Crusader Kings II

Crusader Kings II

Warhammer: Hexenstag 0.1.3.1 - Make it Green Patch
Showing 1-1 of 1 entries
Update: Sep 29, 2021 @ 7:41pm

Changelog for 0.1.3.1
  • New bookmarks added to showcase new features
  • Greenskins can now adapt the Great Cities of humanity and the Great Holds of the dwarfs to suit their own needs.
  • Great Works added to represent lost Dwarf Holds; Azril Ungol, Karak Drazh, Karak Ungor, Karak Varn
  • Successful Orcs and Goblins now grow in size so long as there's no bigger greenskin to keep them in line
  • Orcs and Goblins no longer use the awkward "adoption" mechanic. When da Boss dies, da next tuffest Boy takes over. (As a consequence of getting rid of the non-lore dynastic mechanics for these factions, greenskins no longer use bloodlines.)
  • New Waaagh! buildings added, but these can only be controlled by a sufficiently powerful Warboss
  • Wild greenskins make it much harder to exterminate greenskins in their homelands
  • New bloodlines added for the famous treasure-seekers, Skalf Drakendrengi and Marco Colombo
  • The strangeness of Vampire bloodlines being represented by a CK2 trait and a CK2 bloodline has been resolved in favour of using only traits.
  • Old mutation events repaired and rebalanced
  • Lunacy events repaired
  • AI Chaos Dwarfs will now be somewhat more aggressive when raiding
  • Many effects switched to more efficient mechanisms to improve performance