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DEV DIARY 3: RELIGIONS
TIDES OF WARCRAFT
DEV DIARY 3: RELIGIONS

Hello and welcome to the third dev diary for the Tides of Warcraft mod for Crusader Kings II. The topic of this one, religion, may not be exactly exciting, but religion plays a big part in the mechanics of CK2 and thus we must talk about it.

While there certainly are priests and shamans and druids and others running about, religious conflict is quite rare in Warcraft. You'll be hard-pressed to find a large number of faiths that could be called heresies, even. This is reflected in a few ways in the mod. First is that there are very few heresies in the mod. Second, standard holy wars have been disabled; groups that actually wage religiously-motivated wars, such as the Scarlet Crusade, will get their own CBs instead. Finally, the opinion malus to heretics and infidels was removed and is, instead, replicated through an alternate system.

Due to changes in a recent patch, opinion values from hidden modifiers and traits are also now hidden in the tooltip that shows the reasons for a character's opinion towards you. So if you see any of these, they are related to inter-religion opinions.

Another thing to note is that a few religions are not actual religions at all, but rather philosophical stances or ways of life. This is, again, due to the low importance of religion in Warcraft outside specific circumstances like priests.

There are currently eight religious groups. While their purpose is more thematic than anything else, they are still important in their own little way. The groups are: Arcane, Draconic, Elemental, Fel, Goblin, Light, Void, and Wild Gods. The goblin group was a result of the fact that the goblin "religion" doesn't really fit in any of the others at all.

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When naming religions, we opted, with a few exceptions, to name each of them after their object of worship. This was done for both brevity and clarity. In the picture above are the icons of all the religions included in the mod. From left to right they are: Holy Light, Holy Light heresies (Scarlet and Argent), Forgotten Shadow, Demonology, Burning Legion, Arcane, Sunwell, Loa, Hakkar (Loa heresy), Twilight's Hammer, Mercantilism, Life-Binder, Dreamer, Spell-Weaver, Timeless One, Destroyer, Draconic group heresies (Earth-Warder, Infinite One, Emerald Nightmare), Lich King, Old Gods, Azshara, Shamanism, Geomancy, Pyromancy, Hydromancy, Aeromancy, Old Ways, and Druidism.

While most are recognizable, I should explain the ones that are not and the reason behind their existence: Demonology was created as a religion for warlocks, and demons, who are not aligned with the Burning Legion yet are also not of a religion that tolerates warlocks. Mercantilism, meanwhile, represents the goblin drive and obsession for ever greater profits, regardless of risk or morals. The four "-mancy" religions represent the worship of their respective elements and elemental lords. Finally, Old Ways was the religion of humans before they discovered the Holy Light and converted en masse.

The specific mechanics of each religion will be covered later. Some on their own, and some together with other features. For example, the mechanics of both Loa and Hakkar religions will be covered together with the mechanics for Trolls.

Next dev diary will be about our Class system. Thanks for reading and see you next time.
 
Guys, I remember your decision regarding the humans of Tirisfal and their independent existence, but are you at least planning for some event to found Lordaeron and (re)settle Tirisfal after the war is won by Arathor? :)

Also, any plans to include some sort of "Mongrel Horde" or at least "Gnoll Empire", especially for the Troll Wars bookmark?
 
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Guys, I remember your decision regarding the humans of Tirisfal and their independent existence, but are you at least planning for some event to found Lordaeron and (re)settle Tirisfal after the war is by Arathor? :)

Also, any plans to include some sort of "Mongrel Horde" or at least "Gnoll Empire", especially for the Troll Wars bookmark?
If the humans take part in the Troll Wars and win, human dukes will get CBs on the kingdom titles.

The Gnoll Wars only happened between the War of Three Hammer and the First War
 
DEV DIARY 4: CLASS SYSTEM OVERVIEW
TIDES OF WARCRAFT
DEV DIARY 4: CLASS SYSTEM OVERVIEW

Heroes are, of course, a large part of Warcraft. From the unique units of Warcraft 2, to the Heroes of Warcraft 3, and the Adventurers of World of Warcraft, classes play a big part in the setting. As such, we have striven to include them. Due to various reasons, we did not do a perfect copy of the class system of World of Warcraft, instead opting for emulating the various types of heroes, adventurers and villains that populate Azeroth.

Note, however, that not everyone has it in them to be a great hero. Sometimes you just have to content yourself with being a landed noble. This ties into the requirements that each class has. In addition to only being available to certain races and, in rare cases such the Naga, gender (though you disable this racial restriction through a game rule), you will also require at least a certain value in a particular attribute associated with that class. You can hold either two basic classes, or an advanced or special class and a basic class. For gameplay purposes, classes count as lifestyle traits, so having one will prevent you from holding two classes.

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Classes themselves are divided into three groups: basic, advanced and special. Basic classes are the easiest to access, though they provide far less power than their advanced of special counterparts. The basic classes are: Arcanist, Necrolyte, Healer, Scout, Tinker, and Fighter. To get access to one of these classes you need a value of 10 in their respective attribute.

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Advanced classes, meanwhile, are far stronger, but also far rarer. To get them you will need a specific basic class as a prerequisite, that will then be substituted for its advanced version. There are a few rare exceptions to this, such as in the case of the Warlock, that requires either the arcanist or necrolyte classes. The advanced classes are: Mage, Runemaster, Warlock, Necromancer, Priest, Shaman, Druid, Witch Doctor, Alchemist, Assassin, Rogue, Beastmaster, Explorer, Ranger, Engineer, Mechanist, Techmage, Warrior, Paladin, and Monk.

There are two special classes: the Death Knight and the Demon Hunter. These can only be acquired in very specific circumstances.

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Once you pick an advanced class, you're usually stuck with them. Unless, of course, you feel the need for more power, or the call of dark forces. Both arcanists and healers can become necrolytes, and mages, priests, shamans, druids, witch doctors and techmages can turn into warlocks or necromancers.

Living as certain classes isn't always an easy experience, though. Not everyone is tolerant of less.. socially-acceptable paths like that of the necromancer. In such cases you may want to hide your true powers from the world, lest you be discovered.

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Finally, some advanced classes will be forced to specialize their focus by picking a specific path, like with the picture above. This was done to represent the fact that certain classes can often represent wildly different things. Priests, for example, can be a priest of Holy Light, a night elven Priestess of Elune, a Tauren Sunwalker or even a Naga Sea Witch.

Each class will have their own specific features. Magic users will be able to use magic, of course. Warriors and paladins will obviously be far better on the battlefield than others. Whatever option you pick, it'll certainly be more than just a few stat bonuses.

That's it for today. We'll go in a lot more detail on each class in later diaries. And as always, please remember that everything is prone to change. Next one will be about the corrupting nature of fel magic and its effects on both characters and provinces.
 
Wonderfull updates so far,can't wait till its finished but if it doesnt bother you I would like to ask are you now polishing the mod(adding minor events etc) or is the mod still heavily worked on?
 
Wonderfull updates so far,can't wait till its finished but if it doesnt bother you I would like to ask are you now polishing the mod(adding minor events etc) or is the mod still heavily worked on?
We are still working on the mod rather heavily.

The way I got about doing things when it comes to this mod is I pick a topic such as, for example, human mechanics, and work on them until they are done. Then I move to the next. So what we have shown is probably only getting minor tweaks.
 
We are still working on the mod rather heavily.

The way I got about doing things when it comes to this mod is I pick a topic such as, for example, human mechanics, and work on them until they are done. Then I move to the next. So what we have shown is probably only getting minor tweaks.
Speaking of this, if any of you event modders out there want to help, we're always accepting, just send me an example of your work (either previous or made up on the fly). We have plenty of work for you!
 
Does anyone know how to use paint?

I need more people with paint.
 
What exactly do you need?
Hands.

And people with basic paint knowledge.

There is not a very high bar for making CK2 portrait GFX files.
 
I meant what exactly do you need made. I don't have much time to spare, as I am working on something of my own extensively, but I could do something more limited.
Sadly, what i need is quite extensive.

All the portrait sets i make are quite rushed out to fill the voids, i need time and hands to clean all the files, ensure no white of black pixels are left at the edges, smooth out edges where things overlap, create more variations (making sets of noses, chins, eye shapes etc) not to mention all the new things that still need to be made.

Mostly low skill, high time work.

Alternatively more people for the high skill, long time work....
 
DEV DIARY 5: CORRUPTION
TIDES OF WARCRAFT
DEV DIARY 5: CORRUPTION

Welcome to yet another dev diary for the Tides of Warcraft total conversion mod. Today I'm going to talk about Fel corruption.

Fel magic originates in the Twisting Nether, the same universe from which demons originate, and both are very much tied. Fel energy feeds on life, twisting and corrupting it as it does so. It is perhaps one of the most dangerous weapons in the arsenal of the Burning Legion, because though it is possible to defeat the demons that make up its armies, getting rid of the corruption and devastation they spread is a far harder task.

In gameplay, fel corruption can affect both characters and provinces both. Only demons, undead, and certain creatures of the depths are immune to corruption, everyone else is very much vulnerable, though some less than others. Corruption can spread in a few ways. First, it can simply be generated by certain actions or the presence of certain characters. Demons and warlocks are guaranteed to spread it wherever they tread, while the arcane magics controlled by mages tend to attract attention from the Nether in rare occasions. The other way is by simply being adjacent to a corrupted province, as the corruption spreads further and further.

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Fortunately, nature can restore itself slowly over time as long as a province has not been fully corrupted. Once it becomes a Fel Wasteland, a province is very much doomed. Characters are not so lucky, and it is next to impossible for their bodies to fight back the corruption.

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But it's not all bad. While fel corruption tends to have a negative effect on your health, it also makes you stronger in other areas. And, if you follow either the path of the Burning Legion or Demonology, you can eventually become Felsworn. Felsworn are neither mortal, nor demon, and are afflicted by none of the negative effects of high corruption, while also becoming immune to disease or old age. An example of a felsworn character in the games would be Illidan.

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The land slowly becoming an uninhabitable wasteland is not the only danger posed by corruption in provinces either. Demons may start marauding through it, cults springing up, and the elements driven mad, among other effects.

Corruption also has something of an effect behind the scenes. Whenever servants of the Legion get a major victory, or when a province becomes a Fel Wasteland, a counter named Doom goes up, representing the attention the Burning Legion is paying to the world. What Doom does is quite simple: it makes every single event or effect associated with the corruption system more likely to happen. Land and characters will get corrupted faster. More people will turn to the Legion. More demons will invade. And all of that will make Doom go up even more.

I mentioned this in the first dev diary, but I'm repeating now just in case: you can adjust the speed of corruption and related features to half its default speed, or double its default speed, through game rules.

Next dev diary will be seeing us go back to trolls as their mechanics, as well as those of their religions, are shown.
 
What is a Fel wasteland exactly, and is there any way to revert a county that has become one? "Once it becomes a Fel Wasteland, a province is very much doomed."
 
Think of areas of Outland like Hellfire Peninsula, Shadowmoon Valley or Netherstorm, or the Blasted Lands in Azeroth. Fel Wastelands are absolutely beyond all saving. It does take quite a lot of corruption to get to that point, though.