Crusader Kings III

Crusader Kings III

Princes of Darkness
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Update: Apr 30 @ 5:07am

# Princes of Darkness, "Wind from the East", Version 1.16.0.1, 4/30/2025

- Compatibility with Crusader Kings III 1.16.0.1 "Chamfron" hotfix

## Bugfixes
- Hideout domiciles no longer get cleared by the game periodically (whoops)
- AI Vampires now respect the Ghoul cap instead of gaining more and more of them forever and ever
- Various tributary related fixes
- Fixed Grand City special building not switching
- The "Steal the Power of Vitae" objective now properly gives you a Blood Potency modifier

Update: Apr 29 @ 3:00am

# Princes of Darkness, "Wind from the East", Version 1.16.0, 4/28/2025

- Compatibility with Crusader Kings III 1.16.0 "Chamfron" update

## Khans of the Steppe
- Compatibility with the DLC and patch
- The horde DLC system, while possibly worth investigating for PoD hordes, would have taken too much time to integrate with our current schedule (and is completely DLC locked) so is simply disabled
- Raid intents have been adapted for PoD
- Tributaries have been added to PoD with some setup changes to use them
- Our steppe setup has seen some changes to adapt to the new map. It also introduces our PoD lore characters (non canon characters with a lore button to add depth to places with little to no official sources)

## Kuei Jin Rework
- Rework of Dharma mechanic to be more interesting.
- Rework of Kuei Jin lifestyles to be more in-line with modern PoD.
- Rework of Yama Gifts (investiture tree).
- Addition of a new objective to become a Yama King (similar to Decani).
- Removal of Yin/Yang balance trait to reduce complexity.
- Removal of Chi as a resource
- Tweaking of Hun and P'o in line with new mechanics.
- Adaptation of various miscellaneous mechanics of Kuei Jin, like dhampyr breeding etc to new system.
- Dah modifier now gives +50% Dharma xp gain.
- Umbral modifiers 'Knowledge of Thousand Cranes Mother' and 'Wisdom of Black Pearl Mistress' now instead of lifestyle gain mult gives bi-yearly dharma.
- KJ now have their own domicile buildings
- KJ ducal buildings have been tweaked and no longer require gauntlet manipulation
- Removed the barely used heretical gov form

## Demon Rework
- Removed the Fallen and Earthbound traits and removed the possession mechanic. Demons instead stay on Earth via the Ritual of the Sundered Soul. This modifier is very negative initially but can be improved via decision
- Full rework of the Arcana lifestyle. Most perks cost multiple perk points now
- Full rework of the Lore lifestyle. Its many branches were consolidated into a smaller number of thematically coherent ones
- Resolve now goes from 0-10 (instead of 0-5) and most methods for gaining it were reworked. Revelation is now performed by right-clicking yourself
- Turned the Tempt/Corrupt schemes into a Journey
- Turned the Learn True Name scheme into a Journey (for all splats, not just Demons)
- House Lores are now assigned via dynasty modifier. This means custom characters no longer need to join an existing Demon's dynasty, which fixes some bugs with house head assignment
- Small tweaks to objectives
- Infernalists no longer get a Resolve bar or access to the Arcana lifestyle
- Demons can no longer learn Demonology or gain investments
- Some arcana perks now give access to vanilla schemes
- Tweak to binding/making pact with Demons

## Shih Rework
- Removal of Chi for Shih
- Rework of Qiao
- Rework of Shih Objective(s)
- Added a training journey/mechanic for Shih

## Wheel of Ages Rework
- Change from static dates to dynamic yearly change with thresholds
- Implemented ages 2,3,4,5 and 6 each with corresponding buffs for specific splats/sub-splats.
- Implemented various ways to push Wheel of Ages in both directions.
- Adapted Age objectives for the new system.
- Added game-rule to configure the speed of the Wheel of Ages.

## Grand City of Paris
- Added Paris as a Grand City
- Chivalric Paris: Available to Ventrue, Toreador, and vampires following Via Equitum. Rebuild Alexander's Grand Court with a slew of unique buildings GC buildings and additional unique buildings available to each of Toreador/Via Equitum, Ventrue, and Alexander himself.
- Umbral Paris: Available to other vampires and dark supernaturals. Spread your influence over Paris and its people then reap the rewards that follow.
- Free Paris: Available to everyone else. A Paris freed from the parisitic forces that dwelled in it. The Shadow Inquisition gets unique buildings here.

## Grand City of Cairo
- Added Cairo as a Grand City
- Ancient Cairo: Available to all members of the Osirian League and Ishmaelite Mummies. Gain unique powers as you gather the Osirians in holy Cairo. You will require all the members as skilled Councillors to unlock the full potential of the city. (This means that both Silent Striders and Bubasti can use this city)
- Vampiric Cairo: Available to vampires. Build and expand the Khittas to grow Cairo and improve the effectiveness of your councillors and court positions. Faiths with the Ashirra Pillars doctrine gain extra bonuses for building the Ashirra aligned Khittas. Setites can rebuild their founding temples to create their own Road of Set faith.
- Islamic Cairo: Available to everyone else. But only the Ikhwan al-Safa hunters can unlock the true potential of this city.

## Discipline additions and reworks
- Daimonion rework
- Includes a new way to unlock the investiture tree in vampire-only bookmarks, and the often requested re embrace ritual
- Flight discipline for Gargoyles

## Gameplay Additions
- Added 6 new Great Persons
- Added an option for Rock Lord to go landless
- Added an experimental game rule that makes AI characters behave more like conquerors
- Added a game rule that lets you hide the likelihood of random outcomes
- For those who missed the April Fools joke from the Patron build, there is now a sneaky game rule to reenable it (only visible if Custom Mode is selected, at the very bottom of the list of game rules)

## Gameplay Changes
- Removed the Gallowsbait trait since it doesn't make sense for this setting. Effects that otherwise would've added Thief or Marauder XP still count as theft for the purposes of Golconda
- Extensive rebalance of shapeshift related modifiers to make them more varied and (hopefully) interesting
- The Animal lifestyle xp from the Stable and Kennels (Vampire domicile building) is now gained passively, regardless of your lifestyle focus. However, this also means it won't benefit from multiplicative xp buffs anymore
- Added a limit to Enhancing based on the artifact's rarity
- You can now become an Ashen Ambassador for unlanded patrons
- Ashen Grandmasters now get 5 trait xp for winning wars (up from 2 xp). This also now applies to contract wars, meaning you can double-dip them for 10 xp
- Tripled the xp rewards and prestige cost of the Ambassadorial Visit interaction
- Giving land to your Ambassadorial Patron via the landless CB now gives trait xp, based on the title tier
- Removed the Hive Mind, Renegades, and Celestial Army government types
- Infernalists now keep a splat-appropriate government type if possible, instead of switching to the Infernal Court government every time. This also fixes a bug where Vampire infernalists would lose their domicile
- Diablerie via draining a herd member or using the cannibalism execution option now fires the same suspicion event as the diablerie execution option
- Adventurers (like Dracula) or the Grandmasters from the Age of the Inquisition now get all the necessary scripts for Conqueror behavior, not just the trait. This means they're somewhat more difficult, but also that they can lose the trait (e.g. if they repeatedly lose wars or go into big debt)
- Reactivated the adventurer interaction from vanilla that lets you switch sides during a war. Backstab away (within reason, you can't circumvent splat hostility this way)
- Genetic intellect traits now count as Fame traits for the purposes of trait-editing abilities, meaning that abilities that only change physical traits (e.g. Will over Form) can no longer turn anyone into a genius
- Removed a number of nonsensical fame traits from Reweaving (e.g. Sayyid or Saoshyant Descendant)
- Increased the prestige cost of Prison of Water. Also, Conquerors are now immune
- If you were to defeat a certain [FLUFFY ANIMAL] at the end of the [PETTING ZOO] and it were, for some reason, able to resurrect, it would now do so. It won't, of course, because it can't. That would be silly. Wouldn't it
- The healing sorcery tree now gives some epidemic resistanc

Update: Apr 4 @ 1:39am

# Princes of Darkness, "Via Regalia", Version 1.15.0.2 Hotfix
- Compatibility with Crusader Kings III 1.15.0.2 "Crown" Hotfix

Update: Mar 13 @ 2:14pm

Update: Mar 12 @ 5:59pm

# Princes of Darkness, "Via Regalia", Version 1.15.0

- Compatibility with Crusader Kings III 1.15.0 "Crown" update and "Crowns of the World" DLC

## Gameplay Additions
- Added a character interaction to offer one of the potions in your inventory to another character

## Gameplay Changes
- The "Install New Ruler" CB now lets you choose beneficiaries who are already landed
- Tweaked the logic for characters staying in your court when going from landed -> landless. Characters you'd be able to invite anyway (e.g. Coterie members or ghouls) stay with you. Also, former camp followers (if you went landless -> landed -> landless again) stay with you too, and can be reinvited in the future
- Enabled the Ingame Character Creator trait for Adventurers in the Ruler Designer
- Cleaned up various requirements for vampire mechanics that shouldn't show up for half-splats that don't participate in vampire politics (like ghoul hunters or ghouled werewolves)
- Added a dedicated game rule for letting all splats learn Sorcery in Custom Mode (previously, it was part of the splat-mixing game rule)
- Any splat can now recruit torpid vampires after waking them up, as long as they're able to have diplomatic relations with vampires in the first place (previously, it was just a few select ones like Black Spiral Dancers)
- Integration of the monuments DLC into PoD (buildings effects and prerequisites tweaked, some locations changed to not conflict with PoD wonders etc). The game rule to enable them has thus been removed
- Lucita's ghouls will now follow her if she choose to become landless via her starting event
- Ghouls (with a master) are now protected from being culled by CK3 population control script
- Removed sorcerer trait from existing characters that can't be sorcerers post Vecson's rework

## Interface
- Clarified some tooltips for domicile buildings that require Ashen Adventurer experience
- Made sure the PoD "DLC" doesn't show up as "disabled" in the new DLC window
- Added checkbox to crafting GUI to enable alert when cooldown for it has ended.

## Debug
- Added a debug interaction for forcing a character into prison and skipping the duel event that usually happens

## Bugfixes
- Various tooltip/loc/grammar fixes
- Added a bandaid fix to prevent torpid family members from joining your adventurer camp
- Prevented the "Silence Missionaries" contract from firing its events multiple times
- Fixed the Ashen Military Order domicile buildings that wouldn't get "saved" on the landless <-> landed transition
- Updated the tooltips for being at your herd/ghoul cap since they're not based on stats anymore
- Various small fixes (loca, misleading wraith dynasty legacy, wrong faith mortals pulled by scout talent, haven defenses losing properties at higher levels)
- Fix for ambassador patrons becoming independent if gifted land by their landless ambassador
- Fixed a weird script logic issue that resulted in Aquitaine inheriting Leon if Lucita became landless
- Added a safeguard so that Fae/Demons who get trapped in the Umbra don't take their artifacts with them

Update: Mar 12 @ 5:50pm

Update: Feb 25 @ 5:26pm

# Princes of Darkness, "Unlanded & Unnamed", Version 1.14.3 2/25/2025
- Compatibility with Crusader Kings 3 version 1.14.3 (Traverse), Arctic Attire & Medieval Monuments

## DLC Compatibility
- Added Arctic Attire to the relevant cultures
- Medieval Monuments are disabled by default, but there's a game rule to enable them

## Landless
- Landless Inquisitors
- New buildings, mechanics (Curia Support, recruit from other orders, ask for invasion) and new objectives tailored for landless
- Landless Independent Hunters (non Shih)
- New dynasty legacy and objectives tailored for landless
- Landless vampires
- Ambassador path : Choose a patron to support and help them achieve greatness while you build your camp and rank up your ashen ambassador trait
- Grandmaster path : Complete martial or war contracts to gain grandmaster xp. This xp can be used to improve the three precepts of your military order (pre selected for canon orders, your choice for custom ones)
- Caravan path : Cover starting costs to unlock the trait, then level it by doing transport contracts. The trait unlocks new landless court positions and can divide travel options costs by 2.
- Cult path : After creating your cult, unlock county based actions to help or hinder local rulers depending on their faith, gaining trait xp in the process. The trait xp unlocks additional herd and ghoul max size.
- Added new contracts:
- Assault an Exposed Lair: For Hunters. Based on the existing Find Lair events
- Overhauled the natural disaster events
- Natural disasters are now contracts. If you (or any Coterie member!) can predict the weather, you get notified 3 years in advance
- You can now prevent or intensify natural disasters if any present Coterie member can manipulate the weather. This also includes Fae (with the Eldritch Prime cantrip) and Sorcerers (with Weather Control 6)
- Intensifying natural disasters now counts as a heinous act for the purposes of Golconda. Also, Wyrm-aligned faiths get piety from it
- Added two event options for providing disaster relief to mortals, available even if you can't manipulate the weather
- Basic relief costs gold, adds piety, and gives a True Faith perk point if you have the trait
- Extensive relief costs massive stress and more gold, adds more piety, and gives Beatific trait xp (up to 100)
- Added an event option for turning the disaster into good weather, which has the same stress cost and rewards as the extensive relief option
- Fixed some glitches that could happen when trying to travel to a disaster while you already had a travel plan in progress
- Fixed some faulty dates for historical natural disasters
- Added canon landless characters and starting events to go landless for characters that we still want playable without a DLC but should be landless
- Added playable landless characters
- Added an adventurer tab (if you have the DLC) to the dark ages vampires bookmark

## Domiciles
- Inquisitors, Hunters and Vampires now have access to a domicile that will stick with them even if they switch from landed to landless or vice versa

## Blood Magic and Necromancy
- Added the following blood sorcery paths to canon characters and learnable otherwise :
- Path of Karma
- Divine Hand
- Lure of Flames
- Movement of the Mind
- Path of the Blood's Curse
- Evil Eye
- Revelations of Duat
- Revelations of Midgard
- Necromancy has been reworked in the new blood sorcery style with paths and schools
- The schools are as follow :
- Giovanni Necromancy
- Harbinger Necromancy
- Cappadocian Necromancy/Mortis
- Rosselini Necromancy
- Impundulu Necromancy
- Lamia Necromancy
- Nagaraja Necromancy
- Each school has access to some of the 12 new paths
- Canon characters have been given their necromancy path rating when applicable

## Sorcery rework
- Improved and expanded the sorcerer lifestyle tree

## Crafting rework
- Crafting has been completely reworked to be easier to understand and use

## Herd and Resonance
- Herd is now a game concept
- Blood tithes and auto animal interaction have been removed
- The base resonance gains have been reduced
- Herd and ghoul max size are no longer tied to stats
- The above is compensated (and in some cases, exceeded) by the new domicile buildings
# The goal here was to remove obfuscated (herd and ghoul max size) and micro intensive systems (maximizing resonance especially animal one) and replacing them by easy to grasp and less tedious methods, domicile buildings in that instance

## Wraith
- Wraith rework #They are still only playable by custom character but should feel better and be more interesting for those who want to try them

## Game Rules
- Added an experimental game rule that removes levies from the game. More testing required
- Added a game rule to halve resonance gains
- Added a game rule to disable the Flaying Plague
- Added a game rule that lifts the restrictions on which splats can participate in tournaments
- The game rule to remove patrons/easter egg characters is now much smarter about how to give the empty land to, resulting in less bordergore when this rule is activated
- Hid the "World of Darkness" game rule (it still exists in the code so that submods can make use of it)
- Non-default game rules now have subtly highlighted text, like those from vanilla

## Gameplay Additions
- Added an objective inspired by the Constantinian Fae for the "Catholic adjacent" Garou faiths to be accepted by Hunters #Adapted from littleking_soul work
- The war for Livonia is (finally) now a thing, a chain of events for Jürgen, Alexander and Qarakh #the AI will always follow the canon choices, ending with Alexander taking over Black Cross Prussia and warring against Livonia but players can make other choices

## Gameplay Changes
- Some characters now start with an event to switch to landless if that makes sense for them (and you have the DLC). Lucita has a new special objective in this path as well
- Rebalanced the costs of learning certain abilities:
- Lowered the cost of learning Fae Arts and Slivers (1000 -> 500) since their lifestyle trees are smaller than average
- Increased the cost of learning Lament, Theurgy, and Psychic Powers (500 -> 1000) since they contain multiple lifestyle trees
- Increased the prestige gain from hunting Werewolves/Fae/Demons to bring it up to par with hunting Vampires
- If you abandon a Journey to learn a new ability, it no longer counts for increasing the cost of future Journeys
- Removed points of interest from walls again
- The Immortal trait is now available in the Ruler Designer. It costs 999999 points like the other endgame traits
- Characters who only have a half-splat (also including Ghouls and Revenants) can now invite Mortals to their Coterie
- Bela Rusenko's objective now gives him access to a new demonic lifestyle and men at arms
- Small nerfs to some shapeshifters innate prowess (their traits)
- Thanks to paradox adding a new command, added the possibility for hunters and shapeshifters to designate any member of their house as heir and not only one of their children
- AI Fae and shapeshifters won't marry each other anymore. No changes for players. #Shapeshifters and fae marrying make the shapeshifters extinct in a couple of generations with the way our splats script are setup
- Added Slovien culture to provinces following vanilla CK3. Added it to a few characters as well
- The access caern perk now lets you also use (but not construct) the unique/wonders caerns
- Adjusted the rewards for hunting Kuei-Jin via the Find Lair Journey to be in line with Vampire hunt rewards (they always gave you the minimum rewards before, regardless of the victim's age)
- Rock Lord now has an house modifier
- Aristotle's event is now less definitive about him being "the" Aristotle. His stats are also been brought in line with PoD's conventions (yes that mean nerfed)
- Mycenean culture can now achieve the independent/French victory path of the Frenc

Update: Nov 28, 2024 @ 5:35pm

Update: Nov 28, 2024 @ 5:31am

"Dress Up & Act Petty" Update, Version 1.14.2.1, November 28th, 2024
Compatible with CK3 1.14.2.1 "Traverse" Update and "West Slavic Attire" DLC Hotfix

- Compatibility with Crusader Kings 3 version 1.14.2.1 (Traverse) and "West Slavic Attire" Content Creator Pack
- Razkoljna took off the head scarf
- Fix for event spawned inquisition titles not getting assigned to the proper holders

Update: Nov 28, 2024 @ 5:30am