vitovt13

Warhammer: Geheimnisnacht

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vitovt13
 
Warhammer: Geheimnisnacht
 
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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.

 

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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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Menschenhasser
Новая версия вышла

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В шапке вместе со списком изменений.

Список измененийНажмите здесь!
 
  • Tweaks to greenskin culture modifiers
  • Fixes and minor tweaks to the dwarf halls
  • Tzeentch holy site fix
  • Greenskin uprising description fix
  • Minor tweak for lahmians
  • Fixed interracial stillbirth not happening
  • Large event chain for dwarfs about a visit to the local pub!
  • Localization fixes for some dwarf stuff
  • Converted most provinces with Greenskins as their holders into Tribal
  • The Estalian Communards turned into a playable Merchant Republic ( Also, some changed the order of some holdings in Estalian provinces so that they're considered republics )
  • Gave patricians to the republic of Barduila
  • Fixed localization for the Chaos Undivided cultist menu
  • Decision icons for the "Chaos cultist menu" decisions
  • Fixed some title issues in the Badlands
  • Modifier icon for Norscan religion
  • Norscans can now choose a patron god or embrace chaos
  • Tilean retinues have been touched up
  • Chaos religion group no longer die from massive mutations
  • syphilitic is now also cured from healing potions
  • Morathi no longer gets the 500 gold when someone hires a sorceress, it should stay with the sorceress now
  • Brewery building for dwarf cities
  • Rebalanced the costs of the raise Greenskin army decision ( It costs 800 prestige and raises 4500 troops instead )
  • The prestige-giving event of the Make Land Green job action now gives less prestige ( 100 down from 150 )
  • WAAAGHs can now only correctly be launched against neighbouring realms
  • Added tribal versions of some Dwarf and Border Princes unique buildings
  • The remade the Tribalize decision for "normal" Tribals ( Any that aren't Greenskins, Wood Elfs or Beastmen ). Now only available to Tribal characters with Tribal lieges, and instead of converting a capital into tribal, it creates a new tribal holding and gives it to a new character
  • Characters can no longer convert a Greenskin's province's culture or religion through the usual means ( Job Actions, random conversion events...; and Greenskins can no longer convert a province to their culture and religion through the usual means.
  • Fix for bug where some dark elf courtiers got 10 gold every 20 days from an event
  • Fixes to Beastmen cb
  • Beastmen can no longer build in tribal holdings
  • Added Quirking decision for Slaaneshi/Atharti/Cult of Pleasure to use on any courtier/spouse
  • Added Polymorph decision for Slaaneshi/Atharti/Cult of Pleasure mages to use on any prisoner
  • Fix for when rulers got the dwarf engineer's 200 gold instead of the engineer
  • AI Dwarfs should now only use Greenskin extermination inside de-jure Karaz Ankor
  • Refusing to send a expedition to a Greenskin infested province no longer costs prestige
  • Greenskin Hideouts modifier will now be applied to all Greenskin provinces held by a non-Greenskin
  • Fixed some duplicate Greenskin dynasties
  • Severely expanded description for the dwarf buildings
  • Nerfed total LI provided by the Chaos Dwarf Slave Levy buildings to 3000 ( down from 7000 )
  • Possible fix for lahmians not being recalled from seduction missions
  • Only humans can be turned into vampires now
  • Added decision for Beastmen to offer wealth to herdstones
  • Added genetic horn traits for Beastmen
  • Tweaked female beastmangfx
  • Added different dwarf warrior classes as traits
  • Added defensive bonuses in impassable mountains and in mountain passes
  • Unique buildings for Findol, Montfort, Parravon, and Cavaroc
  • Chaos Dwarf Barracks no longer give a Gunner levy
  • "Defeated Greenskins" modifier now prevents any other Greenskin Uprisings from happening in 5 years
  • Orcs will now be much likely to challenge their liege if he's a Goblin
  • The Cult of Sigmar now uses the Papal Succession/College of Cardinals mechanics
  • Removed "Ask Hashut for a boon" decision
  • Chaos Dwarfs now get the blessings from the removed decision by using the new "Grand Sacrifice" decision, in exchange for sacrificing prisoners or slave building levels; The better the quality of the sacrifices, the higher the chance of getting better blessings
  • A Chaos Dwarf player may now also sell armaments themselves, rather than waiting for the AI to buy from them
  • Greenskin colonization levels are applied again at the end of the colonization process
  • Replaced most instances of the vanilla Piety icon with ours
  • Allow rulers to commission magic items
    • Rulers have a targetted decision on any wizard in their realm; They can choose any magical item the wizard is capable of making, but must pay 50% more; The extra gold is given to the wizard as payment; The AI will always accept the commission, but a player wizard can refuse

    [*]Made confirmed heretic opinion modifier an execute_reason, prison_reason, and banish_reason

    [*]Started adding in lore characters for the Tomb Kings including Arkhan and his Black Tower

    [*]Tweaked beastman decisions, added revolts for any non-beastman-cultured county under beastmen

    [*]Added nehekharangfx

    [*]Unique buildings are now tied to the capital baronies exclusively, rather than provinces

    [*]Most unique buildings are now rebuildable ( Buildtime and gold values pending for balance )

    [*]Rebalanced Vampire traits so that mortals of the Vampiric religion no longer hate vampires

    [*]Basic setup for Nehekhara and the Tomb Kings

    [*]Tomb Kings now cannot die. Ever. ;)

    [*]Gave Runeswords to all elector counts and emperors

    [*]Basic system for the dwarf warrior classes

    [*]The dwarfen halls should give increased retinue cap now

    [*]More retinues for the dwarfs: thunderers and quarrellers

    [*]Dwarfen babies will get the beardling trait at birth

    [*]Most of the dwarfs created in the start of the game will have their own warrior class trait or the beardling trait

    [*]Old dwarfs become either longbeards or ironbreakers

    [*]Made imperial retinue unavailable for barons unless they are a patrician

    [*]Kingdom of Khemri claimants from the first, second and third dynasty's are up (the remaining dynasty's are coming soon)

    [*]More claimants for Khemri as well as Zandri

    [*]deactivated Execute prisoner decision and set up a moddable targeted decision in its place to handle special situations. It has been put in "vanilla_reloaded_decisions" along with the demand_conversion_decisions.

    [*]Decision tweaking to prevent Tomb Kings from being killed

    [*]General tweaking on casus belli to prevent conquest of Nehekhara by the living

    [*]Added casus belli and events for graverobbers bordering Tomb Kings

    [*]Added three casus belli for Tomb Kings (conquest/subjugation/anti-graverobbers)

    [*]Fixed magic events for Chaos Dwarfs

    [*]Startup event now properly assigns caste traits to all Nehekharans

    [*]Added Tomb King traits to those characters who lacked them at the games start

    [*]Buildings for Khemri and Lybaras

    [*]Increased the minimum age to 200 for the ill health/death events for elves and dwarves

    [*]Added culture conversion mechanics for Nehekharans

    [*]Added nomadgfx

    [*]Added arabyan-nehekharan name list for 'nomad' culture

    [*]Nehekharan undead rulers should no longer have the option to cleanse greenskin provinces

    [*]Fixed that one Orc merc company that anyone could recruit

    [*]Myrmidian, Shallyan and Grail temples will now always be held by females

    [*]Dwarfs become "adults" (loses the beardling trait) at an age of 75

    [*]Dwarfs are more likely to use the shield wall combat tactic

    [*]Increased bottleneck chance/risk in impassable mountains and mountain passes

    [*]Vlad must now hold an empire title for his events and special CB to work

    [*]Added decision for nomads under nehekharan rulers to embrace their faith

    [*]Added flavour events for nehekharans and their living vassals

    [*]Fixed witch hunter spamming

    [*]Nerfed Night Goblin building

    [*]Chaos Dwarf cities, temples and family palaces now also can get the slave buildings

[Cкрыть]

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  •  · Достижения

  • Достижения

  • Menschenhasser
    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

    Еще версия

    В шапке вместе со списком изменений и ссылкой на Парадоксплазу, ибо надоело уже искать этот мод.

    Список измененийНажмите здесь!
     

    • Fix for Wolfenburg and Hergig building swap
    • Dwarf Trait bugfix
    • Successfully settling Nehekharan nomads in Greenskin provinces should now remove th Greenskin Hideout province modifier
    • Decision to unify Imperial faiths ( Available for Sigmarite, Ulrican and Taalite, declares the other 2 Imperial faiths heresies of yours ) (WIP)
    • Heresy icons for Sigmar, Ulric and Taal
    • Gave character and holdings to the Arch-Lector titles, also made them vassals of the Grand Theogonists
    • Arch-Lectors given a piety boost so that they're more likely to be chosen as Sigmarite electors
    • Updated tomb king caste trait icons
    • Nehekharan republics now get the servant caste trait
    • Added new polymorph option
    • Added unruly Beastman child events
    • Various other fixes

    [Cкрыть]

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    Menschenhasser

    Версия 0.6 в шапке.

    Список измененийНажмите здесь!
     

    • Made the Slann temple holders and creating Skinks to take their place as rulers
    • Added interracial marriage lock
    • More playable skinks added to Lustria
    • (probably) solved the missing trait icons for the dwarf traits
    • Added special buildings for Estalians
    • Re-added Camel Cavalry ( more than 6 special units are now possible )
    • Vassal Priests should now appear in the Religion tab
    • Made the Grande Charte and Kuldevind into proper merchant republics
    • Strongly nerfed Gunners in the melee phase
    • Dwarf and Chaos Dwarf portraits now have age progression
    • Fixed Troll Pen exclusivity error
    • Gender-swapped ruler can marry to their new opposite gender (within court)
    • Empire of Norsca is no longer held on start
    • Fixed event considering consorts as lovers (hopefully it's the last one).
    • Fixed Khalida being unable to lead her troops
    • Fixed Morathi dying of old age
    • Removed retinues for Nehekharans
    • Fixed tech history for Karaz Ankor and Athel Loren
    • New unique Dwarf/Elf buildings/areas
    • Fixed plot/regency "reasoning" bug
    • Dwarves now get the old portraits at 200 years.
    • Piggolo restored
    • Fixed a bunch of localisation issues
    • Hammerer regiments have been added
    • Fixed bug with Chaos Dwarf slavery buildings not transferring properly on changing the capital
    • Disabled all kinds of Seduction actions for or towards Lizardmen and Greenskins, as well as the focus itself
    • Added aztek dynasty CoA's by [PRKL] AlexanderBoesen for lizardmen
    • Nehekharan special building only aviable to actual Tomb Kings.
    • Armoricans now use Celticgfx instead of the Nortagnese
    • Fixed issue with the Grand Sacrifice to Hashut not properly removing slave buildings if choosing to sacrifice these
    • General cleaning and repositioning of Dwarf beards
    • No longer possible to trigger the Chaos Dwarf decisions to sell into slavery or sacrifice to Hashut multiple times
    • No longer possible to use the Chaos Dwarf decisions to sell into slavery or sacrifice to Hashut on the same character
    • No longer possible to sacrifice or sell Tomb Kings into slavery as a Chaos Dwarf
    • No longer possible to sacrifice Tomb King prisoners in the Great Sacrifice to Hashut decision as a Chaos Dwarf
    • Fixed same_opinion for vampire traits
    • Added new chaospawngfx
    • Increased retinue cost
    • Made so Slann and Liche Priests can become Court Chaplains regardless of education
    • Added nickname for Forsaken characters
    • Tweaked ambitions and focuses to prevent Khemri servants, Beastmen, Orcs and Chaos Spawn from taking inappropriate objectives
    • Nehekharan Church is now patriarchal as lore intends
    • Nerfed Ghrond Sorceresses: To hire the retinue now the holder of Ghrond also needs to be a Druchii Sorceress herself
    • Added new traits for Chaos Spawn and lunacy
    • Replaced lunatic with lunatic_1/2/3, according to what was needed
    • Removed lunatic trait from cbs and common
    • Fixed an event not firing when losing the hammerer honorary title
    • Fixed the missing trait icon for a "dwarf warrior"
    • Fixed females getting warrior traits
    • Fixed certain courtiers of counts and dukes having the longbeard trait even though they are not eligible for it
    • Decreased the skill of longbeards in the pub event chain
    • Dwarfs can become hammerers, longbeards or ironbreakers at an age of 250 instead of 300
    • Revamped Lustria, Araby and Nehekhara terrain appearance
    • Added provinces to Lybaras, Lahmia and Rasetra kingdoms
    • Added Karak Hafak province in Black Mountains
    • Ironsides back to being a republic
    • Additional river/island adjacencies added
    • localised names added for Lustrian locations
    • New flag for Azgarazar
    • Cleaned up title histories
    • Prevented beastmen, Khemri servants and Chaos Spawn from takin certain objectives and foci
    • Various fixes on dwarfen events and decisions
    • Added four new cosmetic mutations
    • Additional triggers and modifiers for nicknames.
    • Ormazdian Caliphate Uprising tweaked to happen less often, but to be more dangerous
    • Added scriptures and priest names for religions missing them
    • Added icon for the Northern Gods religion
    • Greenskins can't hold temples now
    • Greenskins holding temples or with pries education get the Waaagh lore trait + magical power 1 ( Remember, Greenskin magic is really shitty at lvl 1, so this shouldn't be too OP )
    • Adapted some sons of abraham events to warhammer
    • Added Indish culture to the Oriental group
    • Fat Indian merchant is now a Fat Cathayan merchant
    • Lots, and lots, and lots of stability fixes
    • Most files with Linux EOLs converted to Windows EOLs ( to ensure consistency )
    • Replaced many vanilla localizations with more Warhammer-appropriate stuff
    • Avaki flag added
    • culture groups now use vanilla unit gfx to prevent possible crashes
    • Fixed missing culture names
    • Fixed duplicate dynasty
    • Changed Dragon Isles Lizardmen to Lost Lizardmen
    • Added Dark Elf mercenaries
    • Removed capital holding from Realm of Chaos
    • Duplicate event ID fixes
    • Added new Anath Raema religion for the tribal Druchii
    • Added insanity modifiers (WIP)
    • Added character trait for SETTRA!!!
    • Changed Brightland Heath to Tor Hoeth
      Moved Holy Sites to landed_titles
    • Regions update
    • Changed Meissen province to Wurmgrube
    • Cleaned, indexed and improved performance of racial decisions and startup events
    • Greenskins can no longer employ debutantes
    • Zandri back to being feudal
    • Fixed the Byzantine events triggering a blank event
    • Fixed bug with beauty inheritance traits not being assigned
    • Moved strength and intellingence traits on_actions rather than MTTH
    • Reduced Asrai joining foreign wars factor
    • Added cleanup event to remove norscan gods modifiers when a norscan converts
    • Readapted byzantine events to work for mykans
    • Added new triggers for vanilla music, hymns of Abraham, hymns to the old gods and songs of Byzantium
    • Added new temporary songs until custom soundtrack is finished
    • Norscan now no longer use christianized hairstyles
    • Given King-tier Viceroyalties to Naggaroth
    • New lunacy events
    • Fixed Asrai going to war against themselves
    • Added custom holding icons for Asur, Asrai, Druchii, Dwarves, Chaos Dwarves, Greenskins and Nehekharans
    • Fixed black holding bug for northmangfx and kurgangfx
    • Added some more culture rules
    • Fixed Nehekharan titles
    • Added flavor events for addicts
    • Added flavor events for the Chaos Wastes
    • Fixed Beastman titles
    • Tentative Monstrous culture added
    • Quarrellers and thunderers finally hate each other
    • AI is more likely to become a Thunderer or Quarreller if thier father is, respectively
    • Altered colours for improved clarity
    • Aged up numerous characters to reduce landed children
    • Added graphical_cultures for bloodletters, daemonettes, plaguebearers and flamers
    • Added magic_potential traits and flags to handle predisposition of magic for characters
    • Added events to assign properly the flags and reveal the traits whenever necessary
    • Added possession mechanics
    • Added summoning decisions
    • Overhauled magic learning systems for Asur and Druchii
    • Set up Magic apprenticeship for Chaos and other magic-friendly societies
    • Added some magic bloodlines and some mage courtiers in Kislev, Norsca, Ghrond and the Chaos Wastes
    • Filled out the Druchii Autarri lands and the Asur Tiranoci colonies in Lustria with characters
    • Black Sky Orc horde in Lustria divided into smaller realms
    • Gave patricians to all merchant republics
    • Remas now has it's proper patrician families in power (Former Princess Andrea Bonetti has been moved to the county of Pontecorvo)
    • Knochenküste and Salkalten are back to being feudal realms ( They were never meant to be republics in the first start date )
    • Removed most non-tribal holdings in tribal lands ( Mostly in Athel Loren and Autarri lands )
    • High Kingdom empire removed (Its religious head quality has been transferred to a county-level title)
    • Added religious branches to Gork & Mork religion
    • Some tweaks to the new holding icons
    • Greenskins with clerical education no longer get the lore_waaagh trait
    • Added holding images for Beastmen, Kurgan and Sylvanians
    • Added holdings icons for Arabyans
    • Set up alternative cultural and religious triggers for the remaining DLC music tracks
    • Added decision and event chains for characters trying to learn magic on their own
    • Altered various Empire realm colours
    • Changed holdings in Chaos Wastes
    • Chaos Dwarven Sorcerers now do in fact turn to stone on death by curse
    • Additional flavor for demons
    • Chaos bids for independence now allow fellow vassal cultist to join in
    • Added a few icons for all decisions and events
    • Autarri and Athel Loren provinces now properly tribal (again...)
    • Nerfed Goblin cultural modifier and troops ( halved the attack and defense values of all their units )
    • Greenskin decision now costs more prestige and no longer gives heavy infantry
    • Added Vampire portraits for Carstein vampires
    • Changed the turn courtier into vampire and turn vampire into vampire heir into targetted decisions

    [Cкрыть]

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    vitovt13

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

    changelogНажмите здесь!
     

    Added beards for Sylvanian vampires

    Increased learning of mage courtiers to make them viable as teachers

    Restricted requirements for studying magic

    Greenskin duels against lieges should no longer trigger twice

    Mayor baronies are properly open elective now

    Minor bugfixing on lunacy, asrai and demon hosts

    Reworked Vampire turning mechanics to work only with the targetted decisions

    Both player and AI can try and resist their liege giving the dark gift

    Added proper decision to ask vampire liege for the dark gift

    Slightly reduced retinue costs again

    Fixed bug allowing Asrai to send children to Hoeth

    Fixed bug making Witch Hunters pursuing heretics and vampires while under Chaos Worshippers/Vampire realms

    Fixed bug making Sylvanian not gain the human racial trait

    Reduced frequency of some of the Chaos Wastes events

    Turned the Asrai joining notification into an actual notification

    Fixed the Jeanne of Arc CTD

    Fixed inappropriate localisations

    Fixed Gulf of Olimen and Erengrad port positioning

    Fixed faulty age triggers and bug with hedge wizards never finishing their studies

    Fixed triggers for vampires

    Clean up for the Ruler Designer

    Neutered the Ruler Designer to avoid some bugs created by miscreated custom rulers

    Vampires now regenerate maimings and wounds like Nehekharans do

    Fixed another bug with magic learning going into an endless loop

    Fixed characters not gaining higher levels of magic power

    Fixed Sorceresses of Ghrond retinue not being aviable to the Hag Queen

    Fixed monstrous characters wrongly gaining the beastman racial trait

    Fixed Asrai joining war endless loop

    Fixed Demons wrongly gaining mutations

    Fixed Demons wrongly gaining mutations

    Added gfx for vampires turned while underage

    [Cкрыть]

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    vitovt13

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

    changelogНажмите здесь!
     

    The version compatible with 2.4.1

    Added trade posts for many families.

    Changed Ironsides League to Angazklad

    Changed two dwarf patrician families

    Vampires now locked True Cognatic Open

    Kislevites have True Cognatic aviable and as a starting law

    Most events and decisions that used culture groups to assign race traits now use graphical culture instead

    Startup event to assign race trait now checks ALL the characters in one single strike, not just rulers

    Employment decisions now properly assign a race trait depending on graphical culture

    Greenskin revolt now checks if the realm's top liege has the "Defeated Greenskins" modifier before triggering

    Greenskins who are vassals can now freely duel characters of the other Greenskin race inside their same realm

    Greenskin counts may now gain titles by killing the Greenskin ruler who holds them (Duke-tier and above can't gain counties this way, to avoid exploits)

    Added placeholder gfx cultures for Lizardmen, Skaven and Ogres

    Fixed issue with Amazon maintenance decision removing the Amazon trait from Amazon females

    Amazon theocracies are now always ruled by females

    Capital of Amazonia made truly tribal

    Added gfx for Daemon Princes of each god.

    Combat casting can be used whenever someone is in battle or in a siege

    Mage Apprentices cannot marry while studying

    Religious conversions cannot be demanded while at war

    Hedge wizards cannot be granted magic by Tzeentch while training

    Cultists joining a bid for independence receive the correct opinion modifier to allow the liege free imprisonement

    Demons do not ask for position in the council

    Hundreds or thousands of minor and not so minor typos, grammatical errors or poorly constructed sentences fixed

    Giant culture added

    Chaos Dwarfs now have to wait 5 years to sell stuff again after using either decision

    Added Chaos mechanics

    Unholy Subjugation increases the favour of the ruler's patron

    Added combat tactics for Daemon hosts and commanding Daemon Princes

    Added Daemonic Host special unit

    Added and modified Chaos Champion/Chosen/Princes traits

    Removed the old "Quest to become Chosen" decision

    Limited the Everchosen quest to Undivided

    Added decision to make an offering to the Chaos patron

    Added Unholy Raid cb for Chaos worshippers against non-Chaos worshippers to gather favour

    Overhauled necromantic magic

    Added new Undead special unit

    Added Nagashi religion

    Added decision to become Necromancers and for the Undead to teach to Necromancers

    Overhauled the summon undead decision

    New flags for various Chaos titles and Iron Rock

    Creature type descriptions added

    Dwarven tweaking

    Vampires now change appearence immediately

    Added K'daai gfx

    Fixed Daemons still being able to receive titles

    Carstein ring doesn't disappear anymore, but rather needs to be stolen, either by plot or by imprisoning the holder (Vampire plotters can take it from themselves)

    General cleanup in the objectives folder

    Added mount and buildings for Vampires

    Gunnery School no longer aviable to Sylvanians

    Each holding now only can have a type of Goblin Camp building

    Added new DNAs for Vlad and his family (Isabella's hair color remains broken)

    Added gfx for Lahmians and Lahmian children

    Beastmen can no longer take chaos champions retinues

    Ormazdian descent traits are removed when changing religion

    Settra has proper duel modifiers

    Adapted the new Chaos favor system to the Chaos Dwarfs

    Decision to become a Chaos Dwarf Sorcerer removed, now to become one, one must accumulate 30 points of favor with Hashut

    Favor with Hashut is won through sacrificing prisoners, either through the targeted decision or through the Great Sacrifice decision

    The Grand Sacrifice decision now gives a random "gift" (which may not always benefit the petitioner) depending on the quality of the sacrifice

    Chaos Dwarf slavery buildings now decay over time (Relative to the character's stewardship)

    Added retinues to the Chaos Dwarfs

    K'daai daemons added: Unlike most other daemons, due to the nature of Hashut, they won't be the result of a random possession, and can't be summoned into prisoners; They can only be acquired as gifts from Hashut or summoned by a Chaos Dwarf Sorcerer

    Compressed the usual Slave selling decisions into the main decision (They're now event options in the main slavery menu)

    Added province modifier icons related to slavery

    Bretonnian overhaul underway

    At the game's start, all Bretonnian characters who aren't lowborn and with martial education or above 10 martial will be made bretonnian knights

    sons of Bretonnian feudal rulers might now ask for permission set out to become Questing Knights, and return ( Or not! ) as Knights a few years later

    Expanded tournaments for the Bretonians

    "Go questing" decision disabled, the Grail Quest decision remains, but is to be replaced at a later date by a better version of it

    Bretonnians now get bonuses to army morale and unit combat efficiency the higher their piety ( Named "Virtue" for the Grail religion ) is, capping at 2000 piety

    Added most features and decisions related to the vanilla Norsemen to the Norscans, including Blots, Runestones and Holmgangs (Only Norscan Gods characters may celebrate Blots; all cultural Norscans may raise runestones and be challenge or challenge into Holmgangs)

    Added holding icons for Lahmians

    'Good' quality mountain terrain for the Old World added

    Ported vanilla's cultural buildings to cultures lacking unique buildings as placeholder

    Added at least one retinue to cultures missing them

    Proper minimap added

    Toned down the vortex's effect on the Winds of Chaos.

    New Morrslieb loading screen

    New & Improved loading screen

    Nerfed Human Holy Orders

    Fixes on retinues and static modifiers

    Dwarfs are inherently slow leaders, whereas elves are light-footed

    Bretonnians can no longer switch to Viceroyalties

    Dwarfs more likely to get infertile after each pregnancy

    Added Kislev unique building

    Added 20 new Dwarf CoA designs

    Fixed wandering spellsinger event

    Male Dwarves can become infertile as well now

    Basic compatch with 2.4.1 complete

    Asrai can no longer take concubines

    Integrated new DLC music

    Made Ormazdians use the Iqta government

    Added new government form for Asur

    Added missing holding icons for the custom cultures

    Cultural buildings are now based on ruler's culture, rather than the province's

    Fixed Warhammer races empty tribal and nomad holding pictures not showing properly

    Ropsmenn now use Cuman DLC portraits

    Added some more retinues to the Imperials

    Added seafarer to some religions

    Re-added Prepared Invasions ( viking_invasion )back into the game for the Norscan Gods characters; removed it for the other religions, replaced by "seafarer = yes" where appropriate

    Moved the Greenskin laws into the laws subfolder

    Chaos Dwarf flags and CoA added

    Nurgle's Rot and other bad illnesses automatically cured for the undead and the daemons (except Nurglite Daemons, of course)

    Changed Nehekharan Nomads into Nehekka to avoid confusion

    Ruler Designer issues fixed

    [Cкрыть]

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    Ra30R3

    Уже 7.1 вышла

    • Removed faulty holding_conversion commands from Beastmen, Asrai, Greenskins etc. events and decisions causing the bugged holdings and the cash/levy bug.
    • Greenskin and Beastmen provinces are no longer handled through Marshal Suppressing revolts, but rather through a specific targetted_decision on the province.
    • Fixed issues with vanilla events appearing with no localisation.
    • Added custom government for Asrai.
    • Asrai/Greenskins/Beastmen no longer able to use the anti-nomad cb or the tributary cb.
    • Any Asur vassal with the Highborn Government must be asked for levies as if he were a tribal, unless his liege is also an Asur with Highborn Government.
    • Fixed minor typos in some traits and decisions.
    • Fixed battle magic decision not working.
    • Buffed Vlad's troops.
    • Other minor fixes

    .

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    had

    Вышел новый патч

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  •  · Достижения

  • Достижения

  • Sigrael

    Кочевников вроде пофиксили. Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. .

    0.7.2Нажмите здесь!
     

    • Fixed Steal Carstein Ring plot
    • Added new nomadic government for Beastmen and adapted previous mechanics to work accordingly
    • Fixed Nomadic provinces flying away in the Chaos Wastes
    • Greenskin province purge decision made slightly cheaper for the AI
    • Greenskins should no longer spawn when failing to clean a province if there's already a Greenskin uprising going on
    • Provinces successfully cleansed of Greenskins and Beastmen now get properly converted into Nehekka ( Desert Nomad ) culture if the holder is a Nehekharan
    • Start date at defines set to 2010.7.1 again, since the crash related having late start dates and CM/ToG enabled was solved
    • Fixed encoding error in the e_norsca history file
    • Kurgans should now also arrive at nomadic provinces in the Chaos Wastes
    • Fixed Necromancers being able to start two apprenticeships at the same time bug
    • Added several Wood Elf princes characters
    • Added Atylwyth and Kings Glade buildings
    • Councillor Jobs fixed up
    • Greenskin colonization now done through settlement_decision ( Right click capital, and use the "Make X Green"
    • Greenskin colonization will now destroy all holdings but the capital, which will become tribal
    • There's a chance for colonization to fail due to Greenskin animosity
    • Added VERY WIP Imperial portraits (fancy hats)
    • 2.4.2 compatch

    [Cкрыть]
    Изменено пользователем Sigrael

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    had

    Ыщо патч

    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

    ПатчнотыНажмите здесь!
     Small beastmen fixes

    Mean time to happen of Chaos Dwarf slave building decay changed from 50 years to 250

    Orc CoA work

    Asrai dynasties expanded

    Tileans now use the unit models from the Italian DLC

    Bretonnians may now return from the Grail Quest

    Chaos Dwarf Grand Sacrifice decision may no longer disappear after getting certain gifts

    Chaos Dwarf slave builings will no longer decay beyond level 1, and the mean time to happen of the event is set to 200 years ( Up from 50 )

    Adapted some stuff from Horse Lords

    Some of the Human holy orders now have the holy order features from Sons of Abraham ( Knights of the White Wolf, Knights of Sigmar's Blood, Knights of the Blazing Sun, Knights of the Black Rose, Knights Mariner, Sisters of Sigmar and the Order of the Eagle )

    Added Greenskin "Warband" government

    Added Greenskin Tier rings.

    Slightly increased the vortex's pull

    Unholy Subjugation no longer increases the doom counter

    Fixes on daemonic combat tactics

    Fixed the bug with cultist daemonic hosts multiplying into the millions

    Beastmen have now their own nomadic retinues rather than the vanilla horse archer-based ones

    Updated Beastmen government rings

    Added Grave Guard retinue for Vampires

    Buffed the Chosen and Daemon Prince of Nurgle traits to counteract the malus given by the stacked illnesses

    Added new government forms for Druchii and Malekith

    The Empire of Naggaroth now crumbles if Malekith dies or is usurped

    Cultist plots fix

    Revised some Dog of War merc compositions

    Made Chaos Wastelanders into nomads if you have Horse Lords

    Greenskins now get a decision to give away count titles to random courtiers ( A title decision; right click county CoA and "Give X away"), to circumvent engine limitations

    Fixed Druchii not having proper theocracies

    Fixed Dwarf events

    Fixed Slave raids not happening

    Minor fixes on Nehekharans and Slaaneshi

    Fixed bugged Chaos magic learning chain

    Now daemons free themselves on_imprisonement rather than waiting MTTH

    Removed nomad_dispute cb

    Dwarf fixes

    SETTRA! now regenerates faster than other Tomb Kings

    Viking Invasions are no longer localized as WAAAGHs!

    Fixed Beastmen destroying their already-nomadic capital and moving into an empty settlement bug

    [Cкрыть]

    Made Chaos Wastelanders into nomads if you have Horse Lords - самое интересное.

    Изменено пользователем Hadaev

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  •  · Достижения

  • Достижения

  • Heretic01
    Ыщо патч

    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

    ПатчнотыНажмите здесь!
     Small beastmen fixes

    Mean time to happen of Chaos Dwarf slave building decay changed from 50 years to 250

    Orc CoA work

    Asrai dynasties expanded

    Tileans now use the unit models from the Italian DLC

    Bretonnians may now return from the Grail Quest

    Chaos Dwarf Grand Sacrifice decision may no longer disappear after getting certain gifts

    Chaos Dwarf slave builings will no longer decay beyond level 1, and the mean time to happen of the event is set to 200 years ( Up from 50 )

    Adapted some stuff from Horse Lords

    Some of the Human holy orders now have the holy order features from Sons of Abraham ( Knights of the White Wolf, Knights of Sigmar's Blood, Knights of the Blazing Sun, Knights of the Black Rose, Knights Mariner, Sisters of Sigmar and the Order of the Eagle )

    Added Greenskin "Warband" government

    Added Greenskin Tier rings.

    Slightly increased the vortex's pull

    Unholy Subjugation no longer increases the doom counter

    Fixes on daemonic combat tactics

    Fixed the bug with cultist daemonic hosts multiplying into the millions

    Beastmen have now their own nomadic retinues rather than the vanilla horse archer-based ones

    Updated Beastmen government rings

    Added Grave Guard retinue for Vampires

    Buffed the Chosen and Daemon Prince of Nurgle traits to counteract the malus given by the stacked illnesses

    Added new government forms for Druchii and Malekith

    The Empire of Naggaroth now crumbles if Malekith dies or is usurped

    Cultist plots fix

    Revised some Dog of War merc compositions

    Made Chaos Wastelanders into nomads if you have Horse Lords

    Greenskins now get a decision to give away count titles to random courtiers ( A title decision; right click county CoA and "Give X away"), to circumvent engine limitations

    Fixed Druchii not having proper theocracies

    Fixed Dwarf events

    Fixed Slave raids not happening

    Minor fixes on Nehekharans and Slaaneshi

    Fixed bugged Chaos magic learning chain

    Now daemons free themselves on_imprisonement rather than waiting MTTH

    Removed nomad_dispute cb

    Dwarf fixes

    SETTRA! now regenerates faster than other Tomb Kings

    Viking Invasions are no longer localized as WAAAGHs!

    Fixed Beastmen destroying their already-nomadic capital and moving into an empty settlement bug

    [Cкрыть]

    Чудесно

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    had

    Есть сабмоды:

    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. - несколько фич для империи.

    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. -превращение в лича.

    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. - торговые пути.

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  •  · Достижения

  • Достижения

  • Zloprax
    Есть сабмоды:

    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. - несколько фич для империи.

    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. -превращение в лича.

    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. - торговые пути.

    А можно их сюда залить пожалуйста? А то тут немало тех кто под веселым роджером плавает.

    Изменено пользователем Zloprax

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    had
    А можно их сюда залить пожалуйста? А то тут немало тех кто под веселым роджером плавает.

    Они еще 100 раз будут упдейтится.

    Могли бы уже потратить сотку на доступ.

    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. - торговые пути.

    Два другие пока только в проекте.

    Вот думаю свой сабмод запилить, сделать вместо спауна армии орков спаун племени орков (как боронство) и шоб они рейдили. Ну и кб на уничтожение поселения для людей и прочих.

    Изменено пользователем Hadaev

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  •  · Достижения

  • Достижения

  • шинобупед
    Могли бы уже потратить сотку на доступ.

    Потратил - не пускает.

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    Dgery87

    Да, сабмод для империи интересный, надеюсь всё же выйдет (хотя, может фичи сабмода включат в основную версию, больно уж империя нуждается в доработке в плане эвентов и решений (в частность решение на создание империи отсутствует, что несомненно не так сильно придаёт этому событию торжественности, приходится всё воображать самостоятельно, да и со стороны технической проблемы остаются: номинальные империи (начальные и полученные в ходе наследования), которые можно сохранить при себе и получать с этого немаленькую долю престижа, как личного так и династического (хотя каждый честный человек, конечного, уничтожит их самостоятельно)).

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    had
    Потратил - не пускает.

    Должно пускать, пиши парадоксам в супорт.

    Я лично лицензию ск2 и еу4 купил для доступа на подфорумы модофикаций.

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  • had

    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

    Мод про портреты.

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  • serezhakor

    Друзья, что можно купить от парадоксов, чтобы попасть на форум этого мода?

    Можно купить Викторию, которая сейчас по скидке за 200 рублей, будут ли меня пускать после этого в тему Warhammer: Geheimnisnacht на парадоксплазе?

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    had
    Друзья, что можно купить от парадоксов, чтобы попасть на форум этого мода?

    Можно купить Викторию, которая сейчас по скидке за 200 рублей, будут ли меня пускать после этого в тему Warhammer: Geheimnisnacht на парадоксплазе?

    Нужно покупать конкретно крусайдеров, советую подождать распродажи, тогда можно купить их рублей за 70.

    НУ или у барыг на плати ру, я там за сотку брал.

    ДЛС не нужны.

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