammer: Geheimnisnacht
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vitovt13
Warhammer: Geheimnisnacht i Скачать WH: Geheimnisnacht v1.3.7.1 [совместим с CKII v.3.3.X] : MEGA [Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. | 732e4a4567a55

Kadosel
Тем временем на плазе вышла новая версия мода: Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Мейс Винду
Разрабы обещают скоро полноценный дневник... Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Torn Knight
Выкладываю дневник утром, чтобы те, кому это интересно, читали его за кружкой утреннего кофе/чая. Сам новую версию тестировать пока что не буду, ибо без хотфикса этого почти никогда не делаю, пот

Kadosel
А тут новая версия вахи подъехала, не благодарите Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Torn Knight
Выше список изменений, здесь же выкладываю Дневник разработчиков, который вышел одновременно с этим списком, но в котором разработчики дал пояснения по каждому из блоков изменений и немного систематиз

Torn Knight
Доброго времени суток. Сегодня вышла версия 1.3.7, спустя почти год с выхода прошлой версии. Все это время мод обновлялся по системе SVN, так что разработки не прекращались, просто не было дневников.

vitovt13
Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. Mod is compatible with version 2.8.1.1 of CK2.
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Опубликовано vitovt13,
Скачать WH: Geheimnisnacht v1.3.7.1 [совместим с CKII v.3.3.X] : MEGA [Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. | Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ] | Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.
Скачать WH: SUBMODS [не проверено на совместимость] : MediaFire [Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]
Geheimnisnacht – Известна в Империи как ночь таинств. В эту ночь темная луна Моррслиб бросает свой безобразный свет на мир. Весь год её орбита, а следовательно, и фазы непредсказуемы, и лишь в одну эту ночь она приближается к миру, усиливая колдовские ветра и преображая их в бури, а тёмная магия собирается в незримые скопления и течения. Именно эти потоки пробуждают мертвецов, уродуют младенцев в материнских утробах и заставляют скот пожирать друг друга. На Гехаймниснахт ослабляются преграды между реальностью и Владениями Хаоса, в эту ночь узкие пути становятся большими, а большие – огромными, что позволяет тысячам демонов до самого рассвета сеять гибель и разрушение в мире смертных.
Начиная с 2010 года IC вы можете играть за практически любую фракцию, доступную в Warhammer Fantasy.
Карта от холодного Наггарота и жаркой Люстрии на западе до непроходимых гор скорби на востоке. От смертельных пустошей севера к засушливым пустыням Арабии и Неехары на юге. Будете ли вы бороться с силами хаоса, или подвергнетесь их искушению? Выбор за вами.
Особенности:
И многое другое…
Мод англоязычный, нормального русификатора к нему нет. Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.
Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. на Paradoxplaza.
Раньше это был просто саб-мод для Geheimnisnacht с уменьшенной картой, но теперь стал полноценным модом со своей командой разработчиков. Основные отличия - обрезанная карта. Нет Нового Света, нет части Нехекары. А следовательно, лучше оптимизация. Т.е. разработчики развивают его вглубь, а не вширь, постепенно добавляя новые механики.
Скачать Warhammer: Hexenstag : Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.
WH: Geheimnisnacht v1.3.6 [совместим с CKII v.3.3.X] : MediaFire [Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. | Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ] | MEGA [Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. | Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]
WH: Geheimnisnacht v1.3.51 [совместим с CKII v.3.3.X] : MediaFire [Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. | Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ] | MEGA [Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. | Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]
WH geheimnisnacht Legacy v1.3.42 [совместим с CKII v.3.3.X] : Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.
Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. (CK2 v2.8)
1.3.7:
Очень много изменений, чтобы вставлять сюда. См. в этом посте: Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. .
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Legacy_v1.3.42:
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- Исправлены заклинания урона и исцеления от применения CTD.
- Заклинания урона и исцеления теперь работают на процентном соотношении, а не на установленном количестве, чтобы предотвратить негативное воздействие * ТРЕБУЕТСЯ ТЕСТИРОВАНИЕ
- S_chaos_events изменено, чтобы использовать Милость вне карты, вместо старой системы благосклонности.
- Все экземпляры mutation_toughness_test_effect привязаны к настраиваемой всплывающей подсказке, чтобы предотвратить CTD
- Исправлен CTD для вызова Древней.
- Применены модификаторы лучника к Магическим лучникам.
- Призванные Древни добавлены в модификаторы для лесов и джунглей.
- Исправлено неправильное правительство в Кислеве
- Отключены недействительные триггеры всех видимых механик черт.
- Исправлены характеристики "Непроходимой горы".
- Дилемма Эренграда перенесена в событие on_actions при запуске.
- Исправлены ИИ Кислева и Унгола.
> Это была ГЛАВНАЯ проблема, и кто знает, как долго она оставалась скрытой, рекомендую не играть ни в один патч до этого.
- Изменены характеристики боевых машин (требушетов) и артиллерии.
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Legacy_v1.3.41:
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- Изменено пространство имен магических системных событий. Исправление производительности
- Отменены определения, которые изменяют обрезку двора. Исправление производительности
- Добавлена проверка для заклинаний урона, чтобы предотвратить отрицательные числа юнитов. *ТРЕБУЕТ ТЕСТИРОВАНИЯ
- Исправлен CTD из направления (?)
- Изменены юниты свиты Лесных эльфов для использования нового типа юнитов Древней.
- Усиленные артиллерийские полки Нульна
- Требование взятки от Эренграда делает потом данником Кислева.
- Изменена родословная fatandira_blood с матрилинейной на патрилинейную.
- Оптимизированы и исправлены события Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. .
- Восстановлен пропавший файл с решениями Культов.
- Особые изменения в зданиях
- Общие исправления ошибок
- Множественные строительные изменения
- Убраны лишние 0 из рабских построек дварфов.
- Ограниченный абсолютный закон норсканских племен
- Исправления общества (Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. )
- Дал Неферате несколько свит зомби
- Наемник: Созданы Клинки Мананна из Мариенбурга
- Наемник: Созданы Красные Когти из Мариенбурга
- Наемник: Созданы Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. из Нордланда
- Добавлены ограничения для Imperial Reconquest.
- Переведена рота крылатых наемников в Кислев.
- Добавлен собственный флаг для Крылатых Копейщиков.
- Изменения персонажей
- Отключены неполноценные общества
- Убрано "не могу жениться" из черты вечного ребенка.
- Передал Неферате знания, которые у нее были в 8-м издании лора.
Legacy_v1.2.2:
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- Restructered Changelog
- Added the "Dammaz Kron" an event/decision logging tool for error reporting
- Began reworking Buildings to refer to the locations culture and not its rulers. This should stop buildings dissapearing and will completed in the first hotfix
- Added "the voice of Tzeentch" modifiers
- Reworked the Childrens Crusade to fire for tzeentchian children under 16. They will traverse the chaos wastes seeking support before assaulting Kislev
- Added a Daemon Prince of Tzeentch in the chaos wastes, he rules over "The Ragged Maze". NOTE: Since Chaos CBs will now be tied to the winds of magic it will be a boring start
- Moved the "Inevitable City" Wonder to "The Ragged Maze"
- Added a Daemon Prince of Nurgle in the chaos wastes, he rules over "Cold Mire"
- Added the Gallows Tree wonder and placed it in "Cold Mire"
- Fixed The minimap, you can now click again!
- Reworked the Minimap Art
- Added the initial version of the "Renounce Imperial Throne" decision. Right now its players only in case you dont wish to be Emperor
- Edited the DNA of Valka the Serpent when she becomes a daemon prince she will now have a better potrait
- Added religion icons for Mapmode and topbar for the following religions:
Dwarf
Cadai
Cytharai
Skaven
Maw
Celestial
Halfling
Nehekharan
- Updated the vampire piety icon and topbar religion buttons
- pet_consort trait purged from the gamefiles
- old_ones_group religion group (amazons and old ones) now use indian interface
- Changed all native Orcs in Lustria to the Savage culture
- Added three Freeboota and three Seagit characters
My favorite Freeboota is in lustria, a dangerous buccaneer who relishes hunting the native savage orcs for a good Krumpin
- House Fingerpori fixed
- Irminsul Tree buildings made available for both beastmen and Norscans
- Great Pillars fixed
- Fixed The Chaos offering Decision to not show for religions it doesnt handle
- Enabled freckles system for some human, elf and dwarf cultures
- Fixed weight_multiplier on DR_cults.60001 to DR_cults.60000
- Fix to where counties hold by the Phoenix King werent given away to the new ruler
- Updated worship_morr trait GFX
- Summon Throngs decision limited to a single use every year
- Added only_playable and other pretriggers to decisions to continue performance optimisation
- Added The Druchii Watchtower Wonder and placed one in all 11 canon provinces as a buffer to the chaos wastes
- Added the Ghrond wonder for Morathi
- Added The Black Tower wonder for Malekith
- Modified positions.txt so each of the Druchii Towers are at the center of each city
- Adeed a magic law system allowing you to legalize magic, This has a high chance of causing unrest or rebellions
- Added a Bloodline for legalizing magic (Will most likely be merged later with the bloodline for forming the empire when the decision to form the colleges of magic is completed)
- Fixed The Ramaccan portraits
- Allowed Ungors in Ruler Designer
- Allowed Blood Dragons in Ruler Designer
- Allowed Forest Spirits in Ruler Designer
- Added a whole bunch of Opinion Modifiers
- Cleaned up all traits available in ruler designer to make for a friendlier experience
- You can now have more than one apprentice at a time
- Reworked Magic Learning and inheritance
- Fixed the Cultist society missions firing twice
- Magic casting as part of a battle is now completely automated, all Mage commanders in a battle will summon special spell units every 5 days of combat, these units disappear after the battle ends. Mages only have a limited amount of times they can summon these units depending primarily on their magic potential tier and to a lesser extent magic power skill level
- Cleaned up Vlad Von Carstein event spawned troops (Still split retinues though)
- Added an extra step to the VAMPIRE WARS game rule, it now progresses: DEFAULT > DANGEROUS > DEADLY > OFF
- Fix for Karond Kars unique building not showing
- Adjusted history files with artifacts given out to Asur characters, and added in the Phoenix Crown.
- Gave Caledor Dragontamer his nickname
- Increased Teclis Magic Power in the history files
- Overhaul of High Elf Colony system
- Fixed a bunch of colony buildings being mistakenly scoped to the location of the holder, so if they ever went to ulthuan as a commander a bunch of buildings would explode
- Added a decision for the phoenix king that lets you make all land you may somehow own outside of Ulthuan into a colony. The player is given a choice of three lords in an event from the most powerful members of the colony
- Added a new culture for High Elf colonists, ai lords will embrace this culture if landed outside Ulthuan and switch back out of it if they somehow end up landed back in Ulthuan, the culture has +2 marital, opinion bonuses with interventionist elves and opinion maluses with isolationist elves to match the interventionist trait.
- Removed 40 buildings and added 4. Previously every High elf culture had two full building chains for cultural buildings one for inside and one outside Ulthuan. Now there is a single cultural building chain used outside of Ulthuan for all High Elf cultures that gives some of every troop type + chariot special troops.
- Added two new Bloodline for High Elves.
-The first is given to any Pheonix King who is burned crossing the flame, replacing the old trait, this bloodline is only active for Cadai religion characters of the founders dynasty, give large maluses to opinion with Cadai followers though the new colonial culture is more tolerant.
This bloodline can be deactivated by the second bloodline. As long as this bloodline is active, unlanded member non-heirs of your dynasty may decide to leave Ulthuan to any High Elf Colonies or become adventurers.
-The second is given when a member of the first bloodline manages to cross the flame successfully and is crowned Phoenix King, this bloodline is given to all members of your dynasty who have the first bloodline not just your direct descendants.
- Began reworking positions.txt across the map in preparation for the map overhaul
- Allow Norscans with patron traits to access some chaos events and decisions.
- Added a bunch of new scripted triggers to check which chaos god characters worship
- Offmap decisions are setup for undivided if needed
- Edited ai chance to stop hidden cultist outing themselves using the boons
- Summon Reinforcements from the warp wait time lowered from 2400 days to 1200 days
- Repaired the Norscan Warlord/Reaver traits and event chains
- Allowed Chaos Raid CB for all followers of chaos no matter their culture or goverment
- Allowed chaos rulers with ambitious trait to use county conquest CB
- Update to the artifact events from smiths etc.
- Applied fix to cure tomb kings, vampires, kdaai, demons(except nurgle demons) of disease related modifiers and disease related symptoms.
- Reiksmarshal Minor Title should now grant the Grudge Settler Runefang and removing the Title should remove it
- Added a small QOL improvement to the employment decisions.
You activate one decision to make them all appear, and another decision to make them all disappear from the intrigue menu.
- Added the Invite Witchhunter decision to allow you to request a witch hunter to join your court if there is none
- Added a Witchhunter Minor Title to protect your witchhunter from court exodus if you are over your court limit (will add more events tied to this in time)
- Repaired the employment decisions to show the name of the employed character
- Daemon Princes are hidden during character selection, you will have to know where they are to play them
- Crazy Cannibal fixed for Ogres
- Fixed the ability to spam the Chaos Dwarf selling armaments decision which could lead to players having unlimited money
- Gave Konrad von Carstein the county of Waldenhof
- Gave Mannfred von Carstein the county of Templehof
- Fixed a few event frames
- Made the ruler of Luccini of the "Lupo" Dynasty
- Gave Malekith the "Disinherited" trait to stop any inheritance loopholes
- Changed traits undernourished to is_malnourished and fat to is_fat to match vanilla traits. removed the original warhammer health traits
- Modified the provinces around the gulf of medes to fit Antoch, the Brettonnian Crusader Fortress-City
- Added unique building - Antoch which provides commander limit, tax income, light cavalry, and knights
- Added the knights of Antoch, a holy order from Brettonia who wages war in the southern desert in the name of the lady
- Fixed the CB_icon_strip
- Increased orc tax income
- Removed duplicate Sea Temple building
- Gromnil mine changed to Gromril
- Regular Tomb Kings county cb restricted to inside e_nehekhara, prestige requirement raised to 250 prestige. A separate version for outside e_nehekhara costs 2500 prestige however the cost goes down to 1500 if you control either the whole western or eastern region of Nehekhara, if you have e_nehekhara the cost goes down further to 250
- Added onto the Chaos Cults system
- Doom Engine + Magic Laws/Battle Magic Edits
-Doom Scale change from 1-100 to 1-1000 and changed to global variable from a province variable.
-All changes to the counter changed from directly changing the value to scripted effects e.g.
add_doom_progress_tiny_effect,
reduce_doom_progress_major_effect etc.
(There are some still some old ones in the files, but these are in unused events and pending a purge when testing version is out)
-Every single war declared by chaos rulers + norcan follower of chaos and all wars declared against them will add or remove 1 doom depending on the result. Wars vs other chaos rulers, Skaven, norscans are excluded.
-Chaos specific cbs add or remove more.
-All barony’s fully looted by chaos rulers give 1 doom if held by non-chaos rulers.
-daemonic_subjugation cb needs higher than 250 doom to use
-The passive removal of doom every year by the vortex is around 5-20.
-All randomly spawned in adult courtiers have a very small chance being mages for Humans with legal magic, Amazons, Chaos Dwarfs, Elves, Skinks, Skaven and Beastman.
The chance is heavily influenced by the characters traits and the doom counter.
-Daemon summoning in the new battle magic has a higher chance of summoning more daemons when doom is higher.
- Humans become more accepting of legal magic when a realm manages to keep it legal for over 50 years
- If a peasant leader spawns as a mage and wins they get a bloodline and get the magic legal law added to their new realm.
- Added debug event HH_Debug.1 to make a character a mage, you need to use this rather than the console to setup magic power modifer, xp levelling etc.
Will give appropriate lore trait for race/culture/religion. Only use with, Humans/Amazons/Vampires, Chaos Dwarfs, Elves, Skinks, Skaven and BeastmEn
- Repaired wonders for dwarves and other races
- Disabled the Dwarf Mason trait requirement for the Royal Clan Halls until we implement the societies
- Hid the Mordheim Notification in case a player somehow manages to take it before the warpstone runs out
- Added The Arena of Zanbaijin wonder
- Added a generic Chaos Fortress wonder to mirror the traditional Grand Fortress Available to order races
- Placed a few chaos fortresses throughout the chaos wastes
- Added Skavenblight as a wonder
- Allowed Underground City for Beastmen and Goblins
- 250+ new artifacts, though about half still need GFX
- Armour and Magic interaction created
Added flag armoured_caster to artifacts for characters that cast magic in armour without penalty.
Added in the necessary scripted scope values and modifier definitions for the armour artifacts to provide their duel buff
- Assigned the following artifacts to Dwarf characters-
-Dimrond Angrun received:
Gromril Armour
Clan Angrund Hammer
Defiance Shield
-Slayer King Garagrim received:
Gromril Armour
Axe of Dargo
Slayer Crown
-Alrik Deathdealer received:
Axe of Grimnir
Armour of Skaldour
Dragon Crown
Great Book of Grudges
Throne of Power
- Adds in decisions to buy a black dragon egg, hatch it and eat it.
- Added in missing black dragon hatchling artifact so that Black Dragon events function.
- Malekiths armour is now cursed so he cannot remove it
- Malekith no longer spawns with a Wyvern.
- Added in an offmap system for each of the four chaos gods, this is fully featured and is how you recieve boons from the gods! Im not going to go into detail here as I want you to explore the system for yourselves
- Added in an Warband(Warrior Lodge) system for each of the four chaos gods and undivided, this is fully featured and is another way to recieve boons from the gods! Im not going to go into detail here as I want you to explore the system for yourselves
- Fix Empire unification bloodline
- Removed/fix references to the elixir_of_youth trait, its an artifact now
- Allow pillaging provinces with only 1 settlement
- Minor QoL on establish_lahmian_presence decision
- Updated fimir shearl to be unable to inherit or hold titles
- Females that follow slaanesh no longer have the option to go celibate
- Allowed Southlanders to tell a story (african flavor from HF)
- Allowed decision "hold a grand hunt" for cadai and cythari elves group, and allowed females
- Humans are more likely to support magic when doom is high and less likely when it’s low
- Expelling the witch Hunters will make magic de facto legal and will make witches and hedge wizards start appearing in the realm
- Realms ruled by peasant leaders and by those who have expelled the Witch Hunters will have a much higher chance of spawning mages if magic is not legal elsewhere in the old world
- Split magic laws out into their own triggers and effects files
- Doom counter can no longer go negative or over 1000 and should start properly.
(Now triggers off Malekith on game start and then is set as a repeating event on province 1 every year)
- Doom can now passively increase per the amount of Champions, Chosen and Princes active in the world as well as if the Everchosen is active
This is a random chance and is lower if they only hold land in the chaos wastes and massively lower if they are not landed
Higher traits have a higher base chance of adding doom.
However the doom loss on death has been extended to champions as well, though at a much lower level
- Higher Doom makes mages much more likely to appear randomly (even higher for chaos mages) and also allows easier summoning of Demons
- Magic System
Moved all triggers and scripted effects used in the new casting system to new appropriately named files, everything outside these files is currently deprecated except for magic crafting and learning events
Rewrote magic xp system to make sense (Why the hell was it using three xp variables rather a single xp variable?)
- Magic xp is gained during casting in battle and passively through a random event
- Higher Magic potential traits make it easier for you to level up your magic power level
- Added a bunch of tooltips to magic triggers
- Liche priests and tomb kings get a 1 and 2 magic pool boost respectively, otherwise they might not be able to cast with a low magic power. Liche priests are incapable of levelling up magic xp anyway so not that overpowered
- Wearing armour as a mage can reduce battle magic pool if not using specific mage equipment
- Gave orcs and goblins a chance to spawn with magic
- Also made non historical characters on game start have a chance to be mages not just those generated as the game continues to make each game different
Average of about 6 High Elf mages, 2-3 dark elf mages, 5 chaos mages etc.
- Changed time for expelled_strigany modifier to expire after 10 years
- Magic system extended to sieges
On a siege starting it will check all attacking commanders in the army and apply a scaling province modifier that reduces fort level, garrison size and levy reinforce rate depending on the total magic power present in the attacking force.
A tutorial event will pop up first time it happens for the player same as battle magic
- Added Star Sign mechanic to the Civilized Humans of the Old World. They are traits with small modifiers, and they also affect the AI personality
- Added the Court of the Everqueen government
- Added the Norscan Tribes government with unique charframe rings
- Gave Dwarfs the mountain_ambush_tactic Combat Tactic
- Added special combat tactics for the chaos warbands when experiencing a call to glory
- Fixed the ai Everchosen spawn events
- Added Black Crusades
-Black Crusades can be started by the Everchosen, or an undivided ruler with enough prestige and piety can start one by decision if no Everchosen exists and there is a moderate level of doom
-Other chaos religions (except chaos dwarfs) and Norscans with a dark patron can join in after the war starts for a chance at artefacts and favour if chaos wins
-However they will not receive any land or war chest rewards due to hardcoded limitations in the crusade system.
-Otherwise functions mostly the same as base game crusades with events, bloodline, traits, and GFX made more suited to chaos
- Broad priority for targeting is
> Kislev (Volkova then Kislev Kingdom)/ the Watchtowers
> Empire Coastal
> Empire interior/ other parts of Naggaroth/Norse dwarfs
> Brettonia/Ulthuan/Estalia
> Tilea
> Border Princes
> Main Dwarf Holds/Araby
> Southlands
> Tomb Kings/Lustria
- Ropsmannia removed and its land given to the Kislev kingdom for purposes of making Black Crusade targeting only take 2 wars to get through the Kislev empire and move on to The Empire.
- Ropsmannia is now a cultural name for e_kislev and k_kislev
- Added a few extra debug events HH_Debug.2 and HH_Debug.3 to add or reduce doom
- Fixed save bricking crash with old amazon event causing wh_setup.7 to keep trying to fix a character religion in an infinite loop.
- Using magic_physical_healing can now remove eunuch trait AND blinded trait
- State Troops moved again, this time to Obligation Laws. Overall this should help balance as Merchant Republics no longer get access since they get a bonus per tradepost
- All Culture Modifiers restored and balanced
- Added a Unique Building for Mordheim
- Added The Asur Mountain gates Phoenix, Eagle, Griffon, Etc. as Wonders
- Added special Asur Wonder Upgrades for the Gates
- Changed Castle Drakenhof to a wonder
- Added Mourkhain as a damaged wonder to the Badlands
- Added Nagashizzar as a wonder
- Adjusted the amount of chaos undivided rulers at game start
- Added the "Herdstone" building for beastmen, its easy to build and contains several modifiers to give them a bit of a chance
- Overhauled Beastmen Retinues
-Ungor Raiders, light infantry and archers with a 20% offensive/defensive bonus for both
-Gor Raiders, archers and heavy infantry with a 30% offensive/defensive bonus for both
-Bestigor Raiders, heavy infantry with a 50% offensive/defensive bonus and a 20% morale boost
-Centigor Raiders, light cavalry and horse archers with a 30% offensive/defensive bonus for both
-Razorgor Chariots, chariots with a 50% offensive bonus and a 20% morale boost
-Harpies, war beasts with a 80% offensive and 50% defensive boost
-Minotaur Pack, war beasts with 100% offensive bonus and 100% morale boost
- Overhauled Chaos/Norscan Retinues
>Religion Specific
-Plague Champions, heavy infantry with a 80% defensive bonus and 20% morale boost
-Khorne Berserkers, heavy infantry with a 80% offensive bonus and 20% morale boost
-Exalted Ones, heavy infantry with a 20% offensive bonus and 80% morale boost
-Brood Lords, heavy infantry with a 40% offensive bonus 30% defensive bonus and 40% morale boost
>General
-Chaos Marauders, Light infantry and archers with a 20% offensive bonus and 20% morale boost
-Chaos Marauder Champions, pikemen and heavy infantry with a 40% offensive bonus and 50% morale boost
-Chaos Warriors, heavy infantry and pikemen with 50% offensive bonus and 80% morale boost
-Marauder Horsemen, horse archers and light cavalry, with a 50% offensive bonus and 20% morale boost
-Chaos Knights, heavy cavalry, with a 50% offensive bonus and 80% morale boost
-Gorebeast Chariots, chariots with 50% offensive bonus and 20% morale boost
-Trolls, War Beasts with 50% offensive bonus and 80% morale boost
-Giants, War Beasts with 100% offensive bonus and 30% morale boost
>Norscan only
-Skin Wolves, War Beasts with 80% offensive bonus and morale boost
-War Mammoth, war elephants with 50% offensive/defensive bonus
>Nomad only
-Dragon Ogres, war beasts for chaos chosen, 200% offensive bonus and 100% defensive bonus
-Dragon Ogre Shaggoths, war beasts for daemon princes, 400% offensive bonus and 200% defensive bonus
>Piety Retinues
-Forsaken, daemonic host with 100% offensive bonus and 50% morale bonus
-Chaos Spawn, daemonic host with 100% offensive bonus and 100% morale bonus
-Fimir Raiders, light infantry and heavy infantry, 100% offensive bonus and 50% morale boost to both
- Nerfed the Green Knights combat bonus so he wins less
- Beastmen do not have access to offmap powers, they will get a separate "Brayherd" mechanic
- Removed the culture requirements from unholy_raid cb. Now every chaos follower can use that cb
- Von Carstein Vampire War Events should now check held titles before firing
- Beastmen Duels for rulership are now deadly
- Added a offmap boon to become a chaos undivided champion as undivided could not become the other champion types
and the only other way was through the warbands
- Ai will now use all boons, and request them in a more intelligent way e.g. will only summon one daemon familiar of each type, won’t claim more than 1 steed etc.
- Made it so when the ai event to make them join a Warband fires it will prioritize rulers joining, basic daemons, bloodletters, plague lords are now forbidden from joining. As well as rulers e.g. mercs who don’t hold actual land
- Warband ai memebership limit upped to 60
- No more independent barons seagits/norcans turning into nomads
- Norscan Gov won’t turn to republic gov when holding just castles
- Fixed landless nomad witch hunters chapters
- Added blood dragon culture check to racial triat assignment system
- The chaos ruler in Mordheim is no longer the Everchosen
- Gave the mark and champion traits a bit of piety gain
- Fixes some scoping issues on the modifiers that were meant to stop chaos waste nomads wasting time making each other tributarys
- Every daemon in the world has a miniscule chance of adding doom
- Once you have a mark of a chaos god or are a champion of that god as undivided you are able to convert to that god
- The Chaos Offering Decision no longer Fires Twice
- Black Crusades can now be called at low doom once per century per religion, medium or higher doom is still every 30 years per religion
- If any kingdom in the Chaos Wastes or Norsca (except Fjellsende, The Goromadny and the Isles) are held by a non chaos ruler then the once per century restriction is lifted, Chaos will focus on the Chaos Wastes then Norsca
- Adjusted technology in the Chaos Wastes
- Added the Mark of Chaos for the Everchosen
- AI will no longer take their husband as a consort
- Fixed a few instances where chaos nomad govs might not be setting correctly in nomad agitation and minor clan uprising events
- You cannot send mounts gained from the offmaps back to them for more Favour
- Artifacts with a higher quality level than 5 now no longer give the same favour as a quality level 3 artefact
- Added scripted effects to give or take varying levels of favour appriate to the offmap a character has access to. Changed chaos cb’s to use these effects
- You can no longer learn lores through boons multiple times or become a berserker if you a mage and vice versa
- Chaos Undivided can use the steeds from the offmaps
- Made the ai even more sensible with boons
e.g they won’t recruit champions if they are not one themselves, they won’t always summon an army unless they are at war to allow them to save up for higher tier boons etc.
- Fixed issue with Fimir born from human mothers not getting Fimir portraits
- Slavery menu now works for selling slaves
- Magic revolts will no longer pick an imprisoned person to be the leader
- Black Crusade game rule is switched around and the default is everyone has access
ultimately the ai is stupid and we need undivided chaos rulers to have the potential to call them if we don’t want to just have an event for them to fire
- Zanbaijin holdings and chaos holy sites will no longer be destroyed when a chaos ruler in the wastes converts to a nomad
- The Lizardmen War to reclaim the staff of jade has been added, the empire of lustria has to be formed first, and then Mazdamundi will awaken to lead the lizardmen against the Bretonnian Crusade City of Antoch
If you succeed he will enact the ritual to reset the doom counter to 0
- The secret Kislev event will now make you an ice-witch if you succeed as a fallback route to keep the magic alive until the overhaul
- Converted the Oak of Ages to a wonder
- Fimir will now get blinded instead of one eyed
- Adjusted Disease outbreak start dates
- Returned access to specific offmap gods for beastmen that worship them, but increased the boon cost similar to Chaos Undivided
- Added the Breyherd offmap Power for the Beastmen, this is unique from the other chaos gods with its own set of mutations and effects for beastmen
- Fix to edge case of spell units not spawning in correct province, and fix to prevent commanders getting kicked when casting starts. Had to turn off auto army merging due to hardcoded bug with commanders being kicked when merging
- Placed a Beastman ruler in Morgheim surrounded by orcs on all sides but determined to hold the ruin
- Merged the "old world only - Elf Enclaves" submod with "old world only", since the doom engine fires on malekith on game start.
- And many many general bugfixes and localization fixes
v1.1
v1.0.2
v1.0.1
v1.0
v0.13.4
Установка: Из основного архива помещаем папку мода и mod-файл в соответствующую папку для модов по адресу:
C:\Users\%username%\Documents\Paradox Interactive\Crusader Kings II\mod\
Не устанавливайте по адресу "[папка с игрой CK II]\mod\", иначе мод подгружается неправильно и работает с ошибками.
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