Crusader Kings II

Crusader Kings II

Mages And Magical Potential [Update]
 This topic has been pinned, so it's probably important
Velar  [developer] Jan 1, 2019 @ 1:20pm
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Showing 1-15 of 21 comments
Sakuro Jan 2, 2019 @ 5:51pm 
I am definitely going to add this to my list of mods to try out. It looks like the sort of low impact (won't have massive changes to the game) magic mod I have been looking for.

Do you have plans for adding in a mage/magic related society at some point? This feels like a suggestion/recomendation, which is why I am posting here.
Tibus Jan 2, 2019 @ 7:11pm 
hi sorry i posted in another place. this is an awesome mod however it conflicts with the importality mod and god trait mods by removing the ability to devine heal it completely takes that option out of the game. As a god and king of the gods you need to be able to devine heal is there away of making it so this works with all these functions? Thanks for your hard work to btw. Also i see your work and have active several of your mods great job but was wondering if you could make a mod that provides sections in the artifact vault. atm its just a dumping ground for everything and is kinda hard to understand whats what and what is where. any real vault would have books in one place armor in one place weapons and so forth if this is something that could be done i think it would be heavly subscribed. thanks again for your hard work. Tibus
Tibus Jan 2, 2019 @ 7:25pm 
Hi it also takes away the option to build devine relics as king of the gods can do that. I have turned it on and these options are taken out turned it off and they come back.
Velar  [developer] Jan 3, 2019 @ 2:30pm 
@Sakuro,

The mage society was something I was working on but my interest to complete it never grew to the point of actually finishing it. It is def something I will do once I have the time but my major hangup was creating unique events for the society that were diverse enough that it wouldn't spam the same missions over and over like vanilla society jobs. That being said, all that was just too much for me to invest time into for in my eyes not much impact on the game. It is certainly something I want to do if I find the extra time and motivation.
Velar  [developer] Jan 5, 2019 @ 9:10am 
I just thought of a cool ability while in the shower. I will have to make sure it's do-able but essentially this is it:
If you have 45 learning you will have the ability to "transcend" (throw back to those who played RO) which will change your characters age to 1 (better have a nice regent) but you keep all of your stats and abilities. This will allow you to choose another mage spec once you come of age again. I'll have to play around with it a bit and make sure its semi-balanced (and works) but what do you all think??
Poulicon Jan 5, 2019 @ 7:00pm 
Hi, I've been using this mod pretty recently, and it's really good! I would love to share you a list of my suggestions for future versions, here's mine:

- the four main current spells (combat, architect, healing, illusionist) turning into main categories for more specialized versions with their own unique abilities
- special clothing for mages
- enchantments for your artifacts (firey swords, magical staffs and wands,)
- going on adventures to find a magical artifact, like a powerful sword, or a sorcerer that can teach you some nice spells (i know this is moving to a more fantasy thing, but you can use the game rules to toggle them between realistic magic, fantasy magic, or mythological powers)
i'm sorry i'm throwing so much things at you, but you should look into this, and add your own ideas to it. I thank you for you're hard work in this mod, it has so much potential in it, that you can't overlook it.

Sincerely,

Joseph.
Froz Butcher Jan 8, 2019 @ 9:56pm 
Just a minor issue but could you change the localization for advanced classes from "Archon of combat","Archon of infrastructure" to "Archon of Combat","Archon of Infrastructure" and so on for consistence sake?
Last edited by Froz Butcher; Jan 8, 2019 @ 9:56pm
Jdalt40 Jan 9, 2019 @ 1:42am 
What about the ability to live in a new body/live in someone else (like your next to success) once you have lived long enough and have enough learning, granting you your old abilities and merging some aspects? Of course this can be limited, linked to the health you originally had (original health / 2), meaning sure you can live a few times, but without new food, you're going to be soon on the brink of death if you don't remedy that.
Jdalt40 Jan 9, 2019 @ 1:42am 
Or instead, a option to resurrect ancestors with enough time and health, sacrificing the majority of your health and giving it to your ancestor for them to live.
Velar  [developer] Jan 9, 2019 @ 6:42am 
@Froz, sure thing I'll adjust that next update. Now that you mention it, that bothers me too. haha

@Jdalt, interesting ideas but due to limitations of CK2 neither would be possible. To play as another character you'd need to use the console or select an heir and die. Also, death is permanent within the game even with console commands. The only way to cheat the god of death in CK2 is to edit your save game.
Jdalt40 Jan 9, 2019 @ 10:15pm 
Ah damn, sucks that CK II doesn't allow for miracle work like how other games do (RimWorld specifically, you practically can do everything at the limit of your willpower with C# on RimWorld). Anyway amazing mod none the less! :)
Jdalt40 Jan 10, 2019 @ 12:38am 
What about hybrid abilities or being able to steal abilities from others (permanently, so you can gain the ability to steal life and give life to others with the same person.)
Sakuro Jan 10, 2019 @ 4:32pm 
Have you considered a Diplomancy themed magic user? They could do things that improve opinion. Make people into Friends, or Loyal Servants. Maybe help with culture shifts or conversions. Possible reduce Revolt Risk. Charmer, Enchanter, or Beguiler may work for thematic class names.

EDIT:
Just noticed the Architect Mage gives Diplomacy bonuses. If you use the "Enchanter" idea, the Architect could give a Stewardship bonus.
Last edited by Sakuro; Jan 11, 2019 @ 8:10am
Velar  [developer] Jan 11, 2019 @ 12:25pm 
Sakuro, I did consider it but the Architect Mage fills that role mostly. I will def look into it in the future though.


As for hybrids, this was recommended a few times but I just don't think that is the direction I want to go with this. Hybrids would be too powerful and would require a ton more traits to be added which right now isn't possible without exceeding the traits that I have reserved.
Scheeler Feb 26, 2019 @ 4:12pm 
Hi there, love the mod but did have a request. Could the "forge magical bloodline" be separated from the regular "forge bloodline" ambition? It can take a couple generations to get a decent mage with 35 learning, and by then I at least have had a couple of event bloodline triggers happen already which disqualifies me from the regular ambition.
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