[OFFICIAL][MOD] Warhammer: Geheimnisnacht v1.3.42,Latest mods
17 rows · 17/11/ · The file Warhammer: Geheimnisnacht v is a modification for A Game of Thrones is a total conversion mod for Crusader Kings II, based on George R. R. Martin’s fantasy novel series, A Song of Ice and Fire. Hexenstag Apr 28 Released Apr 2 days ago · Crusader Kings II Mods Catalogue. Catalogue; How To Install Mods; About Us; Skymods GAME MODS CATALOGUE Language / Mods. September 5, Languages and Browse Crusader Kings II files to download full releases, installer, sdk, patches, mods, demos, and media. a Crusader Kings 2 mod. NCT Update 2 Get Free. File Statistics. Files 17 rows · 17/11/ · The file Warhammer: Geheimnisnacht v is a modification for ... read more
Home Trending Latest threads New posts Developer diaries. Forums Games Crusader Kings II Crusader Kings II - User Modifications Warhammer: Geheimnisnacht [Mod]. Thread starter komioski Start date Jun 10, Jump to latest Follow Reply. Install the app. We have updated our Community Code of Conduct. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Crusader Kings II Bug Reports User Modifications Suggestions Tech Support After Action Reports. komioski Sergeant 47 Badges. Aug 26, 89 Spoiler: CHANGELOG WH: Geheminisnacht - legacy The legacy version has been built by Komioski and his team. It has been renamed to Legacy in order to avoid confusion with the CK3 version. This is what mostly what Komi did between , and many of the files are up to date, but Events and Decisions as well as a few other files have been left behind and are in a sorry state.
Additionally Much of the original GFX is beginning to show its age and adds a considerable weight to the system, Therefore detailed below are the general requirements of a v2. The later Milestones will seem "empty" because the milestones are edited to be a reflection of the changelogs after each release. Performance fix - Reverted the Defines that alter court Pruning. Performance Fix - Added a check to damage spells to prevent negative units numbers. Single pixel was wrong in provinces. Perfomance Fix - Changed bretonnia.
Requires testing. AI will also be preferred as a teacher for new students - Chaos Cults and Cult of Pleasure where missing check on Rank 1 being full, could lead to performance issues especially with Cult of Pleasure membership becoming ridiculously high - Added new rank 5 power for colleges, lets you add a single building to your demense that gives minor benefits and fixed a few localisation errors in the colleges UI - Added new Equipment Requisition for colleges at rank 2, lets you buy some artefacts using society currency that aid in spell casting - Fixed a few text errors and a bug with teaching starting twice for colleges - Fixed Vrodjik having 2 education traits - Added Official-Submods. limited attacker battle warscore to Moved it to an on action event, after years and doom requirement at highest. dss for now, was using nothing before - Remove chalay. dss and add chayal. Should make it much less annoying - Added a unique bloodline and history for Fatandira in the borderlands as an easter egg reference to Warhammer Fantasy RPG 2nd ED -- Lure of the Liche Lord - Updated a few Bretonnian CoA - Now when youre more than a Marquis in Bretonnia, you can hire Knight Errants, the king of Bretonia can hire all Knight Errants and when you have Marcheur culture, you can always hire the Marcheur Knight errants - Created Black Grail Knights Under the Red Duke - Society membership and Minor trait gain changes - Integrated the Naval Combat Module.
Allowing fleets with embarked armies to clash with enemy fleets, Some factions can even attack neutral ships! for Ulricans - Removed The Reaver Bonuses From Dawi and the Knight Orders as they are illogical, gave them some extra power to capture lords - Replaced FROM. FROM Localisation scopings to FROMFROM. It had satanist sound effect before - Allowed Atruhayid Ormazdic pirates to exist and practice piracy - Added lores to the Tzeentch and Nurgle princes. over a long game - Fixed the Pilgrimage for beastmen to remove the travelling trait properly - Completely reworked positions. at least on my pc, which is overkill for CK2, lower end ones may differ it may be more useful as the game goes as on and more characters are generated due to the benchmark showing events firing vs during the testing period. Any values below the minimum value be shown as a 0 Any values above the maximumvalue will be shown as health of 5.
Moved the date of the title way earlier so that the vassalize date is after the liege geting the title. This should stop buildings dissapearing and will completed in the first hotfix - Added "the voice of Tzeentch" modifiers - Reworked the Childrens Crusade to fire for tzeentchian children under They will traverse the chaos wastes seeking support before assaulting Kislev - Added a Daemon Prince of Tzeentch in the chaos wastes, he rules over "The Ragged Maze". NOTE: Since Chaos CBs will now be tied to the winds of magic it will be a boring start - Moved the "Inevitable City" Wonder to "The Ragged Maze" - Added a Daemon Prince of Nurgle in the chaos wastes, he rules over "Cold Mire" - Added the Gallows Tree wonder and placed it in "Cold Mire" - Fixed The minimap, you can now click again! txt so each of the Druchii Towers are at the center of each city - Adeed a magic law system allowing you to legalize magic, This has a high chance of causing unrest or rebellions - Added a Bloodline for legalizing magic Will most likely be merged later with the bloodline for forming the empire when the decision to form the colleges of magic is completed - Fixed The Ramaccan portraits - Allowed Ungors in Ruler Designer - Allowed Blood Dragons in Ruler Designer - Allowed Forest Spirits in Ruler Designer - Added a whole bunch of Opinion Modifiers - Cleaned up all traits available in ruler designer to make for a friendlier experience - You can now have more than one apprentice at a time - Reworked Magic Learning and inheritance - Fixed the Cultist society missions firing twice - Magic casting as part of a battle is now completely automated, all Mage commanders in a battle will summon special spell units every 5 days of combat, these units disappear after the battle ends.
Previously every High elf culture had two full building chains for cultural buildings one for inside and one outside Ulthuan. This bloodline can be deactivated by the second bloodline. As long as this bloodline is active, unlanded member non-heirs of your dynasty may decide to leave Ulthuan to any High Elf Colonies or become adventurers. txt across the map in preparation for the map overhaul - Allow Norscans with patron traits to access some chaos events and decisions. You activate one decision to make them all appear, and another decision to make them all disappear from the intrigue menu. Wars vs other chaos rulers, Skaven, norscans are excluded.
The chance is heavily influenced by the characters traits and the doom counter. Added in the necessary scripted scope values and modifier definitions for the armour artifacts to provide their duel buff - Assigned the following artifacts to Dwarf characters- -Dimrond Angrun received: Gromril Armour Clan Angrund Hammer Defiance Shield -Slayer King Garagrim received: Gromril Armour Axe of Dargo Slayer Crown -Alrik Deathdealer received: Axe of Grimnir Armour of Skaldour Dragon Crown Great Book of Grudges Throne of Power - Adds in decisions to buy a black dragon egg, hatch it and eat it. Im not going to go into detail here as I want you to explore the system for yourselves - Added in an Warband Warrior Lodge system for each of the four chaos gods and undivided, this is fully featured and is another way to recieve boons from the gods!
Now triggers off Malekith on game start and then is set as a repeating event on province 1 every year - Doom can now passively increase per the amount of Champions, Chosen and Princes active in the world as well as if the Everchosen is active This is a random chance and is lower if they only hold land in the chaos wastes and massively lower if they are not landed Higher traits have a higher base chance of adding doom. However the doom loss on death has been extended to champions as well, though at a much lower level - Higher Doom makes mages much more likely to appear randomly even higher for chaos mages and also allows easier summoning of Demons - Magic System Moved all triggers and scripted effects used in the new casting system to new appropriately named files, everything outside these files is currently deprecated except for magic crafting and learning events Rewrote magic xp system to make sense Why the hell was it using three xp variables rather a single xp variable?
Liche priests are incapable of levelling up magic xp anyway so not that overpowered - Wearing armour as a mage can reduce battle magic pool if not using specific mage equipment - Gave orcs and goblins a chance to spawn with magic - Also made non historical characters on game start have a chance to be mages not just those generated as the game continues to make each game different Average of about 6 High Elf mages, dark elf mages, 5 chaos mages etc. A tutorial event will pop up first time it happens for the player same as battle magic - Added Star Sign mechanic to the Civilized Humans of the Old World. Overall this should help balance as Merchant Republics no longer get access since they get a bonus per tradepost - All Culture Modifiers restored and balanced - Added a Unique Building for Mordheim - Added The Asur Mountain gates Phoenix, Eagle, Griffon, Etc.
Now every chaos follower can use that cb - Von Carstein Vampire War Events should now check held titles before firing - Beastmen Duels for rulership are now deadly - Added a offmap boon to become a chaos undivided champion as undivided could not become the other champion types and the only other way was through the warbands - Ai will now use all boons, and request them in a more intelligent way e. will only summon one daemon familiar of each type, won�t claim more than 1 steed etc. Author: CK2RPG. August 31, by Anonymous · Published August 31, Author: Sead File size: 1. Go to Steam Workshop page View required items. August 29, by Anonymous · Published August 29, August 24, by Anonymous · Published August 24, File size: 2. August 22, by Anonymous · Published August 22, Author: daBOI.
August 17, by Anonymous · Published August 17, August 15, by Anonymous · Published August 15, Author: El Psy Kongroo. August 1, by Anonymous · Published August 1, Author: The Great Gatsby. Skymods GAME MODS CATALOGUE. Please add it to exclusions if you want to support us. Uncategorized September 7, by Anonymous · Published September 7, Download Author: Capdaddy Last revision: 5 Sep at UTC File size:
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We have updated our Community Code of Conduct. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser. Crusader Kings II Bug Reports User Modifications Suggestions Tech Support After Action Reports. komioski Sergeant 47 Badges. Aug 26, 89 Spoiler: CHANGELOG WH: Geheminisnacht - legacy The legacy version has been built by Komioski and his team. It has been renamed to Legacy in order to avoid confusion with the CK3 version. This is what mostly what Komi did between , and many of the files are up to date, but Events and Decisions as well as a few other files have been left behind and are in a sorry state.
Additionally Much of the original GFX is beginning to show its age and adds a considerable weight to the system, Therefore detailed below are the general requirements of a v2. The later Milestones will seem "empty" because the milestones are edited to be a reflection of the changelogs after each release. Performance fix - Reverted the Defines that alter court Pruning. Performance Fix - Added a check to damage spells to prevent negative units numbers. Single pixel was wrong in provinces. Perfomance Fix - Changed bretonnia. Requires testing. AI will also be preferred as a teacher for new students - Chaos Cults and Cult of Pleasure where missing check on Rank 1 being full, could lead to performance issues especially with Cult of Pleasure membership becoming ridiculously high - Added new rank 5 power for colleges, lets you add a single building to your demense that gives minor benefits and fixed a few localisation errors in the colleges UI - Added new Equipment Requisition for colleges at rank 2, lets you buy some artefacts using society currency that aid in spell casting - Fixed a few text errors and a bug with teaching starting twice for colleges - Fixed Vrodjik having 2 education traits - Added Official-Submods.
limited attacker battle warscore to Moved it to an on action event, after years and doom requirement at highest. dss for now, was using nothing before - Remove chalay. dss and add chayal. Should make it much less annoying - Added a unique bloodline and history for Fatandira in the borderlands as an easter egg reference to Warhammer Fantasy RPG 2nd ED -- Lure of the Liche Lord - Updated a few Bretonnian CoA - Now when youre more than a Marquis in Bretonnia, you can hire Knight Errants, the king of Bretonia can hire all Knight Errants and when you have Marcheur culture, you can always hire the Marcheur Knight errants - Created Black Grail Knights Under the Red Duke - Society membership and Minor trait gain changes - Integrated the Naval Combat Module. Allowing fleets with embarked armies to clash with enemy fleets, Some factions can even attack neutral ships!
for Ulricans - Removed The Reaver Bonuses From Dawi and the Knight Orders as they are illogical, gave them some extra power to capture lords - Replaced FROM. FROM Localisation scopings to FROMFROM. It had satanist sound effect before - Allowed Atruhayid Ormazdic pirates to exist and practice piracy - Added lores to the Tzeentch and Nurgle princes. over a long game - Fixed the Pilgrimage for beastmen to remove the travelling trait properly - Completely reworked positions. at least on my pc, which is overkill for CK2, lower end ones may differ it may be more useful as the game goes as on and more characters are generated due to the benchmark showing events firing vs during the testing period. Any values below the minimum value be shown as a 0 Any values above the maximumvalue will be shown as health of 5.
Moved the date of the title way earlier so that the vassalize date is after the liege geting the title. This should stop buildings dissapearing and will completed in the first hotfix - Added "the voice of Tzeentch" modifiers - Reworked the Childrens Crusade to fire for tzeentchian children under They will traverse the chaos wastes seeking support before assaulting Kislev - Added a Daemon Prince of Tzeentch in the chaos wastes, he rules over "The Ragged Maze". NOTE: Since Chaos CBs will now be tied to the winds of magic it will be a boring start - Moved the "Inevitable City" Wonder to "The Ragged Maze" - Added a Daemon Prince of Nurgle in the chaos wastes, he rules over "Cold Mire" - Added the Gallows Tree wonder and placed it in "Cold Mire" - Fixed The minimap, you can now click again! txt so each of the Druchii Towers are at the center of each city - Adeed a magic law system allowing you to legalize magic, This has a high chance of causing unrest or rebellions - Added a Bloodline for legalizing magic Will most likely be merged later with the bloodline for forming the empire when the decision to form the colleges of magic is completed - Fixed The Ramaccan portraits - Allowed Ungors in Ruler Designer - Allowed Blood Dragons in Ruler Designer - Allowed Forest Spirits in Ruler Designer - Added a whole bunch of Opinion Modifiers - Cleaned up all traits available in ruler designer to make for a friendlier experience - You can now have more than one apprentice at a time - Reworked Magic Learning and inheritance - Fixed the Cultist society missions firing twice - Magic casting as part of a battle is now completely automated, all Mage commanders in a battle will summon special spell units every 5 days of combat, these units disappear after the battle ends.
Previously every High elf culture had two full building chains for cultural buildings one for inside and one outside Ulthuan. This bloodline can be deactivated by the second bloodline. As long as this bloodline is active, unlanded member non-heirs of your dynasty may decide to leave Ulthuan to any High Elf Colonies or become adventurers. txt across the map in preparation for the map overhaul - Allow Norscans with patron traits to access some chaos events and decisions. You activate one decision to make them all appear, and another decision to make them all disappear from the intrigue menu. Wars vs other chaos rulers, Skaven, norscans are excluded. The chance is heavily influenced by the characters traits and the doom counter. Added in the necessary scripted scope values and modifier definitions for the armour artifacts to provide their duel buff - Assigned the following artifacts to Dwarf characters- -Dimrond Angrun received: Gromril Armour Clan Angrund Hammer Defiance Shield -Slayer King Garagrim received: Gromril Armour Axe of Dargo Slayer Crown -Alrik Deathdealer received: Axe of Grimnir Armour of Skaldour Dragon Crown Great Book of Grudges Throne of Power - Adds in decisions to buy a black dragon egg, hatch it and eat it.
Im not going to go into detail here as I want you to explore the system for yourselves - Added in an Warband Warrior Lodge system for each of the four chaos gods and undivided, this is fully featured and is another way to recieve boons from the gods! Now triggers off Malekith on game start and then is set as a repeating event on province 1 every year - Doom can now passively increase per the amount of Champions, Chosen and Princes active in the world as well as if the Everchosen is active This is a random chance and is lower if they only hold land in the chaos wastes and massively lower if they are not landed Higher traits have a higher base chance of adding doom.
However the doom loss on death has been extended to champions as well, though at a much lower level - Higher Doom makes mages much more likely to appear randomly even higher for chaos mages and also allows easier summoning of Demons - Magic System Moved all triggers and scripted effects used in the new casting system to new appropriately named files, everything outside these files is currently deprecated except for magic crafting and learning events Rewrote magic xp system to make sense Why the hell was it using three xp variables rather a single xp variable? Liche priests are incapable of levelling up magic xp anyway so not that overpowered - Wearing armour as a mage can reduce battle magic pool if not using specific mage equipment - Gave orcs and goblins a chance to spawn with magic - Also made non historical characters on game start have a chance to be mages not just those generated as the game continues to make each game different Average of about 6 High Elf mages, dark elf mages, 5 chaos mages etc.
A tutorial event will pop up first time it happens for the player same as battle magic - Added Star Sign mechanic to the Civilized Humans of the Old World. Overall this should help balance as Merchant Republics no longer get access since they get a bonus per tradepost - All Culture Modifiers restored and balanced - Added a Unique Building for Mordheim - Added The Asur Mountain gates Phoenix, Eagle, Griffon, Etc. Now every chaos follower can use that cb - Von Carstein Vampire War Events should now check held titles before firing - Beastmen Duels for rulership are now deadly - Added a offmap boon to become a chaos undivided champion as undivided could not become the other champion types and the only other way was through the warbands - Ai will now use all boons, and request them in a more intelligent way e.
will only summon one daemon familiar of each type, won�t claim more than 1 steed etc. As well as rulers e. Changed chaos cb�s to use these effects - You can no longer learn lores through boons multiple times or become a berserker if you a mage and vice versa - Chaos Undivided can use the steeds from the offmaps - Made the ai even more sensible with boons e. g they won�t recruit champions if they are not one themselves, they won�t always summon an army unless they are at war to allow them to save up for higher tier boons etc. Had to turn off auto army merging due to hardcoded bug with commanders being kicked when merging - Placed a Beastman ruler in Morgheim surrounded by orcs on all sides but determined to hold the ruin - Merged the "old world only - Elf Enclaves" submod with "old world only", since the doom engine fires on malekith on game start.
Though its still up for debate wether to just remove it completely - Fix for the child portraits, elves and dwafs who reach 16 should have the correct portrait - Fixed Hellebrons Dark Fire amulet not showing its gfx correctly - Dark Elves and High Elves no longer lose opinion from having troops raised too long - Added a random event that can trigger every decade or so when you are old world religion ruler and border an openly chaos realm or across across a short sea from one. A group of cultists will enter the realm and move to random realm lords court and join an appropriate cult society if able. This event has a higher chance to trigger if bordering a realm ruled by a demon prince or chosen. The cultist have a higher chance of being caught depending on your state intrigue unless you spymaster is a secret cultist.
Realms that have expelled the witch hunters will always fail to catch them. His portrait remains the same though. For now you can consume warpstone for magic power just like sacrificing prisoners Vlad starts with 5 Clusters of Warpstone that his minions gathered from mordheim More to come! Birth, marriage, and age stuff. removed old unused traits. Fixed mount for the red duke not spawning. Nickname fixes - Khalida artifact and new face mask Needs to be applied to khalida - Added Generic Druchii artifacts - Fix to Drakenhof starting with a city as the capital and fixed the drakenhof unique buildings - Tribals can hold castles if the county culture is the same, some tribals e.
So they can potentially be made commanders - Removed the trait addict from Valka. Addict gives you events where you lose base stats currently - First wonder in the Chaos wastes, the Inevitable City, notably give big population max and pop growth to chaos nomads along with other minor boosts, no custom upgrades right now - Added chaos cult sleeper agents: The ai can attempt to recruit even when the society has reached the max membership limit, if they succeed in the event chain the recruited target will not join the full society and instead simply change secret religion and be flagged a sleeper agent Every 5 years the sleeper agents will check if the society has dipped in membership below the limit and join automatically if it has, when a general cultist uprising happens any sleeper agents will convert, leave any non chaos societies and join in alongside the normal society members People the player recruit will always join the society bypassing the limit same as before.
Deadmen cant hold titles - Province: - Straghov. txt - Sepkuzy. txt - Krasicyno. txt AND - The Blight. txt were duplicate and removed. but its there if you want it. The Green Knight will now ride back into the mist from whence he came. At game start, in case multiple governments are eligible, the first eligible one will be taken. I placed the malektih government above the druchi government in the files. This will be converted into Cathay in the southlands overhaul -All bugs reported from V1. Decision Overhaul I -Created "offer brief non-aggression pact" targetted decision, this is intended as a new way to form alliances.
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Download and manage all your collections within Vortex. Download. Free plan | Upgrade. account_circle My profile My mods My collections a total conversion mod, transforming A Game of Thrones is a total conversion mod for Crusader Kings II, based on George R. R. Martin’s fantasy novel series, A Song of Ice and Fire. Hexenstag Apr 28 Released Apr A Game of Thrones is a total conversion mod for Crusader Kings II, based on George R. R. Martin’s fantasy novel series, A Song of Ice and Fire. Hexenstag Apr 28 Released Apr Crusader kings 2 warhammer geheimnisnacht mod download Page 2 This site contains free modifications and modifications to the game created by fans and official additions to your 17 rows · 17/11/ · The file Warhammer: Geheimnisnacht v is a modification for Browse Crusader Kings II files to download full releases, installer, sdk, patches, mods, demos, and media. a Crusader Kings 2 mod. NCT Update 2 Get Free. File Statistics. Files ... read more
Download Author: Virtual Words Last revision: 26 Jul at UTC File size: This site exists only due to advertising revenue. Share: Facebook Twitter Reddit Tumblr WhatsApp Share Link. Now every chaos follower can use that cb - Von Carstein Vampire War Events should now check held titles before firing - Beastmen Duels for rulership are now deadly - Added a offmap boon to become a chaos undivided champion as undivided could not become the other champion types and the only other way was through the warbands - Ai will now use all boons, and request them in a more intelligent way e. JavaScript is disabled. removed old unused traits. Performance Fix - Added a check to damage spells to prevent negative units numbers.
will only summon one daemon familiar of each type, won�t claim more than 1 steed etc. It has been renamed to Legacy in order to avoid confusion with the CK3 version. dss for now, was using nothing before - Remove chalay. This event has a higher chance to trigger if bordering a realm ruled by a demon prince or chosen. Forums Games Crusader Kings II Crusader Crusader kings 2 warhammer mod free download II - User Modifications Warhammer: Geheimnisnacht [Mod]. The Green Knight will now ride back into the mist from whence he came. Uncategorized August 1, by Anonymous · Published August 1,
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