Crusader Kings III

Crusader Kings III

Elder Kings 2
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Update: Apr 7 @ 7:38am

Update: Apr 1 @ 12:05pm

Update: Apr 1 @ 9:33am

Update: Mar 22 @ 6:52am

Update: Mar 22 @ 3:52am

0.15.0 "Arnand the Fox"

Checksum: 4a57
Game Version: 1.15

EK2 UPDATED TO CK3 VERSION 1.15

NEW SAVEGAME REQUIRED

Full changelog:
https://www.reddit.com/r/ElderKings/comments/1jh5yx5/015_arnand_the_fox_for_ck3_1150

Update: Aug 4, 2024 @ 6:29am

0.14a "The Crimson Ship"

Checksum: c6a0
Game Version: 1.12.5

CHANGES:
  • Modified the pool management effect for wanderers to include a chance that nothing happens. The higher the lifespan of a character, the higher the chance. This somewhat aligns with their reduced lifestyle XP
  • Capped the number of traits that can be acquired by this effect. A wandering character with 12 or more traits will no longer receive new ones
  • Added new traits to the effect for greater variation. Wandering characters can now become adventurers, travelers, athletic, disrupted, and skooma drinkers
  • Blind Argonians and Khajiit will no longer get the clipping blindfold; they get white eyes instead
  • Re-enabled picking the Warrior Queens tradition
  • Removed blocker preventing the use of non-hostile province spells without being present in the county, as this didn't work as planned
  • Added Cultural/Heritage identity requirement to Mystical Birthright Head of Faith (otherwise you'd get Nord Manes etc)
  • Removed inheritance blocker from Clan-Mother trait

FIXES:
  • Fixed cultures that died but were revived during the Post-Knahaten events still being considered dead
  • Fixed tutorial getting soft-locked when being prompted to click on your own character
  • Fixed wrong type of building for the tutorial
  • Fixed some remaining vanilla loc strings in tutorial & added EK2 specific tutorial screenshots
  • Fixed hunt activities invalidating in some cases. Re-enabled hunt event option disabled as a band-aid fix for 0.14
  • Adjusted some Elsweyr & Black Marsh `d_/c_` title colors to not be the same on map
  • Fixed the Council screen not explaining how Feudal councils work
  • Fixed Medium Illusion Ritual Perk giving the wrong ritual
  • Fixed characters killed by an elemental spell not showing a killer in the case they died instantly
  • Fixed Ruler Designer characters randomly gaining extra arcana and Hist faith traits at game start
  • Fixed missing/faulty vassal contract assigning for some historic Orsimer
  • Fixed vassals not having vassal contracts if they swapped government due to changing culture
  • Fixed vassals not having vassal contracts if they swapped government via decision while being unable to alter vassal contracts
  • Fixed two cases of being given Feudal Government without checking if you qualify
  • Fixed Magelord Elective not considering Supreme Magus magical education for candidates
  • Fixed Heavy Infantry being unavailable to cultures of Altmeri heritage
  • Fixed "Restore Kingdom of Darloc Brae" decision not recognising that you fulfill the requirements
  • Fixed inconsistent and wrong triggers for funeral buildings
  • Fixed necromancers being able to "rebuild" a defiled graveyard
  • Made Moon Gate of Anequina special building enabled for those who consider it holy site
  • Fixed Radiant Perk not giving an extra level to 'Powers of the Stars' modifier
  • Fixed Power of the Stars modifiers not giving arcana
  • Fixed Forgotten Gods referring to the Daedric Princes in singular
  • Fixed Cult of Meridia faith referring to Meridia as male in some situations
  • Fixed Power of the Stars Mage 0 giving learning 1 instead of reducing it by 1
  • Cut the Imperial City special building modifiers, which just further buffed the IC at a very high performance cost (~50 event calls per year)
  • Fixed our addition of the witch trait into the pool management effect not working
  • Fixed the get_random_magic_perk_effect to include rituals. It is now also used by wanderer pool management as the AI rarely uses the magic lifestyle XP they got until now
  • Fixed many effects being distributed into the wrong categories of the pool management effect, so they used wrong triggers
  • Fixed a broken culture effect for summoned skeletons
  • Replaced some overlooked instances of magic perk distribution in the history files with a new effect
  • Fixed Ghost Hist having forgiving as sin, while Ku Vastei tenet makes it a virtue
  • Fixed Cyrodiil being unformable by an Ilniviri Potentate who successfully defeats Attrebus and then reunites all of Cyrodiil
  • Fixed Hira Free Port SB not givings its bonuses to county holder
  • Blocked faiths that cannot use Holy Site buildings anyway from building these in the first place
  • Fixed Disinherit interaction saying it is blocked by the Mystical Ancestors tradition when it is blocked by Until Life Does Us part
  • Fixed Matriarchial tradition checking for vanilla African heritages, instead checks for Tsaesci
  • Fixed some Elder Council tasks for Attrebus not showing correctly in the decision list
  • Fixed extreme lag when using the bypass_requirements console command caused by the Skull of Corruption artifact generating notifications to remind you to use it on every single character in the game
  • Specified in tooltips that only Argonians of a Hist faith can use the Hist Communion activity
  • Fixed pirates being unable to Contract Assitance (if you own Fate of Iberia)
  • Holy Site buildings will not state you may use them for University Visit if Wards and Wardens is not owned
  • Fixed Tsaescence personality event not displaying which trait you're gaining, only which you lose
  • Fixed Castle Wayrest starting with a tradeport while not being coastal, given farms instead
  • Divine Purity tenet now explains that also children of Impure parents will be considered Impure
  • Disabled one Wards and Wardens event that could spawn a university building slot, which are unused in EK
  • Fixed Quarrelsome tradition not properly reducing control growth
  • Fixed Wild Magic tradition not being available when Witchcraft it Virtuous to your faith
  • Fixed important action about holding too many duchies showing when at 3 (in EK the limit is 3, not 2)
  • Fixed the Witchmother's Bargain travel event letting you attempt to become vampire or lycan when you were immune to it
  • Fixed Restore Mane decision not forming a new HoF for custom faiths
  • Fixed various missing loc strings
  • Fixed assorted errors, typos and minor bugs

KNOWN ISSUES:
  • Some animations may not play or display incorrectly
  • Curse of Undead spell does not work when used on a county held by a vassal ruler
  • Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
  • Crown Authority effects of other rulers than yourself don't display properly

Update: Jul 28, 2024 @ 7:09am

0.14 "The Crimson Ship"
Checksum: e634
Game Version: 1.12.5

Full changelog:
https://www.reddit.com/r/ElderKings/comments/1ee8h1m/014_the_crimson_ship_for_ck3_1125/

NOTE: This EK2 update includes a soft rebasing of the mod: We've done a pass on all vanilla files we edit, to ensure they're properly compatched with vanilla and that EK edits are properly documented. We've chucked out a ton of vanilla files that didn't need to be edited by EK, and moved many EK edits out of vanilla files and into our own files where available. In the process we've also cleaned up a lot of bugs caused by old compatch debt. This has allowed us to prevent the mod slipping down a slippery slope of unmaintainability, which we were approaching quickly. Submod creators should be aware that this might complicate compatching your submods. We recommend reapplying your edits to the fresh EK files to ensure compatibility with vanilla.

NEW:
THE KNAHATEN FLU:
  • Added (one of) the most dangerous epidemic in Tamrielic history, starting in 2E 560: the Knahaten Flu!
  • The Knahaten Flu may wipe out non-Argonian counties in Black Marsh, swapping them to a nearby argonian culture. They can even go extinct as they did historically (changeable via game rule)
  • Modelled historic spread of the Knahaten Flu (especially for Elsweyr)
  • Added 3 Knahaten events to Elsweyr
  • Added 3 Post-Knahaten events to Black Marsh
  • Added Gwylim Popular Press newsletters when the Knahaten infected most of a province (ported announcement events from EK1)
  • Added a custom trait & epidemic icon for the Knahaten
  • Added 'Knahaten Flu Deadliness' Game Rule, to control if non-Argonian cultures in Black Marsh may lose counties. Settings are: historical, no county loss, no extinction

DISEASE AND EPIDEMICS:
  • Added 20 new TES themed epidemic events
  • Added new crisis faction type: Peryite Cultists, that can spawn during or after an epidemic
  • Added new Cultist MaA used by Peryite Cultist factions and some events
  • Added two new epidemics: Chrondiasis that only affects mages, and Peryite's Affliction that may be spawned by Peryite Cultists
  • Added custom descriptions to most disease events if you're a disease worshipper
  • Added decision unlocked by the Veneration of Diseases tenet to infect yourself (and potentially trigger an epidemic!) in exchange for piety
  • Added Peryite styled modifier icons to appropriate modifiers
  • Added an option to spread the disease, instead of imposing a quarantine, if your non-Peryite worshipping Court Physician proposes one and you are worshipping Peryite
  • Added three new epidemic related nicknames
HIST HOLDINGS:
  • Added new holding type: Hist
  • Added four new building types available in Hist holdings: Minding Grove, Hatching Pools, Invocation School, Speaker Hunter
  • Hist holding distributed around Black Marsh, replacing Argonian held temples. 11 of these are of the unique level 5 version of the holding
  • Added interaction for non-Argonian rulers to turn Hist holdings into temples

And much more!

Update: Feb 26, 2024 @ 1:11am

0.13.3 "Warp in the West"
Checksum: 672e
Game Version: 1.11.5
New save game required.


New:
Events:
- 2 new pilgrimage events
- 2 new yearly events
- 2 new lifestyle events
- 1 new inspiration event
Faith:
- New faith icon for Scaled Court added
- Added Magna-Ge secondary pantheon
- Added Cyrodiilic Heroes secondary pantheon
Coat of Arms:
- CoA templates for Altmer + Balfieri variant
- CoA templates for Argonians
- CoA Templates for Ashlanders
- CoA templates for Bretons + Galen/Bjoule variant
- CoA templates for Bosmer
- CoA templates for Cyrodiilics (and Ojel)
- CoA templates for Dremora
- CoA templates for Dunmer, with variants depending on faith (Tribunal/Velothi/Sixth House) and Great House culture
- CoA templates for Goblins
- CoA templates for Imga, with variants depending on faith (Anui-El/Marukhati)
- CoA templates for Orcs
- CoA templates for Pirate government rulers, with cultural variants
- CoA templates for Redguards and Yokudans
- CoA templates for Tsaesci
- ~30 new dynastic CoA
- Added dynamic CoA to Skyrim when its capital is based in Bruma
- Added fancier CoA for Skyrim when its capital is based in Falkreath, the Rift, the Pale or Hjaalmarch
Summerset Isles:
- New Xarxean Investiture succession law for empire tier Ceremoniarchy realms
- New Praxis Elective title succession law for kingdom tier Ceremonairchy realms
- Added the Syrabanis, Xarxesar and Phynastris dynasties, descended of the god-ancestors themselves
DLC visuals:
- Nibenu and dead Central Nedic cultures now use Persian crowns if Legacy of Persia is installed
- Dwemer culture now use Persian fashion and hair/beards if Legacy of Persia is installed
- Yokudan culture now uses North African fashion if North African Attire is installed
- Some Breton cultures now use Couture of the Capets fashion is installed
- Dunmer, Dwemer and Chimer heritage now use Persian UI if Legacy of Persia is installed
Other:
- New clothing for Orc cultures
- New armour for Kothringi and Horwalli
- Added back in mudcrab chitin helmets for Dunmeri travellers and lowborns, accidentally removed at one point
- Reachfolk now get tattoos
- Added the Companions as a Military Order based in Jorrvaskr
- New MaA illustrations for Equestrian Brigades, Armored Legionaires and Saxhleel Rel-ka
- Replaced DLC illustrations for Huscarls and Skaal Hunters MaA
- Added decisions to reveal yourself as a vampire or lycan if your faith is accepting of it
- Added golden skull icon to divinity related death reasons, such as "ascended to godhood"
- Added Woodland Man faith, Atmoran heritage Hermaeus Mora faith
- Integrated Cultural Conversion Enhanced submod, reworking how choosing a culture to convert a province to works
- Enabled converting province culture to cultures *not- of your own heritage, when Cultural Acceptance is very high
- Added some new dynasty mottos
- Added some new gainable nicknames
- Added Accolades for mages and spellblades
- The Main Menu DLC icons now explain how they apply to EK, and the EK "DLC" icon no longer shows as "Not enabled"
- Pirates can use the Contract Assistance interaction if Fate of Iberia is installed
- Added Lore Compendium entry for Ooze
- Added new Atronach and Oblivion modifier icons, for related modifiers
- Added Dwemer/Dovah letter CoA Emblems (available in CoA Designer) by rustyrobot
- Added Inner Sea Specific Character & Event Background when at sea

Full changelog on the Discord

Update: Dec 3, 2023 @ 2:35am

0.13.2 "Warp in the West"
Checksum: 63e2
Game Version: 1.10.2
New save game recommended, save game compatible.
(Some changes/fixes will only be applied to new save games.)

New:
New Cultural Traditions:
- Coin and Sword, for all Cyrodiilic cultures, replacing Imperial Legacy
- Foothill Paddocks, for Colovian and Strident, replacing Reverence for Veterans
- Imperial Battlemages, for Heartlander and Nibenese, replacing Astute Diplomats and Welcoming respectively
- Ut-Nibenu Folklore, for Nibenu, replacing Dexterous Fishermen
- Snake Palace and Danger Sense, for Tsaesci and Rim-Men, replacing Garden Architects and Refined Poetry for the former, Philosopher Culture for the latter
Events:
- 68 new Travel events
- 11 new Lifestyle events
- 6 new Yearly events
- 8 new Pilgrimage events
- 5 new Experimentalist events
- 2 new Arcane Clash events
- 1 new Raiding event
- 1 new Feast event
- 1 new Hunt event
- 1 new Court event
Factions:
- Added new crisis factions for Rieklings, Rieks and Imga
- Crisis factions may now spawn with MaA based on traditions and innovations of their culture
- After a successful revolt, crisis factions retain some of these MaA and their leader will gain a temporary buff
- Backing down from fighting a revolt will lead to a 5 year truce
- Overhauled and cleaned up faction revolt scripts, crisis factions should now be more opportunistic
Game Concepts:
- Added the EK2 Features Game Concept, gathering all EK2 custom features in one place
- Added new feature game concepts for Astronomy and Furstocks
- Added additional game concepts to the Lore Compendium
- Integrated Lore Compendium links in various tooltips and descriptions all across the mod
Mane Furstock:
- Added the Mane furstock
- Added the Third Moon to the lunar cycle
- Players whose children are born Mane may forbid them from inheriting based on Mystical Birthright
- Mystical Birthright succession is now based on the Mane trait instead of Mystic
Lifespan:
- Added decision for a powerful ritual to extend your life, gaining Lifespan traits
- Requires the Master Restoration perk
- Cut the number of Lifespan traits from 7 to 6
- Reduced Lifestyle XP penalty from lifespan traits, capping them at -50%
Magic:
- Overhaul of spells and rituals, revamping their effects or shuffling them around:
**Alteration:**
- *Burden- tier 4 spell moved to tier 1
- *Fortify Walls- tier 1 spell moved to tier 2
- *Dispel- tier 2 spell moved to tier 4
- *Swift Swim- tier 1 ritual replaced with *Feather*
- *Feather- tier 2 ritual replaced with *Oakflesh*
- *Oakflesh- tier 3 ritual replaced with *Swiftness*
**Conjuration:**
- *Summon Atronach- tier 3 spell moved to tier 1, replacing *Oblivion Counsel- (made into a ritual)
- *Unleash Lesser Daedra- tier 3 spell added
- *Summon Familiar- tier 1 ritual replaced with *Oblivion Counsel*
- *Bound Weapon- tier 2 ritual replaced with *Bound Armor*
- *Bound Armor- tier 2 ritual replaced with *Empower Magic*
**Destruction:**
- *Elemental Cloak- tier 2 spell added
- *Destroy Walls- tier 2 spell moved to tier 3
- *Increase Wounds- tier 3 spell moved to tier 4, somewhat buffed
- *Devastate Province- tier 5 spell added
- *Ignited Weapons- tier 1 ritual replaced with *Arcane Outlet*
- *Empower Mages- tier 2 ritual replaced with *Inflict Weakness*
- *Elemental Cloaks- tier 3 ritual replaced with *Ignited Weapons*
**Illusion:**
- *Mass Hysteria- tier 5 spell replaced with *Mind Mending*
- *Rally- tier 2 and Invisibility tier 3 rituals switched around, revamped effects
**Restoration:**
- Disease curing spells now tell you what illnesses they cure
- *Exuberance- tier 1 spell added
- *Turn Undead- tier 3 spell added
- *Remove Curse- tier 5 spell moved to tier 4
- *Spread Vitality- tier 5 spell added
- *Resist Disease- tier 1 ritual replaced with *Fortify- rituals, with reduced skill gains
- *Fortify- tier 2 rituals replaced with *Resilience*, combining disease resistance with health gain
- *Mass Healing- tier 3 ritual buffed
- The AI is now able to use hostile spells against provinces
- Court Mages can now be instructed to focus on certain schools of magic, gaining perks and casting spells from that school
- Ritual perks now list the rituals they unlock
- Added four new magical artifacts
Other:
- Added decisions to flip between Feudal and Autocratic government based on having Hereditary Hierarchy or not
- Added new trigger to protect specific important lore characters from Harm events and from gaining random nicknames
- Added new lore descriptions to specific important lore characters
- Added assorted new mottos
- Vamps, lycans and necromancers now get a -50% conversion cost when converting to a faith where they're seen as Accepted when their own faith doesn't
- Added five more variants of the Call Nightmares event
- Integrated 137 CoA from the Alternate Arms submod by Benedict
- Added two unique decisions available to members of the Direnni dynasty related to the Zero Stone
- Decision to form the Aldmeri Dominion added
- Decision to sack the Orsinium Special Building added
- Added some Altmer clothes and Akaviri beards to the Barbershop
- Added the Warlock's Ring
- Added the Khajiiti Ring
- Added new magical torture methods
- Added game start event to flip to pirate goverment for RD characters holding a pirate title or with the pirate trait, replacing the decision doing the same
- Added one new event background, for when encountering Mundus Stones
- Added or edited 48 CoA in High Rock and Hammerfell

Changes:
Abdication:
- Abdication is now available under the following circumstances: have the Incapable trait, rule for more then 50 years or have an age equvivalent of 75 or higher
- Being infirm lowers these values to 40 and 60 years
- Abdication is not possible if the scales of power are swung against you, unless the regent is your heir
- Abdication costs a hefty sum of dynasty prestige
Rule By Might Succession:
- Landed children may now duel their parent for the title. The AI will do that once a ruler grows too old or weak. Incapable rulers will surrender by default
- Rule By Might duels to the death may now result in an option to spare the life of the loser
- Other claimants are now able to join in on the sibling duels during Rule By Might Succession
Culture:
- Instead of activity blockers based on Pariah status, this is now handled through acceptance modifiers
- Imperial Legacy is now not unlocked by Cyrodiilic Heritage, but instead available to non-Cyrodiilics ruling either Cyrodiil or the Potentate
- Lacquered Goldscale, Ancestor Silk Robes and Newtscale Cloaks innovations, previously used to unlock Akaviri Dragon Hunters, Nibenese Battlemages and Ut-Nibenu Bowmen, replaced by traditions
- Rimmenese given Coin and Sword tradition, replacing Imperial Legacy
- Malapiit given Jungle Dwellers tradition, replacing Agrarian
- Nibenu and Salaboiche given Attuned to Magicka tradition, replacing Sorcerer Kings
Magic:
- Magic education effect moved from Sorcerer Kings to the Attuned to Magicka tradition
- Arcana Claim and Disruption effects moved from Attuned to Magicka to Sorcerer Kings tradition
- Magic education effect added to Knight-Paladins tradition
- Mastery over Undeath tradition Necromancer trait arcana boost removed, instead gives a Necromancy spell cost reduction
Other:
- Rebalance of both EK and vanilla artifacts, reducing their bonuses across the board
- Made inspirations for realms playing tall more common
- Prowess loss from old age drastically increased at the higher levels
- Mudcrab Hunt event is now a Travel event
- ...

Full changelog on the Discord

Update: Oct 15, 2023 @ 9:17am

0.13.1 "Warp in the West"
Checksum: 5226
Game Version: 1.10.2
New save game recommended, save game compatible.
(Some changes/fixes will only be applied to new save games.)

New:
- Added three river crossings in Black Marsh

Changes:
- Changed Pale Pass Holy Site for Court of Dawn's Beauty to Rhalta
- Cut Baar Dau Holy Site for Baandari Code
- Added links to birthsign traits in Mundus Stone travel event
- Vardengroet of the Doomcrag Academy now actually knows some spells
- Changed "unmoored from Mundus" death reason to be more informative
- Blocked the fp2 event Compromising Position from firing ever again

Fixes:
- Ruler Designer should now function as before, displaying birth signs, furstocks, arcana etc
- Portrait debug button on character windows hidden
- Fixed being able to pick mismatching Ethnicity and Heritage in RD in some cases
- Assorted fixes to GUI windows
Holy Sites:
- Fixed tribals being unable to construct holy site buildings
- Fixed holy site buildings in some cases not properly converting to the correct version, instead simply disappearing
- Fixed holy site buildings not giving the builder piety as it is supposed to
Vampire Pandemic:
- Reduced frequency of vampire encounter travel event
- Reduced AI willingness to risk infection during vampire encounter travel event
- Reduced chance to get infected during vampire encounter travel event
Other:
- Fixed one potential cause for MP desyncs
- Fixed faulty DNA for High Chieftain Ulmug on Bookmark Screen
- Cut 527 bookmark wrongly appearing in multiplayer (not in development yet, sorry!)
- Fixed an issue related to Magicka regeneration, should hopefully work better now
- Fixed dead Fharun founder being of wrong dynasty
- Fixed tier 2 Mage Tower being unbuildable
- Fixed a faulty bridge in Black Marsh
- Prettied up perk loc for magic perks
- Fixed "Host a Grand Rite" activity cycling through many different possible names for the Daedric Princes
- Fixed broken HoF for Numenist faith
- Fixed being able to gain Christian Saint bones during pilgrimages
- Removed reference to Ireland and Cathay in a nickname description
- Fixed some nicknames displaying the wrong (vanilla) description
- Removed reference to Vikings
- Removed an Imga decal causing crashes
- Added missing skill icons to several event options
- Fixed dragons being seen as a lowly quarry during hunts
- Accounted for level 5 Education Traits in various tenets and traditions
- Fixed Experimentalist and Secret Necromancer traits being stackable
- Fixed missing illustration for Spellblades MaA (again!)
- Fixed broken requirements for third level Orsinium Special Building
- Fixed an issue with Altmeris liturgical language
- Fixed "Request a new Realm Priest" being unavailable for Soul of Anu
- Fixed an issue with the Bangkorai nativity region
- Fixed Ruler Designed Feudal rulers becoming Autocracies
- Fixed Military Orders being playable
- Fixed Blood Legacy not being properly blocked for non-Divine Purity faiths
- Added missing tooltip about prisoner escape change for level 2 Bastion
- Fixed repeatable "Return Viridian Woods to the Sentinel" decision
- Fixed repeatable "Return Beldama to the Wyrd" decision
- Fixed repeatable "Form Greater Bangkorai" decision
- Fixed the "Return Beldama to the Wyrd" decision giving the Beldama Wyrd HoF infinite opinion gain of themselves
- Fixed House and Dynasty Heads being unable to offer diplomatic vassalisation to house members/dynasts
- Fixed/adjusted all Elsweyr Locators
- Fixed/adjusted all Valenwood Locators
- Fixed De Rerum Dirennis decision not requiring Bangkorai
- Dremora can no longer become undead
- Mindless characters can no longer participate in activities
- Fixed some broken triggers for Pariahs regarding activities
- Prevented the AI from permanently unmooring themselves from the Mundus
- Removed a wrongly assigned DNA from Jarl Hjorta of Hjaalmarch
- Commented out a bunch of unused vanilla code
- Added various missing localisation
- Assorted spelling mistakes, errors and minor bugs fixed

Known Issues:
- Curse of Undead spell does not work when used on a county held by a vassal ruler
- Faith hostility numbers don't always add up correctly, in particular for the Auri-El faith
- "Proclaim the Empire of Tamriel" decision does not change the year from the Second Era to the Third Era
- Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
- Crown Authority effects of other rulers than yourself don't display properly