Europa Universalis IV
Anbennar: A Fantasy Total Conversion
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Обновление: 23 июл. 2021 г. в 12:04

Content Changelog Continued

Reworked Content
  • Added some artificery missions and rewards to Gnomish Hierarchy, Kobildzan and Konwell
  • Artificery-path kobolds have new trade good-changing missions
  • Busilar ideas and traditions, Ravelianism idea added
  • Dartaxagerdim now starts as Old Sun Cult
  • Gerudian NIs
  • Harpylen and Siadan ideas
  • Ravelian-related missions for Konwell
  • Probably way more stuff

    World and Naming
  • A bunch of custom insults have been added for various cultures and religions
  • Aelantir province names completed
  • Bulwari and sun elves last names
  • Bulwari names for goblin provinces in Bulwar
  • Cliffs of Ruin (aka that big circle in Aelantir) need a passage to be built to be crossable
  • Coal distribution across the board
  • Dokanto and Shofa start as vassals of Cheshoshoanta
  • Lorent, Bjarnrik and Gnomish Hierarchy Colonial Nation names for all of Aelantir
  • Lots of dynamic names added, from Kheionai names for South Aelantir to Gnomish names
  • New unit types across the board, from Gerudia to the Ynn
  • Redrawn a few provinces, like the Khenak in Businor
  • Regnal numbers for remnant hold rulers
  • Sea province names across the board
  • Starting rulers for various countries like wood elves and adventurers
  • Startup screens added for core regions
  • Various countries in Cannor start with accepting elves in their lands
  • Ynn river is impassable, can only be crossed at the dams

    Monuments
  • The Castanorian Citadels are now monuments (though still work for those without DLC)
  • The Cheshoshi Bone Citadel
  • The Boek totem-shrine Dobondotimveb
  • Marrhold Tunnel, Ruin-Rim Passages, and the Runefather’s Maw added as canals
  • More to come!

    Systems. THE BIG STUFF.
  • Artificer Capacity and Invention system
  • Black Orc Trophy system for conquering holds
  • Buildable Castonath Wonders for each district of the city
  • Castonath Patricians now occupy Castonath, limiting control of each district until dealt with
  • Escanni Wars of Consolidation, allowing Castanor formation and a War for the Dove Throne
  • Great Conqueror, optional mechanics to give you a late game challenge
  • Harpies Roosts
  • Malacnar Battleking mechanics
  • Peace treaties for ending racial purges
  • Reworks for the Harimraj Court (disaster currently disabled)
  • The Cliffs of Ruin Rim in Aelantir is now impassable until you build lifts, stairways, and other conveyances
  • The Trials of Castan now have an original succession system with CYOA style event chains for certain trials
  • Vampire Estate and spreading system
  • Vampire ruler feeding and more flavour events that can end up with you being outed as a vampire
  • War vs Evil CB, allowing you to depose outed evil rulers like Witch Kings, Liches and Vampires



    Religion
  • Corinites now uses a modified Karma mechanic + events
  • Death Cult of Cheshosh gets tribal dev for having Autonomous Vassals
  • Fey Court religion events
  • High Philosophy school adjustments
  • Jadd now uses Fervor mechanics
  • Ravelian Society, a society of enlightened minds will spawn after the Crimson Deluge
  • Ravelian religion with our own spin on Catholic mechanics, which will appear mid 16th century
  • Ravelians can challenge the Empire of Anbennar’s official faith after passing all Ravelian Debates


    Balance and Quality of Life

    Game Setup
  • 1.31 feature Concentrate Development is disabled for balance reasons (aka Dwarven Holds)
  • Adventurers and Settlers of Aelantir bookmarks are now more informative (including information on what spawnables can be formed and when)
  • Aqatbar Overclan replaced with Marblehead (in the future Aqatbar will return as the formable)
  • Bayvic is Urban terrain
  • Changed gnoll culture names
  • Crothan is a Free City
  • Dwarovar Adventurers no longer have vision on Cannor
  • Female Corinite, New Sun Cult and Jadd rulers can now be Defender of the Faith
  • Made Lake Taspasu in the Ekyunimoy Mountains into an elevated lake
  • Monsters can no longer get Lilac Wars veterans
  • Moved Glademarch province to Daravan’s Folly region
  • Moved Marrhold to Cannor from the Serpentspine
  • Pioneer’s Guild, Iron Hammers, Flung Head starts have been moved to fit new migration gameplay
  • Re-enabled vanilla Defender of the Faith events
  • Silvermere -> Marches trade node reversed
  • Split various tech groups that exist in Haless and Cannor up (e.g. Eastern dwarves)
  • Trade node colours in Aelantir revised
  • Trade nodes in Gerudia and surrounds revised
  • Wine Lord reform only gives production to Wine provinces

    Game Setup
  • 1.31 feature Concentrate Development is disabled for balance reasons (aka Dwarven Holds)
  • Adventurers and Settlers of Aelantir bookmarks are now more informative (including information on what spawnables can be formed and when)
  • Aqatbar Overclan replaced with Marblehead (in the future Aqatbar will return as the formable)
  • Bayvic is Urban terrain
  • Changed gnoll culture names
  • Crothan is a Free City
  • Dwarovar Adventurers no longer have vision on Cannor
  • Female Corinite, New Sun Cult and Jadd rulers can now be Defender of the Faith
  • Made Lake Taspasu in the Ekyunimoy Mountains into an elevated lake
  • Monsters can no longer get Lilac Wars veterans
  • Moved Glademarch province to Daravan’s Folly region
  • Moved Marrhold to Cannor from the Serpentspine
  • Pioneer’s Guild, Iron Hammers, Flung Head starts have been moved to fit new migration gameplay
  • Re-enabled vanilla Defender of the Faith events
  • Silvermere -> Marches trade node reversed
  • Split various tech groups that exist in Haless and Cannor up (e.g. Eastern dwarves)
  • Trade node colours in Aelantir revised
  • Trade nodes in Gerudia and surrounds revised
  • Wine Lord reform only gives production to Wine provinces

    Systems
  • Changing military can be more easily done without swapping your racial administration
  • Coffee no longer spawns in Aelantir for Ruinborn unless they have embraced colonialism
  • Damestear is temporary for holds
  • EoA starts at Religious Peace before League War
  • If you have your capital outside the Serpentspine and don't own a hold the Serpentsrot is less penalizing
  • Nations that start with a mage get randomized spells
  • New level of racial pop integration, Primary, which avoids the Culture Convert malus
  • Old spawned rulers have the proper age
  • Pop-ups for your mage estate spells expiring
  • Revised how magic study results on the backend
  • Revised orcish duels
  • Revivable rulers like liches and vampires got long-lived events
  • Tooltip is shown when wanting to switch racial admin/military so you can tell what you get without needing to swap
  • Ynnic Barge System QOL tweaks

    Content
  • A bunch of Grombar fixes and tweaks (including tradition changed from sailors to tax, Crovis’s revolt made into an Independence War)
  • Quality of life improvements to the Rianvisa
  • Reflavoured technocracy factions to fit the new systems and lore
  • Revivable rulers like liches and vampires now get long-lived events
  • Rulers that can revive like liches have their stats restored
  • Split Crimson Deluge malus to be light or heavy depending on where the province is
  • Subcontinents and cultures recolouring
  • Technology descriptions stripped of any real-world references
  • Witch Kings are more common
  • Workaround that makes it so lich and vampire dynasty names persist

Обновление: 23 июл. 2021 г. в 11:42

My friends. This is the largest update for Anbennar yet.

Balance and Quality of Life Continued

Value Changes, etc
  • Chivalric kingdoms of Escann like Adenica and Castellyr can only be formed by adventurers who have the “Escanni Administration” reform
  • Cyranvar ideas buffed
  • Demonsterization now gives lots of government reform progress, and is less expensive
  • Discipline nerfed/changed to another modifier in multiple idea sets
  • Dwarven road dev cost increased from +10% to +30%, but repairing the rail gives -10% and upgrading it gives -20%
  • Exploration Ideas give Adventurer Estate loyalty
  • Hoardcurse is less cheesable
  • Long-lived races have reduced republican tradition malus for re-election
  • Lowered Halfling Military Mercenary Discipline to 15%
  • Minor dwarf religion value changes
  • Nerfed Privateer efficiency

    AI
  • Adjusted AI centaurs and AI aggressiveness
  • Dwarf more likely to Expel Orcs and Goblins in Holds
  • Jaddari no longer always declares war on Sareyand
  • Made it so AI will debase less, reducing their debt long-term, which increases aggression
  • Prevented Krakdhumvror from colonizing east
  • Redid AI weightings for purges/expulsion
  • Triunic colonies now convert culture and religion

    Bugfixes
  • Adjusted starting vision to fix "Naval Range" bug, as well as AI not rivalling on Day 1
  • All nations now start with crownland at 30
  • Can no longer give away Obsidian Invasion spawn point to avoid the disaster
  • Fix Chendhyan-cultured provinces having no native population
  • Holds can now be sped up and slowed down by events again, thanks to LoStack
  • Linux/Mac crash fixed for estates casting magic
  • Made it so homunculus familiar helping magical study applies to all magic schools
  • Magic results are now actually random
  • So many things, you cannot even imagine
  • Various Lake Federation bugfixes

  • So many more things, you cannot even imagine

Обновление: 18 мар. 2021 г. в 17:22

Its only 1.30.5 compatibility unfortunately :^)

The next update will be released shortly after Leviathan. If you'd like to play it early, see our discord (links in the mod description)

Обновление: 15 ноя. 2020 г. в 11:35

  • AI can no longer get Lotus Blood Rebellion
  • Added Raj Ministries to static modifiers
  • Anbennarized uncolonized native units
  • Blackhand missive Magharma Bugfixes
  • Centaur Formable decision visible from start
  • Changed some terrain types in southeast Salahad
  • Custom trigger tooltip for United Fed Mission
  • Federation Religious War now handles Faction Leader dying off
  • Fixed bug with event pictures
  • Forming Roilsard no longer kicks you out of the empire
  • Krakdhumvror ideas
  • Maqet ideas
  • Natives now have appropriate units and can revolt in the FP
  • Nerat is a boy again
  • Rebalanced war reduction national idea modifiers across the board
  • Removed Tugund Darakh mission state edict requirement
  • Revised gnoll culture names
  • Reworked Jaddari harpy march event to fit with Demonsterization
  • Skurkokli mission fix
  • Stopped Prahbi and Sepati losing their reform when claiming Raj
  • Toarnen ideas
  • Troll Military not has -30% not -50% force limit
  • Various loc fixes for Lake Federation
  • Zurkanrek starts as Fed Leader not Vahjevgiiv

Обновление: 8 ноя. 2020 г. в 11:26

This is an absolutely massive update, with lots of new content across the board - so there may be a lot missing here!

Content Changelog
  • Added three urban provinces to the Ynn, and they start with an “Urban Decline” modifier
  • Amlharaz decision for Aul-Dwarov to release all of the Dwarven Holds as a special subject type, and get unique bonuses from internal politices
  • DLCs unit models for Cannorian units if you have the proper DLC
  • Dynamic provinces names for Ynnic cultures
  • Expanded Mission tree for Grombar
  • Flags for the nations in the Deepwoods
  • Ideas for Amacimst, Brelar, Malacnar, Stantirhalas. Decision for Malacnar to adopt Stratocratic Administration
  • Ideas for Asraport
  • Ideas for Larankar
  • Ideas for Minaran Temple
  • Ideas for Pearview
  • Island nation of Maqet added next to Zokka, has cores on Zokka’s vassals
  • It is now possible to have a half-elf heir if the parents are right
  • Jaddar, Slaughter at Rottenstep, and Naegol’s Invasion loading screens
  • Karashar formable for Black Orcs invading Bulwar
  • Localization for the Emerald Orcs
  • Marines now available to Eborthíl, Ovdal Tûngr, Nathalaire, Themarenn, and Verkal Dromak
  • Mire Maw - Ogre country in the Serpent’s Vale with missions
  • Missions and partially revised ideas for Arpedifér, Oktíkheion, Degakheion, Ormam, Kherka and Lokemeion
  • Missions for Amildihr and Orlazam-az-Dihr
  • Missions for Beepeck and the Small Country
  • Missions for Bjarnrik
  • Missions for Busilar
  • Missions for Istralore
  • Missions for Konwell
  • Missions for Pearlsedge
  • Missions for Rubenaire
  • Missions for Sareyand and Phoenix Empire
  • Missions for Sarisung
  • Missions for Urviksten
  • Monstrous nations can now start a process of “Demonsterization” where they can lose the Monstrous Nation modifier, removing the opinion malus with civilized nations
  • New Sun Elven units to differentiate from Moon Elven units
  • Olavlund formable in Gerudia
  • Old Dookan religion for non-Green Orcs
  • Portraits for Gnoll advisors
  • Provinces names for Larankar, Taychend Proper, Ynn subcontinent, Broken Sea, Forest of the Cursed Ones and Dalaire
  • Revised missions and civil war disaster for Sugamber
  • Reworked missions for Gawed
  • Trials of Castan mechanic for Castanor and Black Castanor
  • United Kheionai formable
  • Verne and Arannen are now re-formable for any country with the appropriate culture
  • Zokka now starts with two vassals to its south

    Balance Changelog
  • Changed Eordand and Taychend from charters to colonial regions
  • Cultures of conquered adventurers in Escann now change to their Escanni variants in the third age
  • Eastern European gfx for Ynn River nations
  • Giant’s Manse is now possible to claim from the Gerudian mainland
  • Goblins and Kobolds are now able to dig holds at admin tech 7 rather than 10
  • Migratory ruinborn tribes now start with vision of their home regions
  • Nerfed Magical Forts - it now gives +1 Fort Level and +150% defensiveness
  • Nerfed Nimscodd and Portnammer artificer national idea
  • Powerful Mage ruler now become general via Decision
  • Restricted tributaries to Gnolls, instead of all monsters
  • Revised Alenic Reach setup to fit new Grombar stuff
  • Revised Dwarven Reclamation age ability

    Notable Bugfixes
  • Aelnar mission “Racial Supremacy” no longer converts provinces to noreligion, but Soise Vio instead.
  • An Orcish Regency Council can no longer be challenged to a duel
  • Build cost and time for digging system is now actually accurate
  • Dwarven Adventurers can no longer spawn in holds, which could spawn unintended trade goods
  • Fixed a river not connecting near Vareynn
  • Fixed case where countries in the Lake Federation would randomly become an observer, ascending into the void
  • Fixed edge cases where the Crimson Deluge was affecting countries it shouldn’t have
  • Fixed harpies being able to raid their overlord
  • Fixed some stray province pixels
  • Made the Shining Circle / Beggaston adventurer a livelier shade of yellow.
  • Renamed South Dalairey area into South Dalaire, renamed North Aelantir region into North Ruined Isles.
  • Spiderwretch no longer gets money when Asraport spawns
  • The Orcish Slavery in Aelantir event should no longer spawn when you already had the corresponding modifier from the decision

    Broken Functionality due to 1.3
  • Due to Paradox changing AI’s colonization priorities, adventurers now colonize straight away rather than wandering around! To negate this we’ve done a quick solution of preventing the adventurer country AI from colonizing in the first 3 years
  • Spawn_rebels no longer takes size higher than 3, so disasters like the Rianvisa and those in Dwarovar are much easier now ☹
  • Add_construction_process no longer works on building, which breaks events that affect the duration of Digging Holds

Обновление: 27 июл. 2020 г. в 11:43

Fixed critical issue that would cause game to crash if you get blockaded and have minus income

Обновление: 26 июл. 2020 г. в 12:24

Content Changelog
  • Added a kobold tribe in the Dwarovar, the Darkscale clan (WIP)
  • Adventurer and Mage Estate Privileges
  • Adventurer and Mage Estate new and overhauled estate events
  • Adventurer and Mage Estate unique agendas
  • Area names in Dwarovar
  • Coltin Purchase Event
  • Damerian Blue’d the HRE interface!
  • Escanni Wars of Consolidation events, akin to Italian Wars
  • Event to make Renaissance spread into Bulwar easier
  • First set of unique mercenary companies for Anbennar
  • Flags for Wood Elf Clans, Tluukt, Goblins in Escann, Harafe and Noruin, rest of Eordand, Urviksten, Hasr
  • Government Reform: Wine Lords for lorentish monarchies, Unbound Commoners and Skaldhyrric Order for Gerudians
  • Great Work for Bulwar: Dredge the Old Canals
  • Harpies and Gnoll republics get female rulers
  • Ideas for Arg-Ordstun
  • Ideas for Asraport
  • Ideas for Hehodovar (wip)
  • Ideas for Sareyand
  • Ideas for Shazstundihr
  • Improved colormaps for world map
  • Insyaa’s northern Barrier Islands overhaul
  • Kheionai Deathwind events (WIP)
  • Leechmen now worshio the Leechfather
  • Localization for Caamas Missions
  • Localized Ovdal Kanzad Ideas
  • Localized Wood Elf, Ekhan and Ynnic Ideas
  • Localized more event chains for our Hunt of the Seven Cities equivalent
  • Mage Tower building
  • Merc companies
  • Missions for Caamas
  • Missions for Er-Natvir
  • Missions for Harpylen
  • Missions for Ovdal Kanzad (minimal flavour text)
  • Missions for Tuathak
  • More provinces and areas named in
  • New icons galore! Icons for all our religions and new icons for mages and artificers estate
  • New trade good distributions in Aelantir (for example, Cocoa in Harafe)
  • Privileges for Adventurers and Mages Estate with new Privileges and Overhauled Events
  • Reflavoured new imperial reforms to fit the setting
  • Reworked Raj Decadence – it now uses a new Raj Ministries estate (WIP)
  • Religion Kalun Mask (WIP) for Harafe Ruinborn
  • Spawnable countries are now tied to their origin country. For more information there’s a new bookmark.
  • The Elder Pact: being the emperor of Anbennar as a long-lived race will now have its consequences
  • The Elder Pact: being the emperor of Anbennar as a long-lived race will now have its consequences
  • Trade Company regions as per 1.3

    Balance Changelog
  • Added more urban provinces in South Aelantir
  • Adventurer Mission final mission give a bonus that nullifies the admin efficiency malus
  • Changed add_stability commands to add admin if your stability is full
  • Create Wards spell now has an additional option to target provinces where your ruler is leading troops
  • Dwarven military modifier changes
  • Esmari tradition from 5% to 15% manpower recovery and 10% heir to 50% heir
  • Fixed issues allowing Starborn and such turning into Duskers
  • Harpies and GNolls can recruit female generals without ideas
  • Heirs and Consorts now get the Immortal/Long-lived Trait
  • Hold specialization can handle Incense
  • Integrated minority text color is now teal instead of blue
  • Kobolds and Goblins can now dig holds sooner
  • Leechdens is now an Inland Sea
  • Marrhold no longer counts for event that makes dwarves switch to Ancestor Worship when they own a hold
  • Purge warband is now disabled for AI due to instability
  • Remnant dwarves less likely to pick Balgar ancestor bonus (as Balgar is a surface dwarf)
  • Renaissance no longer spawns in Venail to ensure renaissance spreads well in Cannor
  • Renowned text color for magic skill level is now teal instead of blue
  • Reshuffled kobold starting cores to be more consistent
  • Reworked Zokka-Jaddari war events
  • Technocracy Faction influence gain Rebalance
  • War Wizards can no longer be recruited easily. They now have a chance to appear if you have the ‘Battlemage Academies’ privilege

    Notable Bugfixes
  • A whole host of quality of life fixes
  • Added more mountain wastelands to allow country color to take them more often
  • Azka-Sur ruler starts as Surani
  • Countries that use Church Power now use correct alerts
  • Disabled lich magocracy event firing if you don’t have mages estate
  • Fix for missions that use random_owned_province for rewards multiple times, but do not have a limit to prevent selecting the same random province twice
  • Fixed various provinces having multiple winter types
  • Isobel of Isobelin fame is now currently a woman
  • Mteibhar correctly gets their group ideas
  • Oak Monarchy and Estates General no longer compatible
  • Prevented vanilla Glory Road event from affecting WIP empty provinces

    Broken Functionality due to 1.3
  • Due to Paradox changing AI’s colonization priorities, adventurers now colonize straight away rather than wandering around! To negate this we’ve done a quick solution of preventing the adventurer country AI from colonizing in the first 3 years
  • Spawn_rebels no longer takes size higher than 3, so disasters like the Rianvisa and those in Dwarovar are much easier now ☹
  • Add_construction_process no longer works on building, which breaks events that affect the duration of Digging Holds

Обновление: 30 мая. 2020 г. в 10:28

  • A whole host of fixes
  • Telgeir Missions
  • Marrhold Ideas
  • Verkal Dromak Ideas
  • Made various High Philosophy schools hate each other
  • Dwarven Adventurer missions localized
  • WIP overhaul to adventurer/aelantir spawnables - they are now tied to specific nations (primarily their origin nation)
  • Double fixed Orc Slavery spam
  • Very WIP unwritten version of our Hunt for the Seven Cities
  • Dwarves can get mages again
  • Orthodox advisors should no longer appear
  • Buffed Great Dookan Orcish Soul
  • Fixed religious group acceptance for adventurers
  • Ovdal Kanzad Missions (WIP)
  • Fixed issue where some dwarovar countries didnt start with armies
  • Pelomar Missions localized
  • Brasan gets a Renaissance institution event to help spread in Bulwar
  • Spawnable adventurers now get a bonus depending on their origin's development
  • Spawnable adventurers take in their origin's tech level

Обновление: 28 мая. 2020 г. в 12:32

Hotfix for AI spamming accepting and rejecting orc slavery

Обновление: 22 мая. 2020 г. в 16:05

  • New Blademarches Succession - only those who can wield [Calindal, the Gleaming Blade] can be worthy of rule!
  • Vanbury Guild, Calasanni Trade Company and Deranne Trade Company Flags
  • Auto-colonization events for Deepwoods external gladeways if for some reason they arent
  • Siege Magic Dominate To Surrender spell revised and now works, its also know Legendary Enchantment not Renowned
  • Siege Magic spells added to spell lists for more visibility
  • Added events that can kill a lich by destroying their phylactery at their capital
  • Orlghelovar loc fix and minor buff
  • Imperial reform modifiers are now in english instead of hre german
  • Changed how harpy raids via The Hunt religion works, it now works over distances and can allow overseas raids
  • Digging through underground layer events are now flat costs
  • New cavern of interest events

  • Just lots of fixes by Aeriic essentially
  • Fixed issue where forts were counted as obsolete
  • Various dwarovoar fixes
  • Akalates cannot choose states general due to interface issues
  • Added royal marriage incompatibility to the new races