Crusader Kings II

Crusader Kings II

Mythos 2 - Historical Fantasy
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Update: 29 May, 2019 @ 3:24pm

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##########################2.1.5###########################
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# Vampires
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- Vampire feeding is less likely to kill the target and less likely to turn them into a vampire.
- AI vampires are more likely to feed when their hunger is high and less likely when it is low than previously
- AI vampires are more likely to use minor feeding than previously
- Gaining a bloodline should now spread to vampires you have already sired (Requires a new game)

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# Dragons
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- Having a draconic saintly bloodline increases purity
- AI dragons are more likely to marry other unlanded dragons to help avoid dragons breeding into extinction

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# Werewolves
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- Your pet wolf can now save you in battle
- Founding a noble werewolf bloodline no longer requires you to be 100 years old, instead requiring that your rule for 30 years
- AI werewolves are more likely to marry other unlanded werewolves to avoid breeding into extinction. Less severe than dragons or giants, since they have other ways to handle this.

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# Giants
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- AI giants are more likely to marry other unlanded giants to avoid breeding themselves into extinction

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# Other
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- Duels now consider a character's species when determining if they are too old to honorably duel
- One way of gaining the Necromancer trait has had its chance to fire increased slightly
- Change miracle worker from Church Opinion to Same Religion Opinion

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# Database
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- Dakarr now looks Norman instead of Draconic

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# Bugfixes
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- Fixed reformed Bon showing the draconic pagan icon
- Fixed being able to found the vampiric empire multiple times
- Fixed missing inheritance on the werewolf nobility bloodline
- Fixed the vampire trait being visible to all characters
- Fixed Argos at the Viking Age bookmark having no description

Update: 20 May, 2019 @ 3:13pm

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##########################2.1.4###########################
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# Bloodlines
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- Added a new historical bloodline
- Added six new magic-related bloodlines
- Added three bloodlines for vampires
- Added a bloodline for werewolves

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# Vampires
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- Restored the decision to found the vampire empire
- Vampires converting to satanism now factor in the moral authority of both satanism and their current religion
- Vampire Hunger has been reworked to build up in a more consistent manner
- Vampires who reach maximum hunger but can't automatically feed (such as being incapable or in prison) will recieve a stacking health penalty until they feed

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# Werewolves
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- Rejection of werewolf offers to turn is now by-region instead of religion

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# Dragons
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- Increased prestige gain from draconic tributes to make up for increase prestige costs with the new tribal retinues

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# Religion
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- Zunists reforming with their unique feature now retain their heavy infantry bonuses
- Draconic Pagans relighting the eternal flame will now become saint-like
- Reforming religions with multiple features that alter unit stats will now combine their changes
- Draconic Purity has been reworked to build up over time
- Removed Draconic Consultation decision
- Purity will have a larger impact on the Sapphire Flame accepting or rejecting requests
- Random worlds should now start with Eternal Flames

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# Government
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- Undead hordes are now Fuedal instead of Nomadic and gain event troops in their provinces instead of using manpower. This should fix a lot of bugs

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# Other
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- To avoid high health species having ovely extended regencies, incapable characters slowly lose health
- Incapable characters will no longer receive dragon or werewolf aging events
- Updated with changes from 3.1.1
- Extended the effects of council attributes to 40

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# Database
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- Added new tribal giant rulers of Romsdal and Sunnmore in the Viking Age
- Fixed Wikilinks on incorrect characters
- Added a second Shipyard to Faereyar, as they could easily have their army become too large to fit on their ships

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# Bugfixes
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- Fixed an issue where granting Plock to the Sapphire Flame checked for Sjaelland instead
- Fixed an issue where granting land to the Sapphire Flame left them with a Feudal capital
- Fixed an issue where zombie and monster revolts would immediately reinforce when they trigger
- Fixed monter and peasent revolts firing at the same time
- Granting land to the Sapphire Flame now only works if they are unlanded
- Fix the "the Judge of" title diplaying incorrectly
- Fixed relighting the eternal flame not actually relighting the flame
- Characters should no longer be alerted about changing bankers for loans they don't have
- Fixed an issue where gods healed slower than demi-gods or blood of the gods
- Cleaned up event options icons when gaining or losing hunger

Update: 20 May, 2019 @ 3:12pm

Update: 12 Apr, 2019 @ 3:51pm

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##########################2.1.3###########################
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# Alternate Start
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- Alternate starts will no longer generate provinces with no religion. Generation may take longer than normal, though.
- Eternal Flames do not exist initially, but can be built on draconic holy sites
- Sinec wonders cannot be destroyed, no other wonders can be built on draconic holy sites
- Draconic pilgrimages should funtion properly in random worlds
- Relighting Eternal Flames should now work in random worlds

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# Werewolves
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- Changed text where a werewolf is challenged for their titles to clarify why they can be challenged.
- Fixed an issue where characters could not set werewolf laws

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# Vampires
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- Diseased vampires now have a chance to lose one of their diseased when they infect someone
- It is no longer possible for vampries to gain or spread cancer when feeding
- Vampires can no longer spread food poisoning when feeding and can only gain it from feeding in certain, rare circumstances.
- Vampires who feed on diseased or supernatural creatures will now gain a temporary health penalty.
- Vampires who are caught spreading disease while feeding will suffer an additional opinion penalty
- Characters killed while feeding should now show up in the kill list
- Vampires can no longer offer to turn zombies
- Removed the ability for force characters into a blood bond
- Newly turned characters automatically have a 50 year bloodbond with the character that turned them
- Blood bonded characters cannot take many hostile actions against their sire and cannot offer to turn other characters

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# Dragons
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- Eternal Flames are now wonders instead of temple buildings
- Eternal Flames do not start out built in random worlds but can be built in draconic holy sites

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# Religion
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- Added Flykirate crowns for Mythos pagans. Current images are placeholders
- Removed Regnal names from Jotnar Fylkirate
- Added holy sites for reformed kemetic pagans
- Reformed kemetic pagans now have a flag for their religious head
- Added an inquisition chamber upgrade for some Great Temples
- Satanists now have access to their own version of the Great Cathedral

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# Balance
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- Gods can no longer be sacrificed to themselves
- Secret satanists and members of Lucifer's Own are more likely to accept offers to become vampires
- Attempting to turn someone to a vampire or werewolf will now give tips for how likely they are to accept and warn if they might expose you
- Added a settlement decision to destroy all buildings in the holding that produce special units
- Pregnancy Strange Cravings event is now less common and gives non-congential versions of traits
- Additional pregnancy events are available for characters with close ties to enchanters and herbalists
- Monster revolts can now occur for any race that's considered a monster by it's populace
- Gods will never be considered monsters by their worshipers
- After monster rebellions, provinces may lose rebel modifiers or even convert to a non-rebelling culture. This is more likely if they are fully defeated

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# Bugfixes
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- Fixed an issue where the trait breeding game rule had no effect on trait inheritance
- Fixed several cases where the game checked for the Gigantism trait instead of Mythos's Giant trait
- Characters that resist or are immune to disease can no longer get rabies from an event
- Fixed an issue where diplomacy didn't make characters more likely to accept requests to turn
- Inappropriate characters can no longer become vampires simply due to being married to one
- Fixed an issue where werewolf could challenge their liege despite being limited to one challenge per lifetime
- Fixed an issue where werewolves could shapeshift multiple times in one fight
- Fixed cases where humans could shapeshift in a werewolf challenge
- Fixed Monster Hunter Revolts also triggering peasant revolts, forcing them to fight over who hates their liege more.
- Implemented a new way of adding race traits, which should fix some corner cases of characters not getting their race trait right away
- Fixed typo when having a disappointing pilgrimage
- Mage Apprentices can no longer change their area of study
- Fixed a minor display error in the conditions for Gift of Shemu
- Fixed an incorrect description displaying for secret muslims visiting a house of worship
- Corrected description errors in Kemetic and Druidic lodge abilities
- Fixed an issue where a Flyting result would display incorrectly
- Fixed several text errors in Flyting
- Fixed a bug where Mercury wasn't checked when determining if a potion is healthy or unhealthy
- Fixed a bug where the health levels of ingredients aren't calculated properly
- Fixed an error where inheriting the philospher's stone would not grant immortality
- Fixed some scope issues in weather control and illusionary defenders
- Fixed an issue where opinion modifiers weren't applying in a random event
- Fixed a Horse Lords werewolf hunting event not factoring in control
- Vampire blood feast should now properly grant friends and rivals
- Werewolves at blood feasts should now be exposed properly and not flag the host as a known werewolf
- If a child's mother will not defend them in a werewolf challenge, the challenge will now be unopposed instead of endlessly spamming the mother until she agrees.
- Prosperity gain now properly considers heavy rain
- Hellenic pagans should once again be able to gain their crusader trait
- Fixed description of The Damned
- The draconic leader trait now properly gives an offensive bonus to dragon raiders
- Fixed an issue which would allow plays who owned Holy Fury but not The Old Gods to try and convert to Zoroastrianism, giving themselves a game over
- Not believing an accusation that someone is a werewolf or vampire no longer makes exposes the character as a werewolf or vampire
- Fixed an issue where all voluntary loan payments were the same size

Update: 9 Jan, 2019 @ 3:17pm

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##########################2.1.2############################
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# Warrior Lodges
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- Added Warrior Lodges for Draconic, Druidic, Kemetic, and Jotnar pagans.
- Druidic and Jotnar warrior lodges can engage in Flyting and the Kemetic warrior lodge can engage in games of dice.
- The Kemetic Lodge has a power to increase the supply limit near major rivers and provide supplies to their commanders.
- The Druidic Lodge has a power to increase your speed commanding armies
- The Draconic Lodge has a dragon-exclusive power to deal additional damage at the start of combat
- The Jotnar Lodge shares the Germanic Pagan berserking

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# Bloodlines
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- With Holy Fury, the Blood of the Gods trait has been replaced with Blood of the Gods bloodlines
- Different gods will have different bloodlines
- Blood of the Gods bloodlines are passed on to only biological children, including bastards, even if they are unacknowledged
- Blood of the Gods may not always be passed on to children, especially if only one parent has a divine bloodline or the the children is further from divinity
- Characters can only have a single divine bloodline, with more specific bloodlines, such as "Blood of Zeus" taking precidence over more generic ones, like "Blood of Olympus"
- Currently, only the Germanic and Greco-Roman pantheons have god- or pantheon-specific bloodlines. Others will use a generic "Blood of the Gods" bloodline type.
- Characters with certain divine bloodlines are more likely to pick appropriate focuses
- Characters with bloodlines from gods known for chastity are harder to seduce
- AI characters, especially gods, that have certain bloodlines may seduce outside of their court

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# Religion
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- Religious reformation now adds all characters of that religion with the god trait to their list of gods
- Mythos religions now exclude certain gods if reforming with Domatic, Patriarichal, or Matriarichal
- Religions with ancestor veneration now consider religion-specific virtues and vices
- The Sapphire Flame starts off in existance when Draconic Paganism Reforms
- Instead of granting a holy site to create the Sapphire Flame, reformed draconic pagans can grant a holy site to an unlanded Sapphire Flame
- If the character granting the holy site is an emperor, the Sapphire Flame will become their vassal. Otherwise, it will become independant
- Removed decisions to borrow money or request claims from the Sapphire Flame, as they are redundant with the same ability added in 3.0
- Removed decision to grant the Sapphire Flame land in exchange for an alliance
- Religious heads will consider a character's virtues and vices dependant on their religion when answering requests
- Religious heads consider magic education, blood of the gods, and purity, as appropriate
- Reformed Draconic Pagans can no longer ask the Sapphire Flame for money
- Reformed Draconic Pagans can now take a loan from the Sapphire Flame, gaining 2 years of income, and paying back 25% of yearly income for 10 years
- Reformed Draconic Pagan's ability to request a blessing has been reworked to be more consistent with other favors

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# Database
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- Rovaniemi is now controlled by Kola at the Viking Age start
- Germanic and Greek gods now have divine bloodlines
- Added Hestia to Olympus
- Thor no longer looks like an old man

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# Balance
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- Dragons now have slightly lower fertility
- Draconic Paganism is now Seafaring
- Reverted cultural building behavior to vanilla
- Scorch Tactic has been replaced with Rain of Fire tactic, benefiting both dragon cavalry and archers in the skirmish phase
- Certain Mythos city buildings are only available to merchant republics
- AI Vampires are less likely to convert to satanism

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# Bug Fixes
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- Fixed some crashes at the 769 start
- Fixed an issue where Reformed Hellenic Paganism had no icon
- Fixed an issue where inherited debts gave two half-payment options
- Losing in a dragon raid no longer makes you lose prestige twice
- Reworked how the dragon raids work behind the scenes to make it more accurately move gold
- Fixed draconic pagans losing access to concubines on reformation
- Granting a holy site to the Sapphire Flame no longer requires you to directly hold the barony, but does require you to directly hold the county
- Fixed incorrect flags for several titles
- Fixed broken dynasty icons for Aesir and Vanir
- The inability for gods to convert to monotheistic religions now considers the Dogmatic doctrine
- The inability for gods to convert to non-theistic religions now includes Jainism
- The slavic dragon god Zirnitra's name has been corrected for draconic pagans
- The Norse goddess Hel is now a Norse goddess.
- Fixed an issue where unreformed post-reformation pagans would be missing a space after "Old"
- Fixed some incorrect virtue/vice tooltips for satanists
- Zombies can no longer join warrior lodges merely because they aren't zealous about being undead
- Fixed some cases where zombies were just zombie cosplayers
- Revenants can no longer build and use bloodline buildings or shrines
- Dragons can no longer eat other dragons unless they are cannibals
- Same goes for bears
- Fixed some cases where a vampire could get upset at themself for feeding on someone they were protecting
- Fixed some cases where a vampire could feed on someone protected without a penalty
- Buildings now properly convert to being part of your family palace when reforming from a tribe to a merchant republic

Update: 6 Dec, 2018 @ 7:04pm

#### 2.1.1a ####

- Added compatibility for 3.0.1

Update: 6 Dec, 2018 @ 7:03pm

Update: 25 Nov, 2018 @ 11:26am

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##########################2.1.1###########################
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# Compatibility
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- Updated files with changes from CK2 3.0
- Vanilla dragons will not appear to avoid conflicts with Mythos dragons
- The old method of reviving Hellenism and reforming it have been removed in favor of the Holy Fury version for DLC owners
- Hellenic gods renaming themselves on reformation is temporarily disabled
- Hellenic Pagans now call the Evocatio event when fighting non-Hellenics and the vanilla Haruspicy when fighting other Hellenics

WARNING: Random world probably not work very well yet.

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# Dragons
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- Draconic tribes now use a different method of vassalizing tributes. On succession, the heir may choose to remain a tribute, pay off several years of payments to break free, accept vassalization, or rebel.
- Draconic tributes now have a modifier listing the likelyhood of each choice upon succession. This information is updated yearly and may not reflect recent changes.
- Draconic tributes now give a small portion of their reinforcements to their suzerain
- In order to work better with the new reformations, the Sapphire Flame is now Kingdom-tier

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# Misc
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- Germanic Pagans are less thrilled about members of other pagan religions repeatedly raiding their lands
- Odin is more likely to take a raven familiar and Athena is more likely to take an Owl familiar
- Werewolves are less likely to deliberately reveal themselves unless their liege is werewolf cultured
- Increased chance of vampires gaining stats when feeding on someone more skilled than them

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# Bugfixes
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- Apalala now has the Kshatriya caste
- Skill transfer ritual will no longer trigger for characters without magic education
- Skill transfer ritual will now work correctly in some cases that were giving 0 stat change
- Fixed a bug where a set of alchemy events would spawn copies of itself if imprisoned.
- Religious heads will now abdicate if they become a revenant
- The Blood Feast decision now has an icon
- Species fixing events will no longer run on human players. This should prevent issues with ruler designer traits being removed.
- Fixed Celtic religion crashing on reform
- Revenant AI should be better at having the largest army they can
- Fixed an issue where summoned troops could spawn under someone else's control
- Fixed a bug where the child of a giant and a half-giant could never be a giant
- Removed a way werewolves and vampires could gain the monster hunter trait
- It is no longer possible to lose gold by winning a draconic tribute war.
- The Image of Edessa can no longer be gifted to Iconoclast characters
- Fixed a bug where you couldn't borrow money from Y Ddraig Goch unless the Army of Baal had been founded
- Fixed a bug where you couldn't vassalize the Servents of Anubis if you had expelled the Soldiers of Horus
- Vampires should not longer be able to get pregnant.
- Fixed magical child education event not giving stats

Update: 4 Jul, 2018 @ 9:10am

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##########################2.1#############################
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# Revenants
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- Zombies, now generally Revenants, have different names depending on culture and religion
- Revenants now have unique portraits
- The Voodoo religion has been removed. Zombies now use a religion known as "The Damned"
- Characters cannot normally convert to or from The Damned
- Due to some mechanics not displaying clearly and most events not making much sense for them, Revenants are not playable.
- Revenants have unique cultures based of the culture, religion, and location spawning them.
- Different Revenant-specific cultures have different effects
- Non-revenants cannot convert to revenant cultures and vice-versa
- Revenants have a strong opinion hit against everyone except other zombies and Necromancers.
- Revenants use a modified horde government which has few, if any, levies and no retinues and can use any type of holding.
- For Undead Hordes, Manpower is called "Corpses"
- Undead Hordes are able to use corpses to summon non-reinforcinge event troops
- Undead Hordes can sacrifice population to gain corpses or reanimate corpses to gain population, but at a loss
- Undead Hordes can loot the dead, sacrificing corpses for gold
- Undead Hordes gain corpses based on the level of Depopulation (with Reaper's Due) or Devastation (without Reaper's Due) in their provinces
- With Reaper's Due, most sources of Prosperity cause depopulation instead, including the normal increase over time
- Without Reaper's Due, provinces owned by Revenants will slowly gain Devastation while provinces owned by the living will slowly lose it
- Provinces with undead cultures and religion will begin to convert back once they no longer have depopulation or devastation
- With Reaper's Due, provinces that increase depopulation due to the Dread Plague may trigger Revenant revolts
- Revenants are unable to use most normal buildings
- Over time, Revenant controlled provinces will replace normal buildings with revenant-only versions that have different bonuses
- Undead Hordes can sacrifice population for force the conversion of building, though they cannot select which building will be converted
- Revenants cannot build buildings or holdings normally
- Revenants lose access to most CBs
- The old zombie invasion CB has been removed
- Revenants have a "Feed on the Living" CB, which targets a kingdom to increase its depopulation or devastation
- When Feed on the Living causes depopulation or devastion, it will attempt to convert the province to the attacker's religion and culture
- Revenants have an Undead Conversion CB which they can use to force other undead-cultured counties to convert to the attacker's culture
- Revenants have an Undead Conquest CB, which will attempt to conquer a county or duchy, but can only be used on counties that share their culture
- Most Revenant CBs has short truces, but fully defeating them instead of white peacing gives a longer truce.
- Revenants have access to an "Undead Charge" tactic when fighting in fully depopulated or devastated provinces
- Necromancers, Priest, and Holy Warriors with certain traits gain access to Turn Undead and Smite Undead tactics when fighting undead.
- Revenant units have had their stats and tactics tweaked

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# Magic
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- Some Way of Life Magic events can now accept ingredients
- Herbalists can gather ingredients (herbs only) without being in the hermetic society
- Herbalists with Monks and Mystics can brew a potion of Eudemonia without being in the hermetic society or when lacking currency
- Added new ingredients, including high quality ingredients for special herbalist potions
- Renamed Brew Potion to Brew Love Potion
- Reworked the requirements and results of the Love Potion
- Herbalists can now brew a love potion without magic education
- Additional potions are available for Herbalists using the new ingredients
- Taking multiple potions may cause trouble for the recipient
- A new Necromancer Lifestyle is available. It is considered a magic lifestyle, but cannot normally be selected as a magic specialization.
- Necromancers are immune to all disease infections
- Necromancers suffer a poor opinion with everyone except other Necromancers and Revenants
- Necromancers can create Revenant courtiers and force undead to be obedient to them.
- Necromancers will always receive Revenant troops when summoning an army
- Necromancers are able to identify vampires
- Necromancers can never be seen as miracle workers
- Characters with a magic lifestyle can grant an Apprentice title, allowing the titleholder to ignore restrictions on the lifestyle and forcing them to study it.

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# Vampires
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- Player-controlled vampires can grant a minor title, making it a crime to feed off the title holder. This will reduce the chance of most other vampires feeding on them.
- Feeding on someone without killing them has a chance to make them your Thrall. Thralls can't disobey you and are easier to feed off of.
- The AI will no longer factor in vampirism when considering a marriage offer if it doesn't know the character is a vampire.
- AI gain hunger a little slower.
- Vampire's now have a decision to hold a blood feast, sacrificing some prisoners to partially sate the hunger of themselves, their courtiers, and their vassals.

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# Dragons
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- AI will no longer attempt to destroy eternal flames unless they've been receiving negative events for them
- Increased the benefit of high personal combat it dragon raids. The traits God and Demi-god now help in dragon raids
- Removed ability to request Divorce from Sapphire Flame, since it was caussing errors, and draconic pagans can already get divorces normally

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# Education
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- Added several childhood events for supernatural races to change culture or religion
- Added a special education decision for Mages

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# Religion
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- The Theology focus now gives different traits depending on your religion.
- All religions except Luciferian and The Damned cause a -200 opinion of The Damned. Luciferians only have a -50 opinion.
- Fixed some missing UI for the Circle of Druids
- Removed Satanic Papacy decision until it can be reworked
- Reverted old religion names to vanilla behavior until they can be reworked properly.

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# Database
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- Dragons now rule Kola at the Stamford Bridge start, though as a vassal of Sweden
- Dragons now rule Faroyar at the Stamford Bridge start, though as a vassal of Noway
- The dragon Tarasque now rules Mentese at the Late Middle Ages start
- The Hindu dragon Apalala rules Sakala and Udabhanda at the Charlemagne start
- The werewolf Gwrgi Garwlwyd now rules Powys at the Charlegmagne start
- Vseslav of Polatsk is now an Arcane Master and Werewolf
- Bizuneh Bisclavret now rules Brittany at the Stamford Bridge start
- A Werewolf Wolver dynasty rules the Shetland Islands at all starts
- The vampire Sava Savanovic now rules Rashka at the Viking Age start
- The vampire Arnald Estruch now rules Emporda at the Age of the Mongols start
- The vampiric Upir dynasty ruler Pommerania at all starts
- Revenants control Songhay at the Charlemagne start
- Revenants control Bjarmia at the Viking Age start
- Revenants control part of Kalinga at the Stamford Bridge start
- Revenants control Trinkitat at the Alexiad start
- Revenants control Bryansk at the Age of the Mongols start
- Revenants control Urbino and Revenna at the Late Middle Ages start
- Ramesses II controls some territory in Egypt from the Viking Age onward
- A Djinn rules Mahra at the Viking Age start
- A Djinn rules Oman at the Stamford Bridge Start
- A Djinn rules Shiraz at the Mongols start
- A Djinn rules Cyrenaica and Tobruk at the Late Middle Ages start
- The Celtic giant Cromoran rules Cornwall at the Charlemagne start
- The giant Brynj

Update: 16 May, 2018 @ 8:01pm