Europa Universalis IV

Europa Universalis IV

Anbennar: A Fantasy Total Conversion
Viser 51–60 av 108 bidrag
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Oppdatering: 13. aug. 2021 @ 14.11

Oppdatering: 13. aug. 2021 @ 14.00

More of the usual fixes, most importantly fixing the reported bugs related to dwarves and the runefather

Oppdatering: 9. aug. 2021 @ 15.22

Just a hell of a lot of bugfixes and quality of life. It's the good stuff, I promise.

Oppdatering: 30. juli 2021 @ 14.50

  • You can now loot Ynnic Barges if you own Venainé
  • Building Cliffs of Ruin passages requires Renaissance institution
  • Centres of reformation can no longer spawn in colonies
  • Soru, Neratica, Saamirses ideas
  • Changed Governing Capacity Threshold at which AI makes vassals etc from 20% above to 100% above
  • Reverian Colonial Nation names
  • Removed that mysterious unreachable province from Deepwoods calculations for now...
  • Runelink issues sorted
  • A lot of fixes, pretty much if its been reported in Discord its probably fixed

Oppdatering: 26. juli 2021 @ 17.10

  • Fixed some weird open issues with the Racial Pop Menu decision
  • Various text fixes
  • Fixed bug where you'd CTD when you pick a country that gets the Ourdia startup screen
  • Added missing Railskulker loc + some interimittent placeholder texts
  • Usurp Emperor fix
  • Dwarven military nerfed again -Love Hehodas
  • Malacnar mission fix when referring to tag G32
  • The Hoardcurse now just pauses rather than stopping/resetting when you go under 200 cash

Oppdatering: 25. juli 2021 @ 16.05

  • Orcish mission tweaks to fit the native gameplay
  • Vampire resurrection tweaks and general bugfixes
  • Fixed Ynn River Barge shenanigans
  • Edited some half-orc events to fit regardless of race
  • Some province work for upcoming stuff relating to Deepwoods/Dromandrod
  • More Toarnen fixes and rewrites
  • Several bypasses for MTs for owners who dont have DLC (Mithradum and Giberd)
  • Loc improvements in general
  • Escanni Wars of Consolidation bypass if you've conquered all of Escann already
  • Hostile Warband Slaughters should appear only in aggressive native land
  • Sun elven dynamic names for Endralliande
  • Humanist ideas renamed to Tolerance ideas cos we're in a fantasy setting

    In general more bugfixes for those that have been reported. If you spot a bug please let us know in discord in your #bug-reporting channel!

Oppdatering: 24. juli 2021 @ 17.08

Prevented Ibevar and Orda Aldresia getting Corinsfall intro event incorrectly

Oppdatering: 24. juli 2021 @ 16.38

  • IMPROVED Toarnen Missions, with holdable Chess Tournaments
  • Escanni Wars of Consolidation bypass if you own all of it beforehand
  • Cliffs of Ruin passage creation fix
  • Vanbury Guild can unlock artificers estate early via their Mission Tree
  • A bunch of Artifice Capacity fixes
  • Serpentspine kobolds can now migrate again
  • Various other fixes

Oppdatering: 23. juli 2021 @ 17.35

Actual bugfixes that have been caught and reported since release. Main one is to do with artifice privileges being invalidated properly

Oppdatering: 23. juli 2021 @ 12.42

  • The God Fragment, the last shard of an ancient God’s divinity, has brought a new religion with it to Cannor: Ravelianism. This monotheistic faith seeks to use artificery to bring magic to all, while unraveling the secrets of the world. Explore totally reworked Catholic mechanics in Anbennar’s newest (and most content-packed) religion. Unravel Knowledge, determine the faith’s future in Ravelian Debates in our own version of Reform Desire. Knowledge, power, and the privilege of listening to the One God await.

  • Where would the Ravelians be without a way to bring magic to the masses, however? That’s where the totally new Artificery Invention system comes in. Embrace technocracy and hunt down Precursor Relics and Damestear to increase your Artifice Capacity. Then research powerful and unique inventions, enact them as privileges, and see your country receive incredible bonuses and your artificer regiments slaughter their foes with black damestear bullets, predator exoskeletons, or countless other new technologies.

  • You can explore the system in brand new mission trees for Railskulker and the other Cave Goblins, forming the Allclan and building an Ultimate Weapon, developing Rocket Rail, and more -- or try out Gnomes (including the new Giberd tree), Kobolds, or the Vanbury Guild all of whose missions have been reworked to fit.

  • Cannor’s older forces will not give up without a fight, however. In the shadows, the Vampires rise, with a unique Vampire estate (complete with events and disasters) and a Vampire Ruler and Hunting system. Check them out in new mission trees, leading Cannor from the shadows as Asheniande, or simply dominating with bloody strength as Corvuria (be careful though, lest you be hunted in turn…).

  • Competing religions will not be left behind, either. The Jadd has embraced fervor mechanics, while the Corinites has moved to a new Corinite Paragon system based on a reworked Karma system. The Regent Court now has Favored by the Gods events, giving powerful bonuses if your rulers’ personalities align with their chosen deity, and Castellos is Dead is now a full event chain. In the Dwarovar, the Obsidian Legion will now be able to open the Runefather’s Maw, strengthening their link to the Underempire, and reaping incredible rewards.

  • Adventurers and Orcs in Escann have been reworked in line with the new native mechanics. The Greentide has seized all the region as tribal land, but adventurers can seize it back, rebuilding the region, recruiting Corin’s Circle, and forging a path towards becoming a new nation. And if they embrace the Escanni who once lived there, they can restore old nations anew to explore the new Mission Trees of Adenica and the Blademarches. (Marrhold, also with a new tree, sees all of them as mere imposters and pretenders). If you rise above the rest, and triumph in the Age of Witch Kings’ Wars of Consolidation, you can now even turn your sights beyond Escann, and claim the Dove Throne of Anbennar as your due.