Crusader Kings III

Crusader Kings III

Princes of Darkness
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Update: Mar 12 @ 11:59am

# 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 @ 11:50am

Update: Feb 25 @ 10:26am

# 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 @ 10:35am

Update: Nov 27, 2024 @ 10:31pm

"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 27, 2024 @ 10:30pm

Update: Nov 25, 2024 @ 8:14am

Fix for event spawned inquisition titles not getting assigned to the proper holders.

Update: Nov 19, 2024 @ 7:33am

# Princes of Darkness, "Danse Macabre", Version 1.14.1 11/19/2024
- Compatibility with Crusader Kings 3 version 1.14.1 (Traverse) and Wandering Nobles DLC and Hotfix

## Game rule tweaks
- Overhauled the game rule window to make it more compact
- Added the ability to change certain game rules from POD while the game is ongoing
- Added a "Custom" setting to the "Game Modes" game rule. Selecting it will give you access to a number of more granular game rules that let you mix and match the mechanics from Storyteller Mode, Samuel Haight Mode, and the default settings
- Added a game rule for disabling Loyalty mechanics when Custom Mode is selected
- Added an optional game rule for making endgame events like the Age of the Inquisition start sooner
- Split the Patron & Easter egg game rule into 2 separate rules
- Added an optional game rule for silly easter egg characters (previously, they were tied to Samuel Haight mode)

## Landless checks
## Note that landless is still in testing for PoD. Those are just incremental improvements, not an official release
- Made an adjustment pass for landed triggers across the whole mod. Interactions, decisions, and events that previously required a landed user or target are now available for landless characters...
- ...Within reason. Mechanics that have landed requirements (e.g. owning vassals, buildings, or certain landed titles) are still only available to landed characters. Other requirements weren't changed (for now).
- Notable changes:
- Enabled all artifact decisions (e.g. the Book of Nod) and custom character creation decisions (e.g. becoming a Ghoul by draining a prisoner in Haight mode) for landless characters
- Landless characters can now advance their Dharma (for Kuei-Jin) or Rank (for Fera)
- Landless Kuei-Jin and Fae can now foster heirs using their adoption decisions
- Abilities that injure another character's knights can now target landless adventurers
- Most generic Fae objectives can now be done by landless adventurers (stopping the Black Death, bringing back the Prodigals, etc)
- Removed the building requirement from the Schemes of the Ratkin objective so that landless characters can fulfill the requirements
- Many miscellaneous fixes for events that didn't fire for landless characters, like Umbra pet events

## Gameplay
- Set the default of the vanilla "Impact of Advantage" game rule to 2% (back to the pre-DLC value, until PoD's advantage modifiers get balanced)
- The reset perks button has been removed #Prone to being exploited and doesn't make sense in the PoD vision for perks being powers
- Made the Diablerie scheme work properly with the RTP scheme format and added a failure event
- Added an opinion penalty when a knight leaves due to lack of loyalty, to prevent some edge cases where it was trivial to reinvite them after they leave
- Inquisitors will now keep gaining Convictions XP from in-game actions (e.g. winning wars or gaining vassals) if they unlocked access to other types of Convictions from supporting other Inquisition orders
- The costs and cooldowns of trait-editing abilities (like Will Over Form or Reweaving) are now only applied if you actually use the ability, not when opening the window
- Added a Golconda only option for a Sargon Codex event to not make you 100% fall of Golconda with not outs
- Werewolves can now gain wisdom rank XP by doing the spiritual quest option during pack training
- Added a tooltip explaining Bastet kinfolk gift limitations
- Nerfed an education 5 patron character
- Removed unbondable as a potential crime trait #Caused issues and made dubious sense
- The French event giving you true faith while converting you to via pura now also gives you a modifier making converting faiths very costly #The intent was always to have the event commit you to this faith and not just an easy way to gain true faith then switch back to your old faith
- You can no longer steal artifacts from yourself with Sorcery
- The Predator types events have been tweaked and their loca completely redone
- Tweaked the werewolves buildings (and stewardship perk) to now look at Weaver alignment instead of warder of men faith #Meaning non WoM werewolves weaver aligned faiths can now also build stuff in high dev counties
- AI ordinated inquisitors will now be more culturally varied (same fix as for players in the previous patch)
- Achieving the Question of Horus objective as Cabirus now removes the eternally hunted modifier if you have it
- When Hardy Jr awakens, he will now lose his existing relationships
- The mummy legacy buildings cost is no longer (literally) over 9000
- Ward against death won't try to ward characters that can't die anyway
- Removed the piety cost to maintain umbra training action that was hard to properly show to the player. Reduced the training rewards to compensate
- If one of the three characters that know the spell of life somehow become a bane mummy, they now lose access to it
- The requirement for the "Occult Affiliation" line of buildings can now also be fulfilled with secret Sorcerers, not just characters with the trait

## History
- Most Giovanni are now Cisalpine instead of Italian to follow where vanilla puts Venice culture wise
- Added Sithia's dev character

## Interface
- Character interactions with many options (e.g. Shapeshift) now get a scrollbar
- The list of lifestyle focuses now gets a scrollbar if the player has an excessive amount of them
- Added some alternative localization if an Infiltration Mission fails against a character who can't imprison you
- Clarified a tooltip when you're unable to convert a character to your Demon religion because they aren't your cultist

## Graphics
- Picking a Gargoyle caste in the in-game character creator now also applies their appearance flags (horns, wings, etc)
- Ifrit now get their lore-appropriate grey skin and fiery eyes instead of fully being made out of rock
- Added Skeleton forms
- Cappadocian older than a century at maximum hunger may appear as skeletons (Giovanni, Lamia, etc... excluded).
- Added worse and worst battle scars to barbershop
- Increased scarification on certain canon Nosferatu and Fae characters
- Increased scarification on random Nosferatu
- Fixed Crinos Garou leaf
- Added Crinos Garou Forms to Barbershop Fera list
- Added new Gargoyle castes: Golden Manticore (Simba), Onyx Cat (Bastet), Sand Serpent (Setite), Rattler (Cappadocian) and Fairy (Fae).
- added horns and wings to Gargoyle Shadow caste
- Random Tzimisce may get four eyes or fantasy skin colors
- A minority of random Tzimisce will be more comely, handsome or beautiful. Most of those won't be weird, but a minority of them will be.
- There is now more to love with Virstania, the Mother of Gargoyles
- The Trolls Wallach, Coruisk, Pythos and Alyss are now rotund.
- Some random gluttonous Nosferatu will be fat.
- Added diseased and balding hairstyle options to barbershop choices.
- Some random Nosferatu will have diseased and balding hairstyles.
- Some aged Cappadocians will have diseased and balding hairstyles.
- Dionysus hairstyle altered. He now wears a cloak covering it, so he appears as his canon art.
- Apacia, Queen of Tombs, now looks more like her canon art. Blondes have more fun. She's too beautiful to turn into a skeleton.

## Translation
- Chinese translation by Chilemiao

## Bugfixes
- The Force Vassalization CB now requires the attacker's and defender's splats not to be hostile
- Fixed some Forge recipes in the crafting menu that would result in a 0-day cooldown (which the game would interpret as a neverending cooldown)
- Fixed character_travel_speed_mult in the Antu demon form
- You can no longer select unavailable or mindless characters as GHW beneficiaries
- You can no longer stack an unlimited amount of patron deities
- Going through the in-game character creator to switch your splats now properly resets the buildings of Rome if you're holding it
- Turning a Wraith into another splat now correctly removes th

Update: Nov 8, 2024 @ 10:40am

1.14.0.2 Version Control

Update: Nov 5, 2024 @ 5:28am