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Found this mod on steam this today, loving the mod so far, so thanks for that.

Questions
1/ Is magic implemented yet and if so how do you use it?
2/ Are there any methods of gaining immortality or longer lifespan unique to this mod?
3/ Magic items, are the implemented yet?
4/ Other than a small stat boosts what are the classes good for?
5/ How do you go on an adventure, I can't seem to find a way to make it happen?
6/ What are the lifespans for the races?
 
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Had a blast playing the mod, its very stable (reform religion bug aside) for a CK2 overhaul mod. Just wish the wiki for Forgotten Realms had better maps of Faerun so I can compare and contrast with the mod to know what the long fallen empires turf looks like.

Speaking of long dead Empires, hopefully there will be more decisions like the one to remake Shavinar. Those are great goals for the player, especially for tiny cultures/religions, like that single Loross province with one of the two Netherese characters on the map having a decision to bring about the Netheril Empire anew.

The Imaskari cultures taking back control of the Mulan could be another good choice for that sort of thing.
 
What are some canon characters you would recommend starting off with?
Two of the Seven Sisters are playable: The Simbul is Queen of Aglarond throughout the available start dates, and Alustriel is Duchess of Silverymoon in 1360, becoming Queen of the Silver Marches from about 1370.

If you want a character with a strikingly different appearance, and to get into the species interactions a bit, try Dediana Extaminos, Countess of Hlondeth.

If you want to play as part of a long-established dynasty, Azoun IV of Cormyr descends from a line that founded the kingdom in 25DR.

If you have Horse Lords, take Yamun Khahan and see if you can fulfil his dreams of conquest.

If you have The Republic, there are two kingdom-tier realms to try: Amn and Sembia.

Found this mod on steam this today, loving the mod so far, so thanks for that.

Questions
1/ Is magic implemented yet and if so how do you use it?
Not yet.
2/ Are there any methods of gaining immortality or longer lifespan unique to this mod?
There will be ways to gain the 'long-lived' and 'immortal' traits, but we haven't implemented those yet. For now, the best way to enhance your lifespan is by picking a long-lived species (or starting out as undead).
3/ Magic items, are the implemented yet?
Not yet. We have a list of them that we're working on.
4/ Other than a small stat boosts what are the classes good for?
Mid-level monks and paladins become immune to disease. As with magic, we're working on developing other advantages to give the classes as they level up.
5/ How do you go on an adventure, I can't seem to find a way to make it happen?
I think that sub-system is disabled at the moment.
6/ What are the lifespans for the races?

Avatars, undead, dragons, and fiends are properly immortal.

Elves (including drow and fey eladrin), fey'ri, nagas, and stone and storm giants, can have lifespans of more than 500 years.

Cloud and fire giants, dwarves, gith, centaurs, and trolls have lifespans of several centuries, while half-elves and frost and hill giants have somewhat less.

Looking at that list, I think Jann should have extended lifespans and currently don't.

All other races (kobolds, orc, ogres....) have human lifespans.

Had a blast playing the mod, its very stable (reform religion bug aside) for a CK2 overhaul mod. Just wish the wiki for Forgotten Realms had better maps of Faerun so I can compare and contrast with the mod to know what the long fallen empires turf looks like.
Maps of the lost kingdoms are hard to come by. Recreating Phalorm, for example, was about a week of research for me. There was a map in the first ever Forgotten Realms boxed set showing the situation around southern Anauroch in 109DR; one of the 3e books - the main setting book or Lost Empires of Faerun, I forget which - had a map showing the whole continent in -600DR.

Speaking of long dead Empires, hopefully there will be more decisions like the one to remake Shavinar. Those are great goals for the player, especially for tiny cultures/religions, like that single Loross province with one of the two Netherese characters on the map having a decision to bring about the Netheril Empire anew.

The Imaskari cultures taking back control of the Mulan could be another good choice for that sort of thing.
Oh yes - we intend to have lots of those. If you actually want to play Netherese, though, bear in mind that in the later start dates the Shadovar are present in Anauroch.

nd
 
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Oh yes - we intend to have lots of those. If you actually want to play Netherese, though, bear in mind that in the later start dates the Shadovar are present in Anauroch.

nd

I'd rather not play as the Shadovar, since from what I've read seemed like an evil version of Netheril, what with being used by Shar and all. I just played a campaign trying to unify Anauroch as one of the native remnants of the Low Netheril with the idea of eventually flipping to Netherese and Loross. The idea being a kingdom that slowly refound its lost heritage. But that's just me, I'm sure others would love 'em.

Good to hear that more lost lands will be remakeable though, best of luck to all of you!
 
Downloaded this mod today, having a lot of fun.
A couple things I noticed:
- High level characters (legendary wizards etc) don't get enough bonuses to personal combat skill. Legendary or renowned heroes should really be a cut above the rest.
- Big metropolis like Waterdeep and Athkatla start about as developed as random moonshae counties.

Keep up the good work!
 
I know there is still much to be implemented from the core ideas, but I think it would be nice to have some sort of interaction with deities, devils and demons. I imagine something similar to how Elder Kings manages the Daedra, using the Chinese system thing. Having enough grace could make you a chosen, I don´t know. But of course, that system reflects the idea that all Daedra are the same "rank". whereas in FR you have different levels of deities, exarchs and stuff. I don´t know, would be nice to chill with Graz´zt, na´ mean?
 
Hi Team,

Loving it atm, running an observer game, now 1738.

I'm seeing a lot of characters from Mithral Hall who are Dwarves & Half Dwarves at the same time, should this be the case?

I obtained the mod off Steam Workshop yesterday.
 
Another bug maybe? the nomads keep settle spamming, after a number of years i get a pop up that X has decided to settle down and form a new nation, only problem is that the next day they rip up said settlement and teleport around their territory and settle there instead, this repeats until the leader dies, I've been forced to open console and kill them that way otherwise my game grinds to a halt

I also would like to see more God action as others have said, I also bring up the idea of making immortals really immortal, have you considered asking the warhammer mod team for the Tomb Kings style immortality coding? as that would fit the Liches, Avater's, undead and other immortals incredibly well.

Also any plans on have high tier magic users unlocking lichdom or other kinds of immortality for the other classes.
 
Version 0.3.4
Alright folks, I was asked to give you this update because nd currently cannot. It's version 0.3.4!

Wait, I hear you ask: what about 0.3.3. Well, it's been out for a few days but a rather important bug made us want to wait for a new one before posting here.

So what's in it?
=========
V 0.3.4
=========
-Species assignment should be working properly now
-More history in the Neverwinter area
-Port Llast independent of Neverwinter
-Reformation slots bug resolved
-Bloodline for Nasher of Neverwinter
-Class xp gains from battles and duels increased
-War Mammoths for some giants
-New giant government
-New Bhaalspawn Crisis bookmark
-A few more experimental spells
-Drow should no longer randomly die for no reason
-XP should no longer reset upon loading a game
-Minor misc bugfixes

=========
V 0.3.3
=========
-A few more provinces had their histories updated in the North
-Updated Impiltur history
-A few more religions can now loot as well
-Added new Chosen traits
-Fixed some incorrect localisations
-Luskan rulers are now of different culture and religion
-Vhaeraun religion removed
-Kobolds can have children again
-Fixed the tribal-to-feudal bug
-Hill Giants now have unique buildings and minor titles
-Conquest of Evil cb bug fixed
-New bloodlines added
-Grand Tournament and Furusiyya re-activated
-Improved breeding rules
-Three new cultures: Maviddi, Orog and D'tarig
-New race: Half-Dwarf
-New Province: Hlammach
-All Bhaalspawn should now have their correct ages
-Hopefuly nomads will settle down properly now
-Obould starts as chief of the Broken Arrow tribe instead of king of Many-Arrows before 1371
-Thorass Drow can now pick Eilistraee as a patron goddess
-All patron traits now include who they can use holy war against in their tooltips
-Purple Dragon Knights are now vassals of Cormyr
-Unbroke societies
-Kings of Baldur's Gate can now vassalize the Flaming Fist mercenaries via decision
-Spellcasting prototype added for wizards
-Removed the bodyguard retinue
-Stone Giants now have unique buildings
-Sorcerers now have a sorcerous origin system
-Created de jure kingdom of Omu in Chult
-Trade Post buildings fixed and should work properly
-Non-Patricians can now build trade posts on trade routes
-Removed dwarf patrician of Baldur's Gate to avoid him dominating elections
-Increased ruler designer max age to 150
-Women can now be republic heirs
-Newly ceremorphosed illithids now have random traits
-Reformation crash fixed
-Assorted bugfixes

And as for where you can download it, go either to ModDB or check out the Steam Workshop.
 
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Hi guys,

I love to see your dedication to developing the mod. I can't believe how many upgrades have been already.

I have seen you added some spells in the latest upgrade. I have been browsing the game files for further info (I have found a couple), but still could somebody clarify what kinds of spells have been added?

Also, can Sorcerers cast spells, too?
 
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