vitovt13

Warhammer: Geheimnisnacht

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vitovt13
 
Warhammer: Geheimnisnacht
 
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Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. (CK2 v2.8)

 

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:

  • Совершенно новая карта со всеми важными местами Warhammer Fantasy.
  • Множество различных рас на выбор, каждая со своими особенностями.
  • Станьте магом и контролируйте ветра магии.
  • Станьте вампиром и даруйте другим тёмный поцелуй смерти.
  • Станьте вечноизбранным чемпионом Хаоса и поведите орды на южные земли.
  • Станьте культистом разрушительных сил или прогоните их из вашей державы. Будьте осторожны, вы никогда не знаете кто именно является рабом тёмных богов!

И многое другое…

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i

Мод англоязычный, русификатора к нему пока ещё нет. Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

 

i

DLC Ruler Designer не совместим с модом. Не создавайте своих персонажей.

 

Спойлер
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Спойлер

 

  • Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. (CK2 v2.7.1)
  • Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ( CK2 2.6.2/2.6.3 )
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Спойлер

 

v1.1

  • Toned down the frequency of Greenskin vassal-liege duels
  • The Greenskin kingdom/empire breakout on it's ruler death will only happen now if the ruler was independent
  • Re-arranged the Arabyan city buildings so that they make slightly more sense
  • Fixed an issue with Centralization law showing up for Greenskin realms
  • Basic implementation of Khaardun, the Everchosen during the start date
  • Lore of Heavens Non Combat, Lore of Heavens Proc events, added hooks for other lores in dueling engine
  • Localisation changes, added passive learning generation to magic power event cycle
  • Settle Grudge CB now takes a part of the defeated party's treasure if they're Greenskins, Skaven or Chaos Dwarfs, instead of killing them
  • Added a bunch of defines modifiers that didn't get moved to the override files from the old defines replace ( MAX_LONG_REIGN_BONUS, MALE_ATTRACTION_CUTOFF and FEMALE_ATTRACTION_CUTOFF )
  • The Seduction focus "age risk" event should now trigger or not trigger properly for certain long lived races or immortal characters
  • The Beastman and Lizardman job action events' chance to trigger should now show properly when highlighting the respective job actions
  • Moved a bunch of on_action yearly pulse events back to less performance heavy MTTH with proper pre-triggers in place ( more to come )
  • Removed Dwarf Tunneling decision ( Obsolete and hardly working )
  • Doom Counter notifier is now actually a notification ( ie. will appear in the top right corner with the rest of notifications )
  • Minor Bug fixes to Magic System, update to magic cooldowns, update to dueling to cover Slann
  • Universities should now work properly for both male and female sons and parents ( except in the Arabyan case, of course )
  • Added Erengrad event chain for Kislev, added the fearfrost trait and event for Tzarina of Kislev to acquire it
  • Fixed the Fingerpori coat of arms to display, was displaying as gray
  • Added fearfrost trait to starting Tzarina, as well as her female predecessors
  • Emperor now gets claims on the King titles of elector counts who refuse his rule during unification
  • General fixes to unification to make it less messy
  • Imperial dynasty flags updated
  • Significantly nerfed Nehekharan castle buildings, mainly the tomb structure
  • Added ships for Lizardman cities and castles, praise the old ones!
  • Black Orc portraits should no longer have helmets clipping through their helmets
  • WAAAGH event troops no longer suffer from attrition ( subject to change )
  • Boosted the number of ships spawned by WAAAGHs
  • Gave tanistry to every owned title in de jure Albion
  • spell resist mechanics added
  • Fixes for Spawning pools
  • Basic Localisation for lore of beasts testing
  • Temporary fix to obscenely unoptimized event
  • Nehekharans, Vampires and Daemons should now regenerate lost eyes, limbs, and other Reaper's Due stuff
  • Buffed temple piety income
  • Item inheritance should work correctly now ( I.E. it should go to the dynastic heir whenever possible )
  • Imperial State Troops are no longer held by adventurers ( hopefully this will stop random game overs and nomad inheritances all over the Empire )
  • Empire will now be elective upon peaceful reunification
  • Successful Grudge Wars against permanently grudged races ( Greenskins, Skaven and Chaos Dwarfs ) will now have a 5 year cool-down period against the executed target's heirs
  • The Underground Invasion CB ( Available for Goblins, Dwarfs and Chaos Dwarfs against Underempire counties ) should now work correctly
  • Switched around dwarf garrison modifiers for walls
  • Buffed all new greenskin buildings
  • Changed Black Orc HI numbers
  • magic balance changes for spell cycles
  • Fixed reference to inexistent government
  • Disease immune races should no longer get Lover's Pox through seduction/tumbling events
  • Added the anti-death IF to some death commands missing it
  • Removed many minor special buildings for performance reasons, these include:
    • Empire: Averheim, Wurtbad, Hergig, and Wolfenburg
    • Bretonnia: Artois, Lyonesse, Gisoreux, and Montfort
    • Border Princes: Akendorf
  • Added new special buildings, these include:
    • Norsca: Olricstaad, Ufsland, and Kraka Drak
    • Araby: Al-Haikk
    • Tilea: Remas and Miragliano
    • Estalia: Magritta and Bilbali
    • Kislev: Erengrad and Praag
    • Bretonnia: Mousillon
  • Minor buffs to existing special buildings for Dwarfs and Tlanqua
  • Greenskins get Mount Gunbad and Azril-Ungol as special buildings
  • Western Dwarf holds of Karak Hirn, Karak Norn, and Karak Izor removed
  • Iron Peak was changed to represent a restored Karak Eight-Peaks
  • Night Gobbos can no longer build both goblin camps and night goblin camps in the same holding.
  • Added descriptions to the Estalian unique buildings
  • Bilbali is now a city and the main holding of the province with the same name
  • Fixed characters studying at universities, returning as hedonists and not getting the Academic trait
  • Dorfs can now get an arty retinue
  • Minor rebalances for Dwarven gunpowder barracks
  • Added localisation to the Al-Haikk special building ( tried to be as accurate to both canon and Silf's fluff as possible )
  • Tweaked some of Araby's title localisations so it makes a bit more sense
  • Only Ormazdics and Kitabids have access to the vanilla Muslim conquest CB now
  • Forest Goblins can no longer colonize a province twice
  • The Warboss leading Black Crag is now a Black Orc
  • Nerfed Black Orc duel stats a little bit
  • Added descriptions for the Tilean unique buildings
  • Localization for Kraka Drak, Praag, Erengrad, Olricstaad, and Ulfsland
  • Heresy icons for the three Imperial faiths were fixed
  • Added missing decision file preventing trade posts from being abandoned
  • Added settlement decision to purge Skaven from surface provinces
  • Settlements decisions to purge Beastmen, Greenskins and Skaven now show up in the "important settlement decisions" pop-up for better clarity
  • Added localization to the Karak Eight Peaks unique building
  • Spreading Skaven or Lizardman cultures through normal means ( the random culture conversion event and the tribal settle tribe job action ) will now also spread the respective race's religion
  • Can no longer spread culture to Skaven provinces through the usual means
  • Miscast rebalance, nerfed high magic non combat
  • The Conclave "spouse offers to sign non-aggression pact" event should now target more sensible characters ( e.g. order races will target order races, and greenskins, skaven, beastmen and ogres are not options anymore )
  • Removed missing buildings from province history
  • Added magical power to Chaos Dwarf Sorcerer-Prophets missing it in character history
  • Bumped the starting age of several Norse Dwarf rulers
  • Ogres can no longer settle as merchant republics
  • Only Zealous AI characters will mend the Imperial religious schism now
  • Prettied up the Duel Engine a bit, localization-wise
  • Fixed an issue where, if your opponent fled a duel you wouldn't be correctly notified or you would get an event saying that you fled from battle
  • Added family to the Erengrad patricians so that the starting houses don't die out so quickly
  • Fixed broken Tobol river
  • Old Magic Engine removed, Lore of Ice (Unlocalized) Lore of Orcs (Half Localized) Lore of Tzeentch, Lore of Slaanesh ( Tomb Kings use light lore, Chaos Dwarves use Fire Lore)
  • Implemented resistance to 9 lores of magic, more rebalances for miscasting items, caster levels, more creature traits for spell casting.
  • Custom CoAs for Bretonnians and Dwarfs, additional CoAs added for others.
  • Cleaned up the muddled yellow trident Bordeleaux flag
  • Added new flag for Red Duke, old one is retained as a .bak file.
  • Added Halfling Pie Week and localisations for it
  • Minor fix for Couronne flag
  • Added CoA for Azalaïs
  • Cleaned up Montfort flag
  • Added Ulrican religion as an alternate trigger to Norscan culture group for becoming a berserker
  • New CoA for Cadai elves
  • Renamed "Blood Pact" to "Midnight Aristocracy"
  • More Nurgle daemon names
  • Fixed some parser syntax errors
  • Fixed a namespace number that went over 99999 ( could cause some event collision errors )
  • Fixed "has_landed_title" being used instead of "title" in a title scope ( has_landed_title only works in character scope )
  • Renamed El Cadavo to the ( only known ) canon Estalian colony, Santa Magritta
  • Added some cultural title renaming to the Cathayan-occupied parts of Lustria
  • Most of the Cathayan lands in Lustria are now feudal
  • Surface Skaven Clan Volkn moved to Fire Mountain ( their actual lore accurate base ), the Dwarfs of Clan Angrund now moved to Volkn's former home province ( Karak Azgal )
  • The holder of Clan Angrund has a strong claim on Karak Eight Peaks now
  • Can now only replace a Conclave dynamic merc band's captain with a character of your same religion group ( ie. no more Nehekharans replacing Tilean commanders in Tilean merc bands, hopefully )
  • Fixed some case sensitive stuff that could cause crashes in Linux OS
  • Fixed a local issue with Urban Militia
  • Also fixed Marcheur lords not getting new title local for BP.
  • Added a check to the independent witch hunter succession ensuring it only triggers for congregation governments ( this will probably end the game over/instant congregation switch bug epidemic )
  • Tweaked some of the ormazdic/muslim traits so that the opinions apply to those of the same religion
  • Moved the independent witch hunter election gov trigger check to an IF limit to avoid certain situations where it should trigger and wouldn't
  • Gave the Marsh terrain a province image pic
  • Imperial retinues(except for the knights) are now all 80 men each.
  • Retinues can be used by any Imperial, regardless of title or rank.(They are still culture locked, and the emperor has access to all, so long as the proper Elector-count is vassalized.)
  • Added back the event that removes RIP depopulation province modifiers
  • Fixed some minor local issues with imperial buildings
  • Buffed free company levy numbers a bit
  • Significantly nerfed Ungol and Roppsman military buildings; On the flip side, buffed Kislevite and Gospodar buildings
  • Kislevites get gunpowder units in exchange for losing their war beasts, and the Kislevite stable has been given extra knights to compensate
  • Changed numbers for Kislevite retinues, also added new retinue shared among the Gospodars and Kislevites
  • Added some new buildings for non-chaos Dwarf merchant republics
  • Dwarf barons can no longer use retinues
  • Modified/Added MTTH modifiers to the Reaper's Due disease removing events that take into account the lifespan of long-lived races
  • Added CD mansion buildings
  • Added Hobgoblin retinue for CD, made the CD retinues similar to their non-corrupted counterparts, and added a Hobgoblin debuff to the Dwarven culture modifier
  • Fixed some Dwarf tech requirements, also made mines buildable on wasteland provinces, and the first three on hill provs
  • Added a more Dwarf renamings to the Darklands
  • Non combat magic menu added
  • Finished Bretonnian building chains
  • Allowed Dwarf mines to be build in the underempire
  • Warpstone mines can only be built by Skaven characters
  • Fixed some technology problems with vampire/grail knights
  • Bugfix to Araby Universities
  • Globadiers and Jezzail dens are no longer auto-built at the start of the game
  • Changed unit numbers for a large amount of small unit retinues, they should withstand combat a bit better now
  • Fixed a bug with Erengrad not appearing in it's holding.
  • Fixed an issue with lizardman city buildings
  • Also fixed an issue with Hochland's retinue
  • Filled out holdings for all provinces
  • Added some triggers to stop certain races ( greenskins, lizardmen, skaven... ) from receiving "female" lovers through some event chains
  • Certain focuses ( seduction, intrigue ) will no longer be taken by the AI if certain game rules are enabled
  • Fixed shrewd and dull not having the proper opposing traits
  • Tentative fix to the duplicate Beastmen clans on inheritance
  • Can now send slaves into provinces through a settlement decision (The AI will still use the old slavery menu method, for compatibility reasons)
  • Tweaked the Beastman liege-vassal duel events to avoid certain weird bugs
  • Chaos Undivided characters now also have access to the Chaos Offering decision that was already available to the other Dark Pantheon religions (They can choose which Chaos God to sacrifice to, but can only offer lesser sacrifices and the reward/risks are much lesser than for dedicated worshipers)
  • Chaos Undivided characters might now ascend to Champion-tier ( but not Chosen or Daemon Prince ) once with a random Chaos God, which Champion trait you gain depends on various factors, such as traits, stats, and favour with each Chaos God
  • Alternatively, balancing favour with each of the Ruinous Powers will instead increase your chances of getting the "Undivided Champion" trait, which doesn't grant as much stat bonuses as the god-specific champion traits but doesn't bring any malus either
  • Chaos Undivided characters with a Chaos God-specific trait might now switch to that god's religion through newly added decisions (Switching religions this way will grant you a large quantity of favour with the religion's god, but will remove that same quantity of favour of the other gods)
  • Mind Influence Spells for Shadow Lore Non Combat
  • New Host of Chaos flag
  • Added mechanics for an AI Everchosen to spawn; if theres no living Everchosen, a new one will be set to spawn ( with a mean time to happen of around 90 years ) in the Chaos Wastes with considerable event troop spawns, he will proceed to blob in the Chaos Wastes and making his way down to the Old World
  • The Everchosen may use the unique "Everchosen Invasion" CB which, on victory, takes all the counties in the kingdom where the CB was declared to, and ones occupied during the war as well (Characters of Chaos or Norscan religions might submit and surrender to the Everchosen through an event when this war is declared against them)
  • The Everchosen now has a unique gfx culture
  • Using the "send slaves" settlement decision will now actually subtract slaves
  • AI Everchosen no spawns with extra money
  • The Everchosen now gets a built-up nomad holding on his first victory
  • The Everchosen now gets the Nurglite disease bonus modifiers
  • The Grand Generaless' demesne should now be feudal
  • Fixed issue with Chaos Spawn retinue not having a proper special troop assigned
  • Ensured all name files are in ANSI encoding
  • More helpful hints and tips
  • Compatch to 2.7 and Monks & Mystics
  • Added 5 secret Chaos Cult societies and removed old Chaos Cult system.
  • Replaced the Geheimnisnatch suspicion system with vanilla's visibility system
  • Added the Order of the Bleeding Heart ( Shallya )
  • Members or rank 3 or higher ( Magus or High Magus ) of any Chaos Cults can attempt to infiltrate secret cultist cells to provinces within their realm
  • The High Magus of a Chaos Cult can start an uprising in their realm, all the provinces with secret cultist cells will flip to the respective chaos religion, you will declare an independence war against your top liege if not independent, and all fellow cultists inside your realm will get a chance to join you in the uprising (Using this decision will cut all your ties with the secret Chaos cult, though)
  • Moved most items from traits to proper artifacts
  • Added specific religious opinion modifiers to some traits ( ie. Grail Knights now get an opinion bonus towards Grail religion characters )
  • Chaos Champion and Chosen of any culture may now also get their respective Chaos armour represented in their portrait
  • Members of Ulrican and Sigmarite holy orders now get Wolf-Priest and Warrior-Priest clothing, respectively
  • Fitted map border model (after being missing for years)
  • Tzeentch recruitment event loc should show properly
  • Added anti-death checks to some of the MnM stuff
  • As a Chaos Cultist, sacrificing someone of an opposing God's cult ( Slaanesh for Khorne, Tzeentch for Nurgle, Nurgle for Tzeentch and Khorne for Slaanesh ) might now yield extra society power
  • Added scripted triggers to a bunch of events in health_events
  • Added some pre-triggers to the most problematic even triggers
  • Removed the standard "ill" trait from all starting characters in character history ( doesn't make much sense )
  • Added triggers to check if a character is a demon and if they can get sick
  • A bunch more optimization pre-triggers
  • performance increase to nurgle's blessings
  • The AI can only use the Elf Courting targeted decision if it's a count-tier ruler or above ( performance improvement )
  • Elven barons and landless courtiers will now court through a bi-yearly on_action pulse random event ( performance improvement )
  • Added clothing specific to members of the Hashisin secret society
  • Moved pig and toad portrait effects from portrait properties to their own conditional overlay
  • Fixed H name search bug
  • Added lore based creation dates to runefangs
  • Fixed spawning of ostermark runefang
  • Added (unknown) creation dates to regalia of chaos created for the AI Everchosen
  • Implemented the Cult of Pleasure as a fully working secret society, available to both Druchii and Asur
  • Pleasure Cultists gain the ability to twist fellow Elves into the Cult of Pleasure at rank 1, and the ability to Quirk people at rank 2
  • Most of the mechanics related to the Cult of Pleasure are the same for the secret society (Being openly exposed as a pleasure cultist means that you leave the society and become an open worshiper of Atharti, independently of being Asur or Druchii)
  • Added some items from the WHFB common lists into the game as artifacts.Pending balance.
  • A random batch of common items will be distributed amongst all landed rulers at the game's start
  • Now only humans, elves, dwarfs, halflings and ogres can become the captains of dynamic Tilean/Estalian feudal mercenary companies
  • Bretonnians now properly get the "true knight" modifier ( ie. vanilla re-localized True Christian Knight )
  • The options in the recruitment ritual for the Chaos Cults no longer care if the ruler is married or not ( unless he's being recruited into the cult of slaanesh )
  • Entering any Chaos Cult or the Cult of Pleasure now actually switches your secret religion to the one related to that cult
  • Set the Chaos Cults and the Cult of Pleasure as the "secret cult" of their respective religions
  • Added more unique CoAs to take advantage of those that are already made but not utilized
  • Added some dynasty CoAs so that various Ormazdic rulers have unique arms that match their realm CoA
  • Added Lizardmen 3d models
  • Fixed some issues with first Khemri royal tomb building
  • Fixed an issue with Druchii being able to build two wall types
  • Added Tomb Kings 3d Models
  • Fixed the wainriders insane attack stat
  • All Chaos Dwarf slave buildings decrease garrison size, numbers aren't final so they'll likely need tweaking
  • Changed all files related to the unit models to use lower case characters to fix CTD for Linux users
  • 85 minute of new music added, composed specifically for the Geheimnisnacht Mod
  • Typographical edits and grammatical tweaks
  • added orc models
  • Dark Elf Models added
  • Made it less likely for elfs to spontaneously join the cult of pleasure
  • Made joining the cult of pleasure even further less likely
  • Bug fix for Nurgle's Blessings
  • Reduced mutation chances for Purple Hand
  • Made nurgle's blessing for leprosy remove entire fertility malus
  • Removed vanilla MnM event that have geheimnisnacht equivalents
  • Society bug fixes for corrupting a priest/prisoner induction
  • Added checks to make sure you can't quirk/twist daemons
  • Fixed issue with gaining cruel from quirking while already cruel
  • High magic effects should no longer automatically trigger
  • Reduction in chance of doom counter by 25 times.
  • Fixed Nurgle's Touch bug

 

v1.0.2

  • Minor local changes to norscan collapse events.
  • Fixed an issue related to pirate walls
  • Added Arabyan chains for cities, temples, and castles
  • Fixed up Arabyan culture modifier, and gave it to the Nehekkas as well
  • Change unit numbers for Myrmidens
  • Changed some local for Khypris and Akendorf
  • Long lived characters like Elves, Dwarfs, Grail Knights and miscellaneous immortals (elixir of youth, vanilla immortals) much less likely to get ill until certain age limits (Grail Knight: 100, Dwarf/Chaos Dwarf: 150, Elves: 500 misc Immortals: 2000)
  • Added some new retinues for the Arabyans (Three for Each culture+Nehekkas)
  • fixed magic menu duplication bug
  • Only Humans, Dwarfs, Elves, Halflings and Ogres might now get the Lunacy Self-Worship event (Undead characters [Vampires, Nehekharans] and Chaos worshipers are excluded even if members of those races)
  • Compatched some events to 2.6.3
  • Toned down the number of (old) magic engine magic special troops the Nehekharans get when casting
  • Hopefully fixed a strange bug where levies disappearing when fighting against mages who use the old magic engine
  • Added back item inheritance
  • Most vanilla minor titles revised so that they fit better with Warhammer (Dwarfs can no longer name masters of the horse or keepers of the swans, etc...)
  • Added a few new flavor minor titles for Old World Humans and Dwarfs (more to come for other races and factions)
  • Added a Forest Goblin count in Albusdorf, in the Border Princes
  • Added a Savage Orc ruler in Chayük (Badlands)

 

v1.0.1

  • Commented out missing events at the on_actions files
  • Fixed the syntax at some check_variable commands
  • Fixed wandering genius physician being of random culture
  • Character history fixes
  • Reverted to old Chaos Dwarf title localizations
  • Character family links fixed
  • New Reaper's Due illnesses now actually give attributes bonuses for Nurglites
  • Potion of Cure Disease now cures Cancer
  • Additional Reaper's Due disease/symptoms system integration into Warhammer events
  • Added additional triggers to stop disease-immune races from catching diseases
  • Replaced unused illness traits with the renamed vanilla ones actually in use
  • Removed fort level penalty from some modifiers to avoid negative fort level numbers bug
  • Fixed Old Kiallakr's and Valka's era select character description
  • Fixed the bug where the Proselytize job action wouldn't show up for some court priests in the council tab
  • New Nehekka dynasties
  • In a situation where a Dwarf would issue a Grudge against a member of his same Clan, it is now the offending party and their children who will be expelled from the Clan
  • Made all Kislev's Tzarina's holdings True Cognatic
  • Nurglite cultist province plot now spreads a random disease outbreak (Nurgle's Rot excluded for now)
  • Having a Plaguebearer daemon at court might also start a disease outbreak in your capital
  • Fixed the WAAAGH warning against target event localization
  • Daemon names expanded
  • Texture mod removed for maintenance
  • Amazon, Lizardman dynasties expanded on
  • Fixed provinces growing back while using a removal submod
  • Removed female patricians
  • Fixed stray pixels
  • Removed DLC map monuments
  • Added Black Orc, Savage Orc, Forest Goblin and Night Goblin portraits/gfx cultures
  • Greenskin provinces will now flip to a Greenskin's ruler culture and religion (in a MTTH of 10 days) if the ruler is in the same Greenskin culture group as the province (For example, Goblin rulers will flip the culture of Forest Goblin and Night Goblin province to their own instantly, but can't flip a province of any Orc group culture, they must still do it through the "Settle X with Greenskins" province decision as usual)
  • Greenskin buildings are now set using the new cultures, rather than terrain as before
  • Black Orc characters might now show up in the court of too strong or too weak Greenskin realms (Realms that are either ruled by a Weak Warboss or with a realm size of 20 or more) and challenge its ruler to a duel for the control of the tribe **Be warned, they're brutal opponents**
  • Changed province and character culture of some Orc and Goblin realms to the new Greenskin sub-cultures to better reflect the fluff of some areas (Savage Orcs in the southern Badlands, Night Goblins in the mountains, Forest Goblins in the Southlands...)
  • Greenskin revolts now use the new Greenskin cultures (Savage Orcs pop up in the Southlands, Night Goblins in the mountains and Forest Goblins in the forests)
  • Added a couple of new buildings for the Savage Orcs and the Forest Goblins
  • "nomadgfx" graphical culture renamed to "nehekagfx" to avoid conflict with vanilla's gfx culture
  • Beastmen now have the same duel stats as Humans and Skaven
  • Set some unused or aesthetic cultures to hidden in the ruler designer
  • Receiving the Nurglite disease blessings now removed bedridden and mild illness modifiers
  • Fixed tradeposts not having buildings in some situations
  • Added a Game Rule controlling the frequency of Battlefield Duels
  • Greenskin dynasty improvement
  • Added New Nurgle magic Lore, and fixed magic casting issues

 

v1.0

  • Added Albion
  • Albion is completely isolated (If your capital is outside the Albion region, you won't be able to declare any kind of war to any title whose capital is in Albion; The inhabitants of Albion can declare war amongst themselves as usual)
  • Ships with embarked troops traveling through the Mists of Aalbion sea province or any of the coastal Albion sea provinces, whose owner is not of Albion culture and Old Faith religion, will find that the embarked troops have suddenly vanished, forever lost to the mist (The inhabitants of Albion cannot cross through the Mists, but they can sail around the coast)
  • The Mists of Albion will eventually disappear in 2302 or whenever the influence of Chaos is strong enough, allowing for wars to be declared against Albion and for characters to marry Albionite characters
  • Added Dark Elf mercenaries around the world
  • Changed a number of mecenary/holy orders to female leadership
  • Added proper Albion portrait set (woad facepaints and all)
  • Disabled on_character_convert_religion event to keep certain races locked in certain religions due to it being a possible crash cause
  • Changes to retinue subunits
  • Fixed issue with khemri building requiring regular walls
  • Begun the effort to make some of the new nicknames appear randomly on rulers
  • Added buildings for non-chaos Dwarf temple and city chains
  • Added a new event that fractures NON-NOMADIC Norscan and Kurgan/Hung group nations if the heir does not some requirements (These requirements are different based on religion)
  • Added a new random list to the minor clan uprising for the Chaos Wastelanders, so old cultures can return from the dead
  • Added localizations and tweaked the new Dwarf city and temple buildings
  • Added building chains for the Asrai
  • Made most of the Kislevite realms north of River Lynsk into Tribals
  • Added Asur and Dwarf map building models, based on re-skinned vanilla Indian buildings
  • Added Halfling buildings
  • Fixed some Dwarf city buildings requiring castle tech
  • Fixed issue with vampire knights, undead horde and daemonic horde special troops not showing properly in the holding levy display
  • Fixed blank event when selecting the Grand Tournament options for the Bretonnian Tournament decision
  • Fixed Goromadny province holders
  • Added Official Submods:
  • Old World: removes Lustria, Naggaroth, Ulthuan and the far Chaos Wastes
  • Ratcatcher: removes the Under-Empire
  • Albion Gone: allows for Brexit
  • Standardised character files and traits
  • Updated credits
  • Moved the Bretonnian Virtue tiered modifier system from triggered modifiers to a single 1-day mtth event for better performance
  • Fixed Chaos Dwarf merchant republics getting spammed with the "slave building not at capital" event
  • Adapted the bookmark characters to the new ID ranges
  • Armaments and artillery can now be both sold by and purchased from Chaos Dwarf patricians and merchant republics
  • Added Valkia the Bloody and the Bringers of Glory, equivalent to Dechala and the Tormentors
  • Bunch of fixes to buildings
  • Removed references to missing/non-existent traits in portrait properties
  • Fixed an issue with a female Estalian/Tilean/Strigany/Sartosan portrait hair frame clipping
  • Fixed an issue with a couple of male Halfling hats being slightly out of frame
  • Reaper's Due and 2.6 Compatibility added
  • Trade Routes now use the proper province modifier icon
  • Renamed all the vanilla localisation overrides from zz_ to 00_ again so that they work properly in 2.6
  • Added the Eyepatch and Mask overlays to all the Human portraits
  • The Pirate Prince of Sartosa now has the full Pirate pack
  • The Todbringer I. Claimant displays the proud Todbringer family tradition of one-eyeness
  • Northern Gods, Old Faith and Akghan religions behave like vanilla defensive pagans now (have home troop bonus, can raise defensive troops, can use the ancestor worship decision)
  • Vanilla diseases renamed to appropriate Warhammer equivalents (Characters immune to disease shouldn't get any symptoms ever)
  • Added the new vanilla diseases to the Nurgle's Blessing mechanics for Nurglites
  • Adapted most of the possible Court Physicians to Warhammer
  • Added pre-triggers to a bunch of our decisions for optimization
  • Races that can't get ill can't recruit or grant the minor title to court physicians
  • Added terrain images for our new terrain types
  • Relocalised the epidemic blame events to the Warhammer setting
  • Merged our disfigured trait with the new Reaper's Due one
  • Some important dynasties ( Unberogen, Leoncoeur... ) should no longer show up as random dynasties
  • Dwarfs may now summon a throng of warriors ( cost 80 piety ) when they're under attack by a religious enemy
  • Nurglites and Nurgle Daemons can no longer appoint or search for court physicians
  • Tribals and Nomads no longer get the witch hunter arrives at court events, nor can they call the witch hunters for aid
  • Added masks and eyepatchs to the Elf portraits ( should line up perfectly )
  • Removed some unnecessary game rules
  • Added eyepatches and masks to Dwarf portraits
  • Added proper Lunatic triggers/calls to the Reaper's Due events
  • Dwarf Oathbreaker war CB should now work properly
  • Cleansing Greenskin presence in the Badlands region is now much more difficult, the chance for failure and revolt is x4 as likely in that region
  • No longer able to establish WoL Business focus trade routes with Greenskins, Beastmen and Chaos Daemons
  • Norscan Blots should work properly again
  • unlocked new duel engine battlefield event for the AI
  • Added Druchii Buildings
  • Added slightly different clothes for norscan dwarves
  • Added a historically-inaccurate-horned Viking helmet as Norse Dwarfs marshal headgear
  • Added hair and tattoos for Slayers
  • Slayers now change to their proper appearance on taking the Slayer Vow
  • Added block to prevent Slayers from getting other "Dwarf class" traits through maintenance event
  • Ogres are no longer allowed to settle down as tribals
  • Considerably boosted the number of spawned troops for the Greenskin WAAAGH!
  • Added new Ogre coats of arms
  • Added new colours for Ogre and Skaven coats of arms
  • Resized Chaos Dwarf coats of arms to fit frames
  • Elves, Dwarfs and Grail Knights no longer get higher chances of getting cancer depending on age, and are much less likely to get cancer altogether
  • Changed some Orc-controlled provinces in Bretonnia to Orc culture and religion
  • A successful Beastman Uprising now destroys all non-Nomad holdings in the conquered province and properly changes the Beastman's government to Warherd government
  • The WAAAGH CB now takes the holdings directly on victory, rather than the titles themselves, to avoid certain crashes and issues (It should still work mostly the same)
  • Water provinces update - moved lakes to their own special sea zone, may or may not help prevent crashes
  • Changed requirements for militia armory, so Sudenburgers should be able to build past the first building now
  • Added some new pirate retinues
  • Dwarfs, Northern Gods and Nehekharan Gods characters may now pick a minor deity as vanilla's defensive pagan religions
  • Added some (albeit bad) local for duchy and kingdom level titles in the Border princes
  • Added some more ways to get Grudges: on plot discovery and on divorce if a tithe has not been paid to the spouse
  • Added new Dwarf mechanics
  • Slayers might now cross over to Greenskin/Skaven/Beastman/Vampire/Chaos realms if they reach a border with them and challenge the ruler to a duel
  • Slayers might now progress through the Slayer ranks ( Troll Slayer, Giant Slayer, Dragon Slayer, Daemon Slayer ) on duel victories
  • Having unfulfilled Grudges progressively apply a "Unfulfilled Grudges" modifier penalty which will subtract piety from the character (There are up to 5 levels of the penalty, and it will stay at the 5th one if you go beyond 5 unfulfilled Grudges)
  • Dwarfs might now ask for a compensation of titles when using the "Demand Compensation" targeted decision, but only against Dwarfs whose demesne is greater than 1 title
  • Merged our immortal_trait with vanilla's Immortal trait
  • Removed impose Greenskin law change decision
  • Immortals should no longer die on some Conclave event-related accidents
  • Races who are naturally immortal should no longer trigger the Reaper's Due immortal suspicion event for their vassals
  • Dwarf lowborns no longer can issue Grudges
  • Added a game rule to control the Canon/Non-Canon Interracial Marriage and Conversion options (Removed the startup event)
  • Added a game rule to decrease the frequency or completely disable the random Chaos Mutations ( Mutations by events and others will still happen as usual )
  • Random Greenskin and Beastmen uprisings will no longer happen if the provincial revolts game rule is set to "none"
  • BETTER TREES
  • Added Game Rule to slow or disable the Ulthuan depopulation mechanics
  • Added Game Rule to slow or hasten the Lustrian Jungle growth
  • Lustrian disease events properly updated to Reaper's Due
  • Landless Stromfels Pirates and Atruhayid Corsairs might now also become adventurers or raider adventurers
  • Characters of Atruhayid religion with a port province as their capital will get Corsair title localizations instead
  • Grudge Wars may now also be declared against a liege whose vassals a Dwarf has Grudges against
  • Added on_death Grudge against a Dwarf's assassin (Grudge will be issued by the Dwarf's closest living relative)
  • Added AI-only timer for the "Demand Grudge Compensation" decision so that the AI doesn't spam it
  • Prosperity now grows half as slower in Dwarf, Elf and Lizardmen provinces, much slower in Greenskin, Beastmen and Ogre provinces and slowest in Nehekharan provinces
  • Elfs, Dwarfs, and Warhammer immortals may no longer get the Reaper's Due immortality quest events
  • Properly integrated the "Physician-Missionary" event to Warhammer stuff
  • Updated New Duel Engine with the Dwarf Slayer stuff
  • Fixed possible bug that stopped Bretonnian Knight-Errants from becoming full Knights on a situation where they inherited a title after their father died
  • Added new Duel Engine

 

v0.13.4

  • Added female landed characters to Estalia
  • Renamed Albionite culture/group to Albion
  • Renamed Sanguine group to Strigany
  • Standardised/tidied dynasty entries
  • Tidying culture files
  • Remove mountain_pass terrain
  • Fixed beastmen uprising event causing CTDs
  • Fixed supercourtier bug.
  • Lahmians can only bring to court non-Chaotic Human lovers now, to avoid a certain crash
  • Added new buildings to Nehekhara
  • Greenskins, Skaven, Vampires, Ogre and Chaos Dwarf children can no longer be converted away from their religion or culture by using the Faith or Heritage childhood focuses
  • Chaos Dwarfs might no longer convert away from the Hashut religion
  • Fix in Z_1_magic_system_power.txt
  • Made the Marienburg-Norsca trade route better looking
  • Added the black pyramid of Nagash to Khemri, and added potentials to both it and Arkhan's tower so that only Nagashis can use the buildings
  • Added female characters to Chaos Wastes
  • Cleaned up Hung and Kurgan names
  • Made chaos wastes dynasties more chaosy
  • Added eligible bachelorettes for all chaos wastes cultures and religions
  • Added and localized a new Chaos Nomad building chain
  • Added new Chaos Nomad retinues for Kurgan while hung use a mix of old and new
  • Character adjustments
  • Made Ungol names actually gender neutral
  • Made Mousillonians actually Mousillonian
  • Added Watch Tower buildings to missing provinces
  • Fixed a typo with the tribal version of the warrior cult, and halved it's bonus numbers
  • New building chains for chaos dwarf cities and castles
  • Added Dwarf localization to the Dragon Isles
  • Further adjusted Chaos Wastes dynasties to be less obviously real-life names.
  • Removed continental/Latin/Semitic names from Albion culture
  • Region and Mercenary localisations added
  • Many mercenary bands altered in composition and location
  • Dechala the Denied One has brought the Tormentors to the Isle of Gaman and is looking for work
  • Revised troop numbers from norscan buildings
  • Added chariot values into the static modifiers where they fit
  • Chaos Dwarf Sorcerer petrification event mean time to happen lowered from 1000 years to 200
  • Added icons for the Chaos Dwarf Petrification traits
  • Ulthuan Asur buildings in provinces should no longer disappear when another high elf of a different culture takes the province
  • Added AI weights to the first new keep buildings, so the AI should absolutely prioritize building them over anything else first
  • New flags for mercenaries and other titles that were blank or low quality

 

 

i

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.

 

Спойлер
 

 

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  5. Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

 

 
 
Если надо отредактировать шапку, зовите @had
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vitovt13

<noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

changelogНажмите здесь!
 

- 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

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Oven

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

changelogНажмите здесь!
 

- 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

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Blizz

оперативно.

там такая же установка?

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Ydaa
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А changelog можно? ^_^ Пожалуйста =3

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Oven
оперативно.

там такая же установка?

Да, архивы.

А changelog можно? ^_^ Пожалуйста =3

Конечно.

changelogНажмите здесь!
 

- 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

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Djon Krtaiton

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PATCH NOTESНажмите здесь!
 

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 :P )

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

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Oven

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

changelogНажмите здесь!
 

- New events for Asur Isolationists and Interventionists political parties

- New Asur Colonization system

- 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

- 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, Bцgenhafen, 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

- tomb rot event removed

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mmigo1

Новая версия 0.3- Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

ИзмененияНажмите здесь!
 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

[Cкрыть]
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had

Сделал два сабмода.

Первый дает возможность меня законы короны бессмертным персонажам (перенес из бефрайта).

Второй добавляет решение на автопревращение придворных в вампиров.

Наслаждайтесь.

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Поддерживаю вышенаписанное. Мне, как человеку далекому от вахи, было бы крайне приятно и хорошо, если бы краткая информация по вселенной присутствовала в шапке. Ну там, что за что воюет, кто кого давит etc. Народу было бы приятней прочесть пару предложений по каждой фракции, чем летать по ссылках, тем более, по вахе (Fantasy) я нашел только анлоязычную вики. Не все поймут.

Можно просто добавить ссылку в шапку.

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Heretic01
Сделал два сабмода.

Первый дает возможность меня законы короны бессмертным персонажам (перенес из бефрайта).

Второй добавляет решение на автопревращение придворных в вампиров.

Наслаждайтесь.

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Можно просто добавить ссылку в шапку.

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Благодарю за ссылку, не знаю, как я прошел мимо этой вики.

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vitovt13

Фикс от разрабов: <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

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Xoct

Собственно патчноут для фикса 0.3.1:

Slowdown caused by Malekith going to war should be fixed, please report here if it is still happening in your game.

Для тех кто не может в английский (хотя что такие индивидуумы забыли в англоязычном моде?) поясню - фикс исправляет тормоза/фризы вызванные участием Малекита в войне, если не помогло - ныть на форуме разрабов.

Кстати ссылка на них при стиме Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

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Nadd

Маленький сабмод, сделанный правой пяткой.

Портретные заглушки оркам и гоблинам (теперь с рождения выглядят взрослыми), лизардменам (чтобы разделить на скинков, завров и сланнов - нужно серьезнее менять структуру мода, но лень) и нехекарцам (женщины прикрывают лица масками, стремление к красоте, чо)

Нет засилью человеков!

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ЗЫ поправил архив, забыл впихнуть сам файл мода

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Nadd

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Обновил сабмод, долго думал, упущение ли разработчиков смертность орков (в отличии от гоблоты)... решил что таки фича, и не стал трогать.

Теперь орки и гоблины с фокусом на войну могут дуэлиться с другими зеленокожими безо всякой причины. Сделано это с целью отобразить всеобщую анархию в их владениях.

Если разрабы не будут особо шевелиться с портретами попробую в дальнейшем реализовать полноценные вместо заглушек.

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had
Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. Обновил сабмод, долго думал, упущение ли разработчиков смертность орков (в отличии от гоблоты)... решил что таки фича, и не стал трогать. Теперь орки и гоблины с фокусом на войну могут дуэлиться с другими зеленокожими безо всякой причины. Сделано это с целью отобразить всеобщую анархию в их владениях. Если разрабы не будут особо шевелиться с портретами попробую в дальнейшем реализовать полноценные вместо заглушек.

Спсибо, пойду потестю. Портреты буду, ну я в этом уверен. В некст патче вмпирам добавят к примеру.

Если кто не в курсе, в некс патче уберут конвертацию религий (игрок может оставить себе), межрасовое соблазнение, может межрасовые браки.

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had
Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Обновил сабмод, долго думал, упущение ли разработчиков смертность орков (в отличии от гоблоты)... решил что таки фича, и не стал трогать.

Теперь орки и гоблины с фокусом на войну могут дуэлиться с другими зеленокожими безо всякой причины. Сделано это с целью отобразить всеобщую анархию в их владениях.

Если разрабы не будут особо шевелиться с портретами попробую в дальнейшем реализовать полноценные вместо заглушек.

У детей нехекары человеческие портреты.

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Kadosel

Hadaev

По моему у "детей неехарийцев" ещё в оригинале были ванильные портреты, ибо видимо разрабы не смогли сделать портреты мертвых детей, да и зачем, хотя их присутствие в моде напрягает, ибо Неехара - царство мертвых, в котором нет ни детей ни мужчин, ни женщин, а существенное отличие только одежда.

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had
Hadaev

По моему у "детей неехарийцев" ещё в оригинале были ванильные портреты, ибо видимо разрабы не смогли сделать портреты мертвых детей, да и зачем, хотя их присутствие в моде напрягает, ибо Неехара - царство мертвых, в котором нет ни детей ни мужчин, ни женщин, а существенное отличие только одежда.

Это замечание товарищу по поводу сабмода.

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Nadd
Это замечание товарищу по поводу сабмода.

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

fixed

PS Мне хемрийские дети не попадались в игре.

Остальные предложения тоже приветствуются.

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