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번역 관련 문제 보고
- Compatibility with 1.13.2
## Clothing color improvements
- Improved the GUI for selecting clothing colors:
- Added sliders for selecting colors
- Added HSV values alongside RGB
- Added the ability to copy&paste color schemes
- Added the ability to save colors as favorites
- Added a character interaction for copying another character's clothing color scheme to your clipboard
- You can now set a personal clothing color scheme for your own character, even if you aren't a house head. You can also set a color scheme for your Coterie
## General
- Added the Lexor Brujah CoA by Rex
- Chinese translation by Chilemiao
- Children born from a shapeshifter player + a Fae couple will now follow the shapeshifters scripts instead of the Fae one #To avoid game overing yourself by having your shapeshifter dynasty replaced by Fae just because you had a one night stand with a pointy eared lady in the woods at some point
- Tweaked the challenge house head event
- Added 20 lore buttons, scripted the stats of those characters
- Clan Novel DA Lasombra full read (15 new characters, coteries changes etc)
## Bugfixes
- More checks in vanilla events to reduce nonsensical imprisonments
- Restored the Norman culture in Normandy
- Enochian can't be hybridized to bypass its outdated nature anymore
- Fixed AI mummies marrying randomly
- Fixed an issue potentially disallowing same sex marriage game rule for some faiths
- Fixed the Babylon decision not spawning the hanging gardens
- Fixed some instances of marriages between courtiers bypassing the usual checks
- Fixed (probably) some instances where the Camarilla transfer prisoner interaction wasn't working
- More fixes to Constantinople Grand City
- Small Fae fixes (Moraan being unlanded, Iberian loca for CB, Kinain not being able to enchant)
- Fixed wrong trigger for the black tortoise expedition
- Fixed Fae appearing in non Fae bookmark
- Fixed some artifact history
- Journeys to learn new abilities will no longer give you teachers who are imprisoned, torpid, or Wights
- Fixed the "burning building" event sound effect getting stuck even after closing the event
- Fixed tolerance advantage not applying
- Reworked Degulo to be less exploitable and less prone to break. Also added more pointers about how to use this convoluted system.
#You now can only learn the base discipline trait from the victim now but you also don't lose your own disciplines, only paying in resonance instead
- Removed an event giving vanilla buildings
- Your marshal won't send you a message telling you they did a thing while actually not doing the thing anymore
- Small fae fixes (solstice seeing legacies they can't take, stealing Iberian loca, wrong bookmark religion, using wraith government)
- Fixed an house unity steering issue
- Fixed demon perk causal influence not increasing county conversion speed as stated
- Changed the umbra training modifier to % malus instead of flat piety to avoid modifiers "underflow"
- Compatibility with Crusader Kings 3 version 1.14.0.1 (Traverse) and Wandering Nobles DLC
- The new DLC activities and lifestyles are in. Available for every splat.
## Gameplay
- Landless adventurers now get regional events and Great Persons
- Landless characters can now invite other characters to their camp if they're Coterie members, servants (e.g. Herd members or bound Wraiths), or if you hold certain supernatural hooks on them (e.g. Conditioning or Strong Blood Oath)
- If you create a Vampire in the Ruler Designer with no disciplines, the game now adds the appropriate clan disciplines automatically
- Selecting a religion in the in-game character creator no longer assigns you a random faith from that religion. Instead, it opens a new GUI where you can select your faith manually
- The duel during the Unholy Ascension Baali objective now uses your uncapped prowess
- Inquisitors prospects are now from a random West European culture instead of always being the culture of their liege
- You can now ask for Glamour enchantments even if you're full on Glamour (QoL for Kinain who want to learn new Arts)
- Finishing the Constantinian objective now makes all Constantinian Fae faiths accept Hunters, instead of just the other way around
- You can now gain Ferocity renown xp by preparing for war during your pack training #This should give the renown starved Bastet a more consistent option to rank up
## History
- Added knowledge of Blood Magic traditions to a few Easter Egg characters
- The Keystone artifact no longer spawns at the start of the game. Instead, it spawns along with the other Eyestones if the Shattering happens. Also, the Eyestones no longer spawn if the Shattering is prevented
- Dracon and Nikita taken over by Dracon now have a pressed claim on Byzantium
- Thomas Feroux is now Greek culture for ease of access to rebuilding Constantinople
## Interface
- Moved the message feed a little to the left again so the added sidebar buttons from PoD don't prevent you from closing messages
- Events where you can change a character's visual or real age now have a custom GUI that runs much faster than the previous event options
- The vanilla travel start event is now skipped when starting a Journey, since they have their own intro events
- The "Disloyal Champions" event now shows portraits of the champions
## Graphics
- Made a certain lamb more shiny
## Bugfixes
- Fixed the floating hair, teeth and clothes behind the Chiropteran Marauder form
- Fixed the glitched inventory window (also fixed in the Search&Trade Artifacts compatch)
- Fixed various crashes to desktop when hovering over tooltips in the Tal'Mahe'Ra window
- Fixed the vanilla widget from scheme events so that it no longer expands outside its layout and messes up the event window
- Picking a clan that knows Blood Sorcery in the in-game character creator now also gives you knowledge of the appropriate Traditions
- Characters who can resurrect (e.g. Demons) will no longer get pruned and perma-killed if they become wanderers after losing all their land
- Made sure to hide the message feed if PoD's sidebar windows (Journeys, Umbra, etc) are open so the messages don't clip with the window contents
- Fixed a bug that would let you take certain Mummy decisions multiple times before closing the event window
- Fixed an obscure bug that would let Gantenbeins convert to Via Set when visiting Ombos
- Cleaned up some unlocalized modifiers
- Deleted some duplicate texture files
- Karelian culture now has starting counties following vanilla
- Some loca fixes
- Training in the umbra now costs flat piety with each training tick instead of a -piety multiplier modifier
- Small stuff (tweaks to a predator event logic, temple of theotokos prerequisites fix, wraiths can absorb more horses, wights can be murdered)
- Violetta is now properly a matron
- Camelot is now longer literally unbreachable at higher levels
- The fae reclamation CB now requires king+ level (it's using a vanilla CB that was never meant for dukes so won't work properly for them)
- Demons can no longer use the Infernalist interaction to discover another Demon's True Name since they get their own version of the interaction
- You can no longer try to discover a Demon's True Name after you've already bound them
- Added a missing faith hostility doctrine to Iku
- Forgiving characters can't "forgive" hooks on their clones anymore
- Fixed an house unity decision issue
- Small fixes (removed the useless fake lvl2 Parthenon, tomb building inconsistencies)
- Fixed Rock Lord event not giving a starting blood sorcery flag
- Soft Walker is now properly house head of the Raas
- Fixed the Hanging Gardens not appearing for realsies this time. Probably
- Fixed a rare case where the taint the land perk could result in not being able to siege some provinces
- Changed Implacable Vengeance perk to account for potential stacking, also clarified that it works for all rivals and not just nemesis
- Chinese translation by Chilemiao
- 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 their Arcanoi and Risen Disciplines
- Fixed a Bastet perk that could add a duplicate of the Court of Sokhta to your list of Umbra Realms
- Fixed a faulty DLC trigger in the Inspire (Intellect) Lore interaction
- Fixed an error from case-sensitive file names on Linux/macOS
- Fixed Mammon unique interaction
- Made a few remaining temporal head vampire religions into no head of faith #A relic of when we thought head of faiths could work for the mod, which they don't
- Replaced Mithras' dagger visual for a vanilla dagger, our own doesn't display in the royal court
- Lions in the Colosseum can no longer kill your entire soul
- Fixed a landing issue causing a broken event for the Bagheera
- Fixed a vanilla bug that would cause you to look for a court physician at the start of the Black Death even if you already have one
- The Ante hunt now has more robust checks to determine whether the involved canon characters are alive or not. Also, those characters won't appear if they're wights
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
- 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 French struggle #For Alexander's purpose
- Anna Comnena will now get an improved nickname when finishing her objective
- Cabiri ducal buildings now longer require a specific gauntlet level at higher level, made costlier to compensate
- Kosczecsyku now starts with several books to represent his lore better
- Increased the stress gain from the Demonic Knowledge modifier
- Randomly generated barons in Litany realms now have a much lower chance of being full shifters instead of Kinfolk
- Eased the access of demonic lore lifestyle for Nephilim
- Added missing lifestyles bonus to bloodlines traits
- Overextension can now also happen to vassals
- Infernal patrons won't ask you to corrupt a place on the other side of the world anymore. Yeah for reasonable demons
- Vanilla artifacts locked behind a specific religion can now be used by their PoD "equivalent" (like a Muslim only vanilla artifact can now be used by the Ikhwan Al-Safa)
- The AI will now seduce less often #The very seduce happy vanilla AI results in a lot of events and secrets that frankly don't matter in PoD since adultery isn't a thing
- Safeguard for the Tremere objective to avoid some funky de jure shenanigans
- If the AI achieves the Web of Knives objective, they will get a powerful spawned army instead of the usual reward to avoid potentially disrupting the player too much without counterplay
- Gaining XP in the Bandit or Marauder tracks of the Gallowsbait trait after completing a criminal contract now counts as theft for the purposes of Golconda
- Ayr's seven named swords have been reworked. They are now all semi unique (unique name and unique modifier)
- Wild vampires tenet now gives a provision bonus
- Loosened the requirements for the Search for Azhi Dahaka objective (your prisoners now need to be Generation 10 or lower, instead of Generation 5)
- Tzimisce dynasty legacies no longer give access to Vozhd and Szlachta but instead give +2 max herd and ghoul #Those two flesh construct are still available as usual by vicissitude but won't be forced for every tzimisce now with this change. Alien parasite Tzimisce theorists rejoice
- Nerfed some overtuned stress gain modifiers from vanilla landless events
- Foul blood now gives a flat +max herd size instead of a multiplier
- The flaying plague trait is now less deadly but more debilitating (stats wise)
- The option to "kill them all" when covering up the Masquerade now causes additional stress if compassionate
- The option to lay low when covering up the Masquerade no longer costs prestige (the debuff is crippling enough as is)
- Special MaA (sin dragons, zmei, fenris avatar, leviathan, lost ancients, unnameable) are back being unlockable MaA instead of the convoluted alert+char interaction when at war+spawned troops thingie
- The "reinforce your army for free!" vanilla options in the visit holding events now cost stuff
## History
- DA CN Ravnos/Malkavian/Brujah/Toreador/Gangrel detailed read history changes (new characters, quotes, coteries, artifacts, setup changes etc)
- Antonius of Cairo now starts with special troops (to make the outcome of Cairo staying a free city like in lore more possible)
- Apacia's culture changed from Cuman to Saka
- Added Aimeric de Cabaret's portrait by Sithia
- Added 23 lore buttons, scripted the stats of those characters
- Hippolyta now properly starts with Lamia necromancy
- Most canon ghouls didn't have their domitors setup, this has been fixed
## Interface
- You will now get a warning in the main menu if you're running another mod that overwrites a crucial vanilla GUI file
- You will now get a warning in the main menu if you launch the mod in a language other than English or Simplified Chinese
- Removed the "Landless Rulers" map mode (it introduces massive lag in POD)
- Clarified the requirements for the final Sabbat objective
- Added an "Impossible" difficulty in the bookmark screen for Olwen and Ishaq
- Event backgrounds during heists are now chosen based on your target, not your own character. Meaning a landless character infiltrating a landed court will no longer be surrounded by tents for some reason
- Gave Ifrit glowier eyes
- Stone Dog Gargoyles now look like stone dogs
- Demons without a host will no longer get the red ghostly shader if the abyssal prison was broken
- The characters spawned during the Age of the Inquisition now have some shiny white clothes
## Compatibility
- Added a global variable called POD_loaded so that submods can recognize if POD is in the playset
## Bugfixes
- Fixed the Inquisition titles not getting assigned to the proper holder
- Wights can no longer be installed by claimant factions
- Fixed an exploit that would let you plunder Constantinople multiple times
- Effects that read a character's base stats (like Mytherceria's stat absorption or summoned clones) no longer cause you to end up with negative base martial
- Mummies will now always spawn a vampire of children of osiris (setite for bane) faith when using the give to random button #A longstanding complicated issue that made it so mummies would spawn all sorts of various splats as generated characters, including unfinished splats
- Cabiri Mummies will now always spawn a vampire of the cabiri faith for their generated characters #Instead of a random character that will most likely hate them
- To make the above work, replaced a couple of vampiric faiths that accepted the mummies by shunning them instead
- Fixed a related longstanding issue where faiths of the Osirian League considered Horus' followers (you know, the leader of their faction) to be astray
- Fixed a few mechanics that didn't work properly with the early inquisition game rule
- Fixed a backward reward in the umbra Inventium
- Added splat hostility checks to a number of interactions that were missing them
- When you're planning an Artifact Heist and you gain that Artifact through some other means, you now automatically abandon that Journey
- Fixed Neteru lacking vassal contracts (thanks to Arzakon for the fix)
- Fixed the Hanging Gardens not spawning. Again. For real this time.
- Fixed a bug that would generate Kuei-Jin court chaplains with missing traits
- Another pass for preventing random characters from being generated with unfinished/unplayable splats
- Torpid vampires and wights will no longer send you letters about your mutual rivals
- Fixed some instances where learning Blood Sorcery would also give you your clan's tradition for free
- Fixed an issue that made gluttonous not that virtuous to demons of gluttony
- Trying a fix for not allowed to vote for primogen candidate in elective
- Antasia won't approach king level French rulers to vassalize them anymore because she can't
- The crafting recipe from the Guard perk (Mummy Hekau) now actually gets displayed
- The Dreamer section in the character window can now be expanded, like the other sections
- Various small fixes (more safeguard against supernatural merc comp, definitive form in changing titles names)
- Codex of Legacies characters will now properly rename Byzantium to the Dream
- Custom created Kiasyd now properly get disciplines
- Fixed a Gargoyle starting discipline assignation issue
- Fixed an issue with the battle modifier vertigo overriding its improved variants
- Fixed the summon wraith theurgy interaction not having a notification and leaving the wraith to wander
- Added an icon for level 9 buildings that was missing from vanilla
- Fixed some achievements that could get triggered if an AI character fulfilled the requirements
- Fixed the "Ate My Way Up The Ladder" achievement not triggering if the player got their 13th+ generation trait via event
- Copying physical traits to another character will no longer "copy" pregnancy
- The buildings in Rome or your Domicile now get reset if necessary after changing your faith
- You can no longer offer military assistance to hostile splats
- Fixed a bug that could lead to duplicated Hunt Journeys
- Minor fixes (misleading valeren power, demon demand on infernalist and monument expedition localizations)
- The script to unland fae going to arcadia post shattering is now much more aggressive to avoid having untouchable arcadia fae still ruling
- Strengthened safeguards against wights/arcadia characters holding land
- Fixing unboundable being blackmailable
- Certain objectives that could previously teach you Blood Sorcery without a Tradition now also teach you Thaumaturgy
- Fixed the absorb fetish interaction not working
- Created Danava characters (and Kiaan) now properly start with Sadhana instead of generic Thaumaturgy
- Fixed a bug that could cause the player's heir to end up with a bugged Coterie if all previous Coterie members died at the same time
- Fixed a bug that could cause a nonexistent character to try and take away your Great Person
- The Holy Grail now knows about your secret infernalism when testing you (naughty naughty)
- 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
- Compatibility with Crusader Kings III 1.15.0.2 "Crown" Hotfix