Europa Universalis IV

Europa Universalis IV

Anbennar: A Fantasy Total Conversion
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更新:2021 年 7 月 23 日 @ 下午 5:35

Actual bugfixes that have been caught and reported since release. Main one is to do with artifice privileges being invalidated properly

更新:2021 年 7 月 23 日 @ 下午 12:42

  • The God Fragment, the last shard of an ancient God’s divinity, has brought a new religion with it to Cannor: Ravelianism. This monotheistic faith seeks to use artificery to bring magic to all, while unraveling the secrets of the world. Explore totally reworked Catholic mechanics in Anbennar’s newest (and most content-packed) religion. Unravel Knowledge, determine the faith’s future in Ravelian Debates in our own version of Reform Desire. Knowledge, power, and the privilege of listening to the One God await.

  • Where would the Ravelians be without a way to bring magic to the masses, however? That’s where the totally new Artificery Invention system comes in. Embrace technocracy and hunt down Precursor Relics and Damestear to increase your Artifice Capacity. Then research powerful and unique inventions, enact them as privileges, and see your country receive incredible bonuses and your artificer regiments slaughter their foes with black damestear bullets, predator exoskeletons, or countless other new technologies.

  • You can explore the system in brand new mission trees for Railskulker and the other Cave Goblins, forming the Allclan and building an Ultimate Weapon, developing Rocket Rail, and more -- or try out Gnomes (including the new Giberd tree), Kobolds, or the Vanbury Guild all of whose missions have been reworked to fit.

  • Cannor’s older forces will not give up without a fight, however. In the shadows, the Vampires rise, with a unique Vampire estate (complete with events and disasters) and a Vampire Ruler and Hunting system. Check them out in new mission trees, leading Cannor from the shadows as Asheniande, or simply dominating with bloody strength as Corvuria (be careful though, lest you be hunted in turn…).

  • Competing religions will not be left behind, either. The Jadd has embraced fervor mechanics, while the Corinites has moved to a new Corinite Paragon system based on a reworked Karma system. The Regent Court now has Favored by the Gods events, giving powerful bonuses if your rulers’ personalities align with their chosen deity, and Castellos is Dead is now a full event chain. In the Dwarovar, the Obsidian Legion will now be able to open the Runefather’s Maw, strengthening their link to the Underempire, and reaping incredible rewards.

  • Adventurers and Orcs in Escann have been reworked in line with the new native mechanics. The Greentide has seized all the region as tribal land, but adventurers can seize it back, rebuilding the region, recruiting Corin’s Circle, and forging a path towards becoming a new nation. And if they embrace the Escanni who once lived there, they can restore old nations anew to explore the new Mission Trees of Adenica and the Blademarches. (Marrhold, also with a new tree, sees all of them as mere imposters and pretenders). If you rise above the rest, and triumph in the Age of Witch Kings’ Wars of Consolidation, you can now even turn your sights beyond Escann, and claim the Dove Throne of Anbennar as your due.

更新:2021 年 7 月 23 日 @ 下午 12:17

My friends. This is the largest update for Anbennar yet, so big that its split into multiple change notes!

Content Changelog

New Missions

Cannor
  • Adenica (Become a chivalric knight, and lead the Regent Court to weather its many storms)
  • Adshaw (Unite the Reach in a MT that unfurls just like the House of Adshaw’s schemes)
  • Anbenncost (We shall make of the city, a world)
  • Arbaran (Reclaim the Silcalas legacy and be Anbennar’s shield against any evil)
  • Asheniande (Rule from the shadows, and see the Empire embrace the Blood Court)
  • Blademarches ([CALINDAL, THE GLEAMING BLADE])
  • Corvuria (An empire, forged in, with, from, blood. Yes. It’s vampires. )
  • Eborthil (Eborthil rules the waves!)
  • Eilisin (People’s lives? Unimportant. Grapes? Important.)
  • Estallen (Win wars in court and bedroom)
  • Giberd (Form a new hierarchy, and earn the gnomes an electorship within Anbennar)
  • Ibevar (WIP) (Build your place as THE Moon Elf country, whatever the cost)
  • Marrhold (From griffon-back, and the depths of a Hold, reforge Escann)
  • Moonhaven (Tea. Elves. And friendship!)
  • Neckcliffe (The Imperial Navy will guard the Empire’s seas, and bring its land prosperity)
  • Obrtrol (WIP) (Trolls rise. Avenge giants. And eat a lot.)
  • Reveria (A new Age of Black Ice backed with gnomish ingenuity, along with a little trolling)
  • Roilsard (Restore the five families, and avenge a shattered kingdom)
  • Toarnen (Becoming Roilsardi on the opposite side of Cannor? Checkmate.)
  • Vertesk (The Black Tower shall rule all, and watch all; Barad-dûr eat your heart out)
  • Wex (Wex. Must. Rule.)
  • Wineport (The wine must flow, and you must drink ‘em all)


    Aelantir
  • Aelnar Reworks (Minor quality of life improvements)
  • Malacnar (A Battle-King’s bloody job is never done)


    Bulwar
  • Irrliam (Birthplace of the New Sun Cult as we know it. Vassals, cash and absolutely no heretics)
  • Jaddari (Rework) (Our biggest mission tree gets even better, best on the Discord’s Haless fork)
  • Karashar (Black orcs shall atone for their sins by bringing Surakel’s light back to Bulwar)
  • Phoenix Empire (localization)
  • Varamhar (Jaher forged his empire as an incarnation of Surael. Let’s do the same.)

    Dwarovar
  • Allclan (WIP) (Goblin industrialization, ultimate weapons, chaotic government? A GOOD IDEA.)
  • Goblins of the Undergrowth (Do you dare to take up the… legend... of Dirtwater?)
  • Greedy Grin (Gold, and greed, is gooooood)
  • Mithradhum (Reforge the dwarves, linked by a Mithril chain and mercenaries)
  • Mountainshark (Literally just LOTR references)
  • Railskulker (A goblin technocracy? What could go wrong)
  • Snotfinger (Orcs must die. Everywhere.)
  • Spiderwretch (Conquer the Dwarovar on spiderback, with spidervenom on your weapons)
  • Thieving Arrow (Burning down the deepwoods? We want in.)
  • Truedagger (The best place for a dagger? Your back.)
  • Verkal Skomdihr (Water-powered sawmill goes BRRRRRR)


    New Ideas

    Cannor
  • Lencenor: Eilisin, Great Ording, Roilsard
  • The Empire of Anbennar: Asheniande, Bellacaire, Bisan, Bluehart, Celliande, Derwing, Gabmorionn, Galeinn, Ginnfield, Menibor, Napesbay, Pashaine (formable), Plumwall (releasable), Toarnen
  • The Alenic Frontier and Reach: Bayvic, Dinesck, Eaglecrest, Everwharf, Frostwall, Greatmarch
  • Other: Groundhawk, The Ravelian Rectorate (ft. Mecha-Pope)


    Aelantir
  • Eordand: Every Eordan nation now has a unique idea set!
  • The Ynn: Amacimst, Arganjuzorn, Bosancovac, Brelar, Drevkenuc, Fadhevych, Grebniesth, Pomvasson, Stantirshalas, Stenurynn, Svemel, Trompolere, Vareynn, Vels Fadhecai
  • Noruin: Boek, Inek, Jayek, Tehanek, Yanek, Cheshoshoanta, Dokanto, Shofa, Soru
  • Kheionai: Eltikan
  • Taychend: Gophira
  • Adventurers and Spawnables: Balgabar, Chippengard, Gommoport, Marrliande, Mestikardu, Mykx, Pelodaire, Tellumtir, Themaria, Tiru Moine, Valorpoint, West Tipney, Zurzumexia


    Bulwar & Sarhal
  • Bahar: Azka-Evran, Baharkand, Re’uyel
  • Human Subjects: Akalses, Anzabad, Azkabar, Bulwar, Drolakand, Eduz-Vacyn, Harklum, Kalib, Kumarkand, Zanbar, Zansap
  • Akan: Akan, Deshak, Khasa
  • Others: Azka-Sur, Maqet, Varamhar

    Dwarovar
  • Dwarves: Gor-Burad, Grozumdihr, Hul-Jorkad, Ovdal-Az-An, Tuwad-Dhumakon, Verkal Skomdihr
  • Cave Goblins (earned by missions): Greedy Grin, Mountainshark, Railskulker, Snotfinger, Thieving Arrow, Truedagger
  • Goblin Formables: Allclan, Underkingdom

    Rahen
  • Senapti: Babhagama, Pasiragha, Tughayasa
  • Prabhi: Khiraspid, Sardiphadin, Sharaajaghal, Tudhina
  • Other: Davharral, Sarnavan


    Events & Flavour
  • Anbenncóst events that add racial minorities from across the world
  • Corin Deification intro event (the 10th Pantheonic Council)
  • Corin’s Circle events
  • Crovis revolt events for Grombar
  • Decisions and events for building Ekluzagnu in Sad Sur
  • Derek Deland start-up event for Gawed to empower their economy in the early years
  • Emulant events, giving bonuses for Regent Court rulers whose deity aligns with their personality
  • Expanded Castellos is Dead, now features multiple discoveries and the 11th Pantheonic Council
  • Favoured by the God events for followers of the Regent Court
  • Fragment of the Precursors (Seven Cities equivalent) - Damestear City events
  • Institutions will spread by event between marked provinces (Port Jaher to Brasan, Sareyand to Davharral)
  • Lothane Bluetusk ascent, retirement, and funeral events
  • More Racial Tolerance events, allowing you to increase or decrease tolerance
  • Post-migration Venail flavour events to bridge the gap + introduce figures in the Rianvisa
  • The Lost Prince of Khasa events for Deshak
  • Trade good price change events for ivory, salt, fish and fungi
  • Venail Island Rights event chain, allowing Venail to sell their island
  • Winebay-specific options for Vanilla vintage events

    Formables and New Tags
  • Akan is now formable + Khasa releasable tag
  • Bulwari human releasable tags (Anzarzax, Avamezan, Medurubar, Sad Kuz)
  • Farannean, a new Escanni chivalric kingdom in the Forlorn Vale
  • Karashar, orcs who become protectors of the Sun Cult (with missions)
  • Pashaine, a more modern (think Westphalia) state for the cities along the Luna
  • Soru Cheshoshi tag in Noruin
  • Ynnic Empire and Dragon Dominion Formable in the Ynn

    Art
  • Anbennar Main Theme by Runite Drill and Ackman6 of Utopia
  • A variety of new building models, thanks to the mod Mesogios!
  • FLAGS! Every country now has a flag (Centaurs, Silent Repose, tons in Aelantir, etc.)
  • Golden century ships allocated for the Divenhal and Japanese ships for Lake Fed. DLC units allocated for Triunics and Centaurs
  • Icons Racial Minority province modifiers
  • Lakefed, Bulwar, Rahen and Taychend DLC units assigned
  • Loading Screen - Corin by Valorique
  • Loading Screen - The God Fragment by Biegeltoren
  • Model reskins for Orcs and Goblins (the latter are WIP)
  • Orc advisor portraits
  • Tech group icons

    Reforms
  • Damerian Monarchy government reform that gives Parliament
  • Damescrown Republic reform (Dutch Republic with a Silcalas flair)
  • Gnomish Co-Government reform
  • Malacnar government reforms
  • New Reforms for Greentide adventurers and hordes, in addition to Dwarovar adventurers
  • Probably a whole bunch thats come from the many mission trees we have
  • Re’uyel government reforms

更新:2021 年 7 月 23 日 @ 下午 12:04

Content Changelog Continued

Reworked Content
  • Added some artificery missions and rewards to Gnomish Hierarchy, Kobildzan and Konwell
  • Artificery-path kobolds have new trade good-changing missions
  • Busilar ideas and traditions, Ravelianism idea added
  • Dartaxagerdim now starts as Old Sun Cult
  • Gerudian NIs
  • Harpylen and Siadan ideas
  • Ravelian-related missions for Konwell
  • Probably way more stuff

    World and Naming
  • A bunch of custom insults have been added for various cultures and religions
  • Aelantir province names completed
  • Bulwari and sun elves last names
  • Bulwari names for goblin provinces in Bulwar
  • Cliffs of Ruin (aka that big circle in Aelantir) need a passage to be built to be crossable
  • Coal distribution across the board
  • Dokanto and Shofa start as vassals of Cheshoshoanta
  • Lorent, Bjarnrik and Gnomish Hierarchy Colonial Nation names for all of Aelantir
  • Lots of dynamic names added, from Kheionai names for South Aelantir to Gnomish names
  • New unit types across the board, from Gerudia to the Ynn
  • Redrawn a few provinces, like the Khenak in Businor
  • Regnal numbers for remnant hold rulers
  • Sea province names across the board
  • Starting rulers for various countries like wood elves and adventurers
  • Startup screens added for core regions
  • Various countries in Cannor start with accepting elves in their lands
  • Ynn river is impassable, can only be crossed at the dams

    Monuments
  • The Castanorian Citadels are now monuments (though still work for those without DLC)
  • The Cheshoshi Bone Citadel
  • The Boek totem-shrine Dobondotimveb
  • Marrhold Tunnel, Ruin-Rim Passages, and the Runefather’s Maw added as canals
  • More to come!

    Systems. THE BIG STUFF.
  • Artificer Capacity and Invention system
  • Black Orc Trophy system for conquering holds
  • Buildable Castonath Wonders for each district of the city
  • Castonath Patricians now occupy Castonath, limiting control of each district until dealt with
  • Escanni Wars of Consolidation, allowing Castanor formation and a War for the Dove Throne
  • Great Conqueror, optional mechanics to give you a late game challenge
  • Harpies Roosts
  • Malacnar Battleking mechanics
  • Peace treaties for ending racial purges
  • Reworks for the Harimraj Court (disaster currently disabled)
  • The Cliffs of Ruin Rim in Aelantir is now impassable until you build lifts, stairways, and other conveyances
  • The Trials of Castan now have an original succession system with CYOA style event chains for certain trials
  • Vampire Estate and spreading system
  • Vampire ruler feeding and more flavour events that can end up with you being outed as a vampire
  • War vs Evil CB, allowing you to depose outed evil rulers like Witch Kings, Liches and Vampires



    Religion
  • Corinites now uses a modified Karma mechanic + events
  • Death Cult of Cheshosh gets tribal dev for having Autonomous Vassals
  • Fey Court religion events
  • High Philosophy school adjustments
  • Jadd now uses Fervor mechanics
  • Ravelian Society, a society of enlightened minds will spawn after the Crimson Deluge
  • Ravelian religion with our own spin on Catholic mechanics, which will appear mid 16th century
  • Ravelians can challenge the Empire of Anbennar’s official faith after passing all Ravelian Debates


    Balance and Quality of Life

    Game Setup
  • 1.31 feature Concentrate Development is disabled for balance reasons (aka Dwarven Holds)
  • Adventurers and Settlers of Aelantir bookmarks are now more informative (including information on what spawnables can be formed and when)
  • Aqatbar Overclan replaced with Marblehead (in the future Aqatbar will return as the formable)
  • Bayvic is Urban terrain
  • Changed gnoll culture names
  • Crothan is a Free City
  • Dwarovar Adventurers no longer have vision on Cannor
  • Female Corinite, New Sun Cult and Jadd rulers can now be Defender of the Faith
  • Made Lake Taspasu in the Ekyunimoy Mountains into an elevated lake
  • Monsters can no longer get Lilac Wars veterans
  • Moved Glademarch province to Daravan’s Folly region
  • Moved Marrhold to Cannor from the Serpentspine
  • Pioneer’s Guild, Iron Hammers, Flung Head starts have been moved to fit new migration gameplay
  • Re-enabled vanilla Defender of the Faith events
  • Silvermere -> Marches trade node reversed
  • Split various tech groups that exist in Haless and Cannor up (e.g. Eastern dwarves)
  • Trade node colours in Aelantir revised
  • Trade nodes in Gerudia and surrounds revised
  • Wine Lord reform only gives production to Wine provinces

    Game Setup
  • 1.31 feature Concentrate Development is disabled for balance reasons (aka Dwarven Holds)
  • Adventurers and Settlers of Aelantir bookmarks are now more informative (including information on what spawnables can be formed and when)
  • Aqatbar Overclan replaced with Marblehead (in the future Aqatbar will return as the formable)
  • Bayvic is Urban terrain
  • Changed gnoll culture names
  • Crothan is a Free City
  • Dwarovar Adventurers no longer have vision on Cannor
  • Female Corinite, New Sun Cult and Jadd rulers can now be Defender of the Faith
  • Made Lake Taspasu in the Ekyunimoy Mountains into an elevated lake
  • Monsters can no longer get Lilac Wars veterans
  • Moved Glademarch province to Daravan’s Folly region
  • Moved Marrhold to Cannor from the Serpentspine
  • Pioneer’s Guild, Iron Hammers, Flung Head starts have been moved to fit new migration gameplay
  • Re-enabled vanilla Defender of the Faith events
  • Silvermere -> Marches trade node reversed
  • Split various tech groups that exist in Haless and Cannor up (e.g. Eastern dwarves)
  • Trade node colours in Aelantir revised
  • Trade nodes in Gerudia and surrounds revised
  • Wine Lord reform only gives production to Wine provinces

    Systems
  • Changing military can be more easily done without swapping your racial administration
  • Coffee no longer spawns in Aelantir for Ruinborn unless they have embraced colonialism
  • Damestear is temporary for holds
  • EoA starts at Religious Peace before League War
  • If you have your capital outside the Serpentspine and don't own a hold the Serpentsrot is less penalizing
  • Nations that start with a mage get randomized spells
  • New level of racial pop integration, Primary, which avoids the Culture Convert malus
  • Old spawned rulers have the proper age
  • Pop-ups for your mage estate spells expiring
  • Revised how magic study results on the backend
  • Revised orcish duels
  • Revivable rulers like liches and vampires got long-lived events
  • Tooltip is shown when wanting to switch racial admin/military so you can tell what you get without needing to swap
  • Ynnic Barge System QOL tweaks

    Content
  • A bunch of Grombar fixes and tweaks (including tradition changed from sailors to tax, Crovis’s revolt made into an Independence War)
  • Quality of life improvements to the Rianvisa
  • Reflavoured technocracy factions to fit the new systems and lore
  • Revivable rulers like liches and vampires now get long-lived events
  • Rulers that can revive like liches have their stats restored
  • Split Crimson Deluge malus to be light or heavy depending on where the province is
  • Subcontinents and cultures recolouring
  • Technology descriptions stripped of any real-world references
  • Witch Kings are more common
  • Workaround that makes it so lich and vampire dynasty names persist

更新:2021 年 7 月 23 日 @ 上午 11:42

My friends. This is the largest update for Anbennar yet.

Balance and Quality of Life Continued

Value Changes, etc
  • Chivalric kingdoms of Escann like Adenica and Castellyr can only be formed by adventurers who have the “Escanni Administration” reform
  • Cyranvar ideas buffed
  • Demonsterization now gives lots of government reform progress, and is less expensive
  • Discipline nerfed/changed to another modifier in multiple idea sets
  • Dwarven road dev cost increased from +10% to +30%, but repairing the rail gives -10% and upgrading it gives -20%
  • Exploration Ideas give Adventurer Estate loyalty
  • Hoardcurse is less cheesable
  • Long-lived races have reduced republican tradition malus for re-election
  • Lowered Halfling Military Mercenary Discipline to 15%
  • Minor dwarf religion value changes
  • Nerfed Privateer efficiency

    AI
  • Adjusted AI centaurs and AI aggressiveness
  • Dwarf more likely to Expel Orcs and Goblins in Holds
  • Jaddari no longer always declares war on Sareyand
  • Made it so AI will debase less, reducing their debt long-term, which increases aggression
  • Prevented Krakdhumvror from colonizing east
  • Redid AI weightings for purges/expulsion
  • Triunic colonies now convert culture and religion

    Bugfixes
  • Adjusted starting vision to fix "Naval Range" bug, as well as AI not rivalling on Day 1
  • All nations now start with crownland at 30
  • Can no longer give away Obsidian Invasion spawn point to avoid the disaster
  • Fix Chendhyan-cultured provinces having no native population
  • Holds can now be sped up and slowed down by events again, thanks to LoStack
  • Linux/Mac crash fixed for estates casting magic
  • Made it so homunculus familiar helping magical study applies to all magic schools
  • Magic results are now actually random
  • So many things, you cannot even imagine
  • Various Lake Federation bugfixes

  • So many more things, you cannot even imagine

更新:2021 年 3 月 18 日 @ 下午 5:22

Its only 1.30.5 compatibility unfortunately :^)

The next update will be released shortly after Leviathan. If you'd like to play it early, see our discord (links in the mod description)

更新:2020 年 11 月 15 日 @ 上午 11:35

  • AI can no longer get Lotus Blood Rebellion
  • Added Raj Ministries to static modifiers
  • Anbennarized uncolonized native units
  • Blackhand missive Magharma Bugfixes
  • Centaur Formable decision visible from start
  • Changed some terrain types in southeast Salahad
  • Custom trigger tooltip for United Fed Mission
  • Federation Religious War now handles Faction Leader dying off
  • Fixed bug with event pictures
  • Forming Roilsard no longer kicks you out of the empire
  • Krakdhumvror ideas
  • Maqet ideas
  • Natives now have appropriate units and can revolt in the FP
  • Nerat is a boy again
  • Rebalanced war reduction national idea modifiers across the board
  • Removed Tugund Darakh mission state edict requirement
  • Revised gnoll culture names
  • Reworked Jaddari harpy march event to fit with Demonsterization
  • Skurkokli mission fix
  • Stopped Prahbi and Sepati losing their reform when claiming Raj
  • Toarnen ideas
  • Troll Military not has -30% not -50% force limit
  • Various loc fixes for Lake Federation
  • Zurkanrek starts as Fed Leader not Vahjevgiiv

更新:2020 年 11 月 8 日 @ 上午 11:26

This is an absolutely massive update, with lots of new content across the board - so there may be a lot missing here!

Content Changelog
  • Added three urban provinces to the Ynn, and they start with an “Urban Decline” modifier
  • Amlharaz decision for Aul-Dwarov to release all of the Dwarven Holds as a special subject type, and get unique bonuses from internal politices
  • DLCs unit models for Cannorian units if you have the proper DLC
  • Dynamic provinces names for Ynnic cultures
  • Expanded Mission tree for Grombar
  • Flags for the nations in the Deepwoods
  • Ideas for Amacimst, Brelar, Malacnar, Stantirhalas. Decision for Malacnar to adopt Stratocratic Administration
  • Ideas for Asraport
  • Ideas for Larankar
  • Ideas for Minaran Temple
  • Ideas for Pearview
  • Island nation of Maqet added next to Zokka, has cores on Zokka’s vassals
  • It is now possible to have a half-elf heir if the parents are right
  • Jaddar, Slaughter at Rottenstep, and Naegol’s Invasion loading screens
  • Karashar formable for Black Orcs invading Bulwar
  • Localization for the Emerald Orcs
  • Marines now available to Eborthíl, Ovdal Tûngr, Nathalaire, Themarenn, and Verkal Dromak
  • Mire Maw - Ogre country in the Serpent’s Vale with missions
  • Missions and partially revised ideas for Arpedifér, Oktíkheion, Degakheion, Ormam, Kherka and Lokemeion
  • Missions for Amildihr and Orlazam-az-Dihr
  • Missions for Beepeck and the Small Country
  • Missions for Bjarnrik
  • Missions for Busilar
  • Missions for Istralore
  • Missions for Konwell
  • Missions for Pearlsedge
  • Missions for Rubenaire
  • Missions for Sareyand and Phoenix Empire
  • Missions for Sarisung
  • Missions for Urviksten
  • Monstrous nations can now start a process of “Demonsterization” where they can lose the Monstrous Nation modifier, removing the opinion malus with civilized nations
  • New Sun Elven units to differentiate from Moon Elven units
  • Olavlund formable in Gerudia
  • Old Dookan religion for non-Green Orcs
  • Portraits for Gnoll advisors
  • Provinces names for Larankar, Taychend Proper, Ynn subcontinent, Broken Sea, Forest of the Cursed Ones and Dalaire
  • Revised missions and civil war disaster for Sugamber
  • Reworked missions for Gawed
  • Trials of Castan mechanic for Castanor and Black Castanor
  • United Kheionai formable
  • Verne and Arannen are now re-formable for any country with the appropriate culture
  • Zokka now starts with two vassals to its south

    Balance Changelog
  • Changed Eordand and Taychend from charters to colonial regions
  • Cultures of conquered adventurers in Escann now change to their Escanni variants in the third age
  • Eastern European gfx for Ynn River nations
  • Giant’s Manse is now possible to claim from the Gerudian mainland
  • Goblins and Kobolds are now able to dig holds at admin tech 7 rather than 10
  • Migratory ruinborn tribes now start with vision of their home regions
  • Nerfed Magical Forts - it now gives +1 Fort Level and +150% defensiveness
  • Nerfed Nimscodd and Portnammer artificer national idea
  • Powerful Mage ruler now become general via Decision
  • Restricted tributaries to Gnolls, instead of all monsters
  • Revised Alenic Reach setup to fit new Grombar stuff
  • Revised Dwarven Reclamation age ability

    Notable Bugfixes
  • Aelnar mission “Racial Supremacy” no longer converts provinces to noreligion, but Soise Vio instead.
  • An Orcish Regency Council can no longer be challenged to a duel
  • Build cost and time for digging system is now actually accurate
  • Dwarven Adventurers can no longer spawn in holds, which could spawn unintended trade goods
  • Fixed a river not connecting near Vareynn
  • Fixed case where countries in the Lake Federation would randomly become an observer, ascending into the void
  • Fixed edge cases where the Crimson Deluge was affecting countries it shouldn’t have
  • Fixed harpies being able to raid their overlord
  • Fixed some stray province pixels
  • Made the Shining Circle / Beggaston adventurer a livelier shade of yellow.
  • Renamed South Dalairey area into South Dalaire, renamed North Aelantir region into North Ruined Isles.
  • Spiderwretch no longer gets money when Asraport spawns
  • The Orcish Slavery in Aelantir event should no longer spawn when you already had the corresponding modifier from the decision

    Broken Functionality due to 1.3
  • Due to Paradox changing AI’s colonization priorities, adventurers now colonize straight away rather than wandering around! To negate this we’ve done a quick solution of preventing the adventurer country AI from colonizing in the first 3 years
  • Spawn_rebels no longer takes size higher than 3, so disasters like the Rianvisa and those in Dwarovar are much easier now ☹
  • Add_construction_process no longer works on building, which breaks events that affect the duration of Digging Holds

更新:2020 年 7 月 27 日 @ 上午 11:43

Fixed critical issue that would cause game to crash if you get blockaded and have minus income

更新:2020 年 7 月 26 日 @ 下午 12:24

Content Changelog
  • Added a kobold tribe in the Dwarovar, the Darkscale clan (WIP)
  • Adventurer and Mage Estate Privileges
  • Adventurer and Mage Estate new and overhauled estate events
  • Adventurer and Mage Estate unique agendas
  • Area names in Dwarovar
  • Coltin Purchase Event
  • Damerian Blue’d the HRE interface!
  • Escanni Wars of Consolidation events, akin to Italian Wars
  • Event to make Renaissance spread into Bulwar easier
  • First set of unique mercenary companies for Anbennar
  • Flags for Wood Elf Clans, Tluukt, Goblins in Escann, Harafe and Noruin, rest of Eordand, Urviksten, Hasr
  • Government Reform: Wine Lords for lorentish monarchies, Unbound Commoners and Skaldhyrric Order for Gerudians
  • Great Work for Bulwar: Dredge the Old Canals
  • Harpies and Gnoll republics get female rulers
  • Ideas for Arg-Ordstun
  • Ideas for Asraport
  • Ideas for Hehodovar (wip)
  • Ideas for Sareyand
  • Ideas for Shazstundihr
  • Improved colormaps for world map
  • Insyaa’s northern Barrier Islands overhaul
  • Kheionai Deathwind events (WIP)
  • Leechmen now worshio the Leechfather
  • Localization for Caamas Missions
  • Localized Ovdal Kanzad Ideas
  • Localized Wood Elf, Ekhan and Ynnic Ideas
  • Localized more event chains for our Hunt of the Seven Cities equivalent
  • Mage Tower building
  • Merc companies
  • Missions for Caamas
  • Missions for Er-Natvir
  • Missions for Harpylen
  • Missions for Ovdal Kanzad (minimal flavour text)
  • Missions for Tuathak
  • More provinces and areas named in
  • New icons galore! Icons for all our religions and new icons for mages and artificers estate
  • New trade good distributions in Aelantir (for example, Cocoa in Harafe)
  • Privileges for Adventurers and Mages Estate with new Privileges and Overhauled Events
  • Reflavoured new imperial reforms to fit the setting
  • Reworked Raj Decadence – it now uses a new Raj Ministries estate (WIP)
  • Religion Kalun Mask (WIP) for Harafe Ruinborn
  • Spawnable countries are now tied to their origin country. For more information there’s a new bookmark.
  • The Elder Pact: being the emperor of Anbennar as a long-lived race will now have its consequences
  • The Elder Pact: being the emperor of Anbennar as a long-lived race will now have its consequences
  • Trade Company regions as per 1.3

    Balance Changelog
  • Added more urban provinces in South Aelantir
  • Adventurer Mission final mission give a bonus that nullifies the admin efficiency malus
  • Changed add_stability commands to add admin if your stability is full
  • Create Wards spell now has an additional option to target provinces where your ruler is leading troops
  • Dwarven military modifier changes
  • Esmari tradition from 5% to 15% manpower recovery and 10% heir to 50% heir
  • Fixed issues allowing Starborn and such turning into Duskers
  • Harpies and GNolls can recruit female generals without ideas
  • Heirs and Consorts now get the Immortal/Long-lived Trait
  • Hold specialization can handle Incense
  • Integrated minority text color is now teal instead of blue
  • Kobolds and Goblins can now dig holds sooner
  • Leechdens is now an Inland Sea
  • Marrhold no longer counts for event that makes dwarves switch to Ancestor Worship when they own a hold
  • Purge warband is now disabled for AI due to instability
  • Remnant dwarves less likely to pick Balgar ancestor bonus (as Balgar is a surface dwarf)
  • Renaissance no longer spawns in Venail to ensure renaissance spreads well in Cannor
  • Renowned text color for magic skill level is now teal instead of blue
  • Reshuffled kobold starting cores to be more consistent
  • Reworked Zokka-Jaddari war events
  • Technocracy Faction influence gain Rebalance
  • War Wizards can no longer be recruited easily. They now have a chance to appear if you have the ‘Battlemage Academies’ privilege

    Notable Bugfixes
  • A whole host of quality of life fixes
  • Added more mountain wastelands to allow country color to take them more often
  • Azka-Sur ruler starts as Surani
  • Countries that use Church Power now use correct alerts
  • Disabled lich magocracy event firing if you don’t have mages estate
  • Fix for missions that use random_owned_province for rewards multiple times, but do not have a limit to prevent selecting the same random province twice
  • Fixed various provinces having multiple winter types
  • Isobel of Isobelin fame is now currently a woman
  • Mteibhar correctly gets their group ideas
  • Oak Monarchy and Estates General no longer compatible
  • Prevented vanilla Glory Road event from affecting WIP empty provinces

    Broken Functionality due to 1.3
  • Due to Paradox changing AI’s colonization priorities, adventurers now colonize straight away rather than wandering around! To negate this we’ve done a quick solution of preventing the adventurer country AI from colonizing in the first 3 years
  • Spawn_rebels no longer takes size higher than 3, so disasters like the Rianvisa and those in Dwarovar are much easier now ☹
  • Add_construction_process no longer works on building, which breaks events that affect the duration of Digging Holds