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Version 1.35 (22/02/2024)

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- Fixed a tooltip in the event "A Burned Agent"
- Changed some effects in the event "A Burned Agent"
- Changed the way low skill events are picked in order to increase their frequency (if at all possible, should happen once every 10 years on average)
- Theocracies and republics will not forge heirs anymore
- Improved one of the tooltips of the event "A Mortal Dilemma"
- Started coding the Hooks event pool. From now on, anyone with a hook on you can place a dent on your plans
- Fixed a few variables in script values

Enjoy!
 
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Version 1.36 (29/02/2024)

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- Finished coding the Hooks event pool
- Decreased a bit the chances of a Sickly child to die (the risk will also be reduced in half if players pick the relevant game rule)
- Decreased the bonus of the innovation "Land Grants" to forge claims to 25% of speed (from 50%)
- Fixed probabilities of firing of a wide array of events


Enjoy!
 
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For next week what I have in my plate is the compatch with the new version of the game.
I am confident I will able to deliver a compatible version of Dark Ages with The Legends of the Dead version of CK3 after a couple of days, at the most.

Expect the week after to be reserved for a review of the balance of the vanilla version as, from the screenshots provided, I already spotted some areas where vanilla LotD game balance needs serious review. Also to consider along the time is the progressive introduction of legitimacy into Dark Ages events. Actualy, I am already doing that without knowing the syntax beforehand (I am using add_legitimacy).
 
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Already compatched Dark Ages with Legends of the Dead. I will refrain from publishing the mod now in order to work a bit on important game balance issues. Expect a new version of Dark Ages by Thursday.
 
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Keep up your great work making CK3 harder and more realistic.
After a long break from ck3 its your mod that keeps me hooked. The constant threat of plans getting ruined are a huge motivational factor to adapt and overcome.

I'm looking forward how you deal with the new mechanics.
 
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Version 1.4 (05/03/2024)

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- Compatible with CK3 1.12
- Modified some lifestyle traits to curb stat creep
- Added legitimacy effect to the event "The Tournament"
- Added legitimacy effect to the event "The Infamous One"
- Added legitimacy effect to the event "A Private Initiative"
- Improved the tooltip of an option in the event "A Private Initiative"
- Improved the tooltip in an option of the event "To Forge a Legend"
- Fixed a value in an on_action that was causing illnesses through the roof

(Released earlier than expected due to a detected serious bug)

Enjoy!
 
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Version 1.4 (05/03/2024)

Download HERE

- Compatible with CK3 1.12
- Modified some lifestyle traits to curb stat creep
- Added legitimacy effect to the event "The Tournament"
- Added legitimacy effect to the event "The Infamous One"
- Added legitimacy effect to the event "A Private Initiative"
- Improved the tooltip of an option in the event "A Private Initiative"
- Improved the tooltip in an option of the event "To Forge a Legend"
- Fixed a value in an on_action that was causing illnesses through the roof

(Released earlier than expected due to a detected serious bug)

Enjoy!
Miracolous work!

Are you going to mod also time legends stay alive?
 
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Miracolous work!

Are you going to mod also time legends stay alive?
Thanks!

I don't know exactly what I am going to do with Legends. One thing is certain, I want to nerf their effects.
But I am willing to consider suggestions. What do you propose?
 
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Thanks!

I don't know exactly what I am going to do with Legends. One thing is certain, I want to nerf their effects.
But I am willing to consider suggestions. What do you propose?
I'm sorry but I haven't played enough, at the moment, to give a considerate proposal.

I don't know which aspects are moddable, but longevity (and difficulty to get) could be an interesting concept: make the legends actually legends. Maybe in a game rule, to appease both sides. Maybe with scaling effects during the years (that is, at creation it gives full benefits and then they gradually disappear, and after one or two centuries they just become flavor and maybe legitimizing for the dynasty itself).
Nerfing effects is always welcome.

Plagues seem really powerful, and I'd leave them as they are atm. If I'll have other ideas I'll tell you! :)
 
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I'm sorry but I haven't played enough, at the moment, to give a considerate proposal.

I don't know which aspects are moddable, but longevity (and difficulty to get) could be an interesting concept: make the legends actually legends. Maybe in a game rule, to appease both sides. Maybe with scaling effects during the years (that is, at creation it gives full benefits and then they gradually disappear, and after one or two centuries they just become flavor and maybe legitimizing for the dynasty itself).
Nerfing effects is always welcome.

Plagues seem really powerful, and I'd leave them as they are atm. If I'll have other ideas I'll tell you! :)
I didn't play enough to have close to a definite opinion on legends. I believe the true value of this iteration of the game has been Legitimacy. I am starting to check it and introduce it to the events of Dark Ages. Later, if needed, I'll delve into Legends thoroughly.

As far as plagues go, I am enjoying and don't see any need to mod them.
 
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Version 1.36 (29/02/2024)
Is not working, tried to download it, because a lot of mods aren't yet updated/compatched to legends of the dead!
I only keep the latest version in my shared folder. If you want a previous version try Skymods, maybe they have it stored.
 
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Version 1.41 (14/03/2024)

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- Compatched with CK3 1.12.2.1
- Compatched with Unofficial Patch (*)
- Integrated last version of The Prof's Unit Art into Dark Ages
- Integrated latest version of More Background Illustrations that adds hundreds of new illustrations to events and the barbershop
- Rebalanced Legends, tonning down bonuses for the central character and the promoter (mainly to avoid skill creep)
- Significantly reduced the number of events firing during activities. Should help with event repetition and gameplay smoothness
- Reduced the frequency of the murder attempt due to fabricate claims
- Marrying a lowborn spouse now incurs on a Legitimacy hit (Prestige and Renown penalties were reduced)
- Marrying a lowborn concubine now incurs on a Legitimacy hit (Prestige and Renown penalties were reduced)
- Detailed more the text of the Dark Ages initial event for new players
- Turned the tooltip of decision to repay a loan more user friendly
- Fixed an instance where an option in the event "An Useful Friend" was not giving gold for the extra tax levied
- Reduced the Prestige penalty of one of the options of the event "The Choices of Warfare"
- Added granularity to the fatality of all the diseases minus plague ones (now they depend on the good/bad physical traits as well as weak and strong)
- Tonned down the bonuses to stress and piety given by funerals
- Contracting a loan now decreases Legitimacy
- Redesigned the event "A Tainted Outlook" to include Legitimacy and change how Prestige and Stress are assigned (lowered the penalties)
- Changed the decision "Plan Border Raid" in order to take into account a small Legitimacy penalty as well as its description
- Changed event "The Foul Play" to consider Legitimacy gains and losses
- Changed event "To Forge a Legend" to lower the Renown penalty in one of the possible results and in fixing a Dread issue with one of the options
- Changed event "The Wretched Ordinances" to balance the tyranny effects and to include Legitimacy
- Fixed event "A New Dynastic Cycle" to stop displaying the player character twice in the event window in a rare instance and pick the proper dynasty member
- Fixed event "Trespassing the Fence" to only fire when a Marshal is assigned
- Tonned down a bit the average quality of the characters recruited through the "Recruit Specialist" decision
- Fixed the option to dismiss forever the event "A Sage Advice" as it was not working
- Increased a small bit AI aggressiveness



(*) - Several bugs from vanilla are fixed in Dark Ages. If you want (and you should!) to have many more bugs from vanilla fixed you should sign the mod "Unofficial Patch". Note it is not at all necessary for Dark Ages to run, only for you to have a better playing experience independently if you run or not Dark Ages
 
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Version 1.42 (21/03/2024)

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- Fixed Legends. Duration is greatly expanded for all "qualities". Mythical Legends last forever
- Changed the event "A Matter of Renown" to consider Legitimacy, reduce Prestige hit and improve the way Renown penalties and bonuses are distributed
- Fixed tooltips in the event "A Matter of Renown"
- Reduced the Piety hit of the event "Religious Misgivings" and allowed one of the options to be available with a certain amount of Dread
- Changed the text of the event "A Timely Warning" to be more clear
- Introduced a cooldown in the event "Strange Lack of Vigour", now characters cannot become ill again until a year has passed
- Reduced bonus of Councillors from "Learn on the Job" perk to 10% (minimum bonus of 1)
- Compatched Dark Ages with latest version of Unofficial Patch mod (*)
- Fixed a bug with the description of the Sanctioned Loopholes Perk
- Compatched Dark Ages with CK3 1.12.3
- Added Legitimacy penalty to refuse organization of the Estates of the Realm, when demanded through event
- Added Legitimacy bonus to successful Estates of the Realm result, while decreasing a bit the Prestige bonus
- Increased a bit the Fame loss for a failure when organizing the Estates of the Realm
- Organizing the Estates of the Realm through decision will now give a Legitimacy bonus
- Added a game rule to define how many holy sites a character must control to be able to reform a pagan faith
- Added positive Legitimacy modifiers to one of the options of the event "Long Term Plans"
- Added a Legitimacy bonus to the same option of the event "Long Term Plans"


(*) - Dark Ages will have less vanilla bugs. For even better results sign the mod "Unofficial Patch" and load it before Dark Ages - usually should go at the top of your mods' list
 
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Version 1.44 (29/03/2024)

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- Fixed a compatibility issue with the mod More Game Rules. Now everybody can enjoy both at the same time again.
- Eccentric personality trait now will also be considered for yearly stress reduction when at peace
- Eccentric personality trait now will also be considered for yearly stress increase when at war
- Legitimacy is now increased/decreased by an yearly amount, depending on personality traits (each trait has a range of bonuses/penaties)$
- Started coding Legitimacy event pool
- Added Legitimacy effect to event "The Solidary Tax"
- Added tiered title modifier to the event "Scrapping the Barrel". Now the amount of levies conscripted depends also on title tier (a King will possibly raise many more levies than a Count)
- Reduced somewhat the range of the Prestige and Piety hits in one of the options of event "Scrapping the Barrel"
- Scaled the costs of the hired characters through the decision "Recruit Specialist" depending on primary title tier
- Increased the odds of finding someone noteworthy in the decision "Recruit Specialist"
- To avoid abusing the system, increased to 3 years the cooldown of picking "Recruit Specialist" decision
- Scaled upfront costs in Gold and Prestige of the decision "Recruit Specialist" with primary title tier
- Improved the tooltip of the event of a successful "Estates of the Realm" decision
- Scaled better costs in one option of the event "Alms for the Poor"
- Reduced the stress impact of both options of the event "Alms for the Poor"
- Coded a new game rule allowing the player to decide if the infertility feature of the mod is on
- Compatched with CK3 1.12.4
- Compatched with latest version of Unnoficial Patch
- Reduced the huge opinion bonus the Lifestyle Perk "Popular Figurehead" gives

$ - This will pave the way for the event pool about Legitimacy I am coding. Lets make Legitimacy more dynamic along the gameplay!
 
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Just to tell everyone I am going on a cruise next week visitng the western Med and next version of Dark Ages will only be released on Friday 12. I will check messages at least once per day, though.

Happy gaming for you, happy sailing for me!
 
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Just to tell everyone I am going on a cruise next week visitng the western Med and next version of Dark Ages will only be released on Friday 12. I will check messages at least once per day, though.

Happy gaming for you, happy sailing for me!

Please make sure you've hired a good caravan master, and maybe bring some hired guards, and some medical supplies. We need you back to continue development on making CK3 not suck.
 
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This is one of the best mods I've ever played. It truly makes the game more engaging and challenging. I'm working on a mod list that I think compliments this mod for those who care about a challenge and RPG.

Thanks for this mod, it's fantastic.

I'm trying to get a mod list going with Dark Ages as well to increase the depth and mechanics of the game. I'd be curious as to what mod list you are currently running? I've also been trying to get the AI to have more children, as they seem to keep old wives, and never marry lowborn women to keep producing children. So by mid- /late-game in the base game, it's rather boring.


Currently trying this mod list in Steam Beta [1.12.13]

Dark Ages
VIET Events - A Flavor and Immersion Event Mod
Unofficial Patch
Invite Debutantes
Invite Nobles
Beautiful Portraits
Brighter Text Colors
Clear Notifications
Nameplates
Extended Outliner
Regional Immersion and Cultural Enrichment (RICE)
Community Flavor Pack
Ethnicities and Portraits Expanded
CFP + EPE Compatibility Patch
Culture Expanded
RICE + EPE Compatibility Patch
More Interactive Vassals
Warden Vassal Contract
Great Empire Wars
Succession Expanded
Social Relations Expanded (SRE)
Unfinished Business
Rescue & Vengeance
Dynamic Regency
Patrum Scuta
Houses Traditions
Multilingual Education
Knight Manager Continued
Foundational Framework
In My Humble Opinion
Travelers
Prisoners of War
Travelers and Prisoners of War Compatch Tweaks
Gamerule Gadget
Raised Army CoA
Relationships of Weddings Expanded
Less Old Wives - AI Men Marry Younger Fertile Women (Not updated to latest)
More Babies For Counts & Dukes (Not updated to latest)
Doctor Tweak - AI Will More Often Hire Court Physicians (Not updated to latest)
 
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I'm trying to get a mod list going with Dark Ages as well to increase the depth and mechanics of the game. I'd be curious as to what mod list you are currently running? I've also been trying to get the AI to have more children, as they seem to keep old wives, and never marry lowborn women to keep producing children. So by mid- /late-game in the base game, it's rather boring.


Currently trying this mod list in Steam Beta [1.12.13]

Dark Ages
VIET Events - A Flavor and Immersion Event Mod
Unofficial Patch
Invite Debutantes
Invite Nobles
Beautiful Portraits
Brighter Text Colors
Clear Notifications
Nameplates
Extended Outliner
Regional Immersion and Cultural Enrichment (RICE)
Community Flavor Pack
Ethnicities and Portraits Expanded
CFP + EPE Compatibility Patch
Culture Expanded
RICE + EPE Compatibility Patch
More Interactive Vassals
Warden Vassal Contract
Great Empire Wars
Succession Expanded
Social Relations Expanded (SRE)
Unfinished Business
Rescue & Vengeance
Dynamic Regency
Patrum Scuta
Houses Traditions
Multilingual Education
Knight Manager Continued
Foundational Framework
In My Humble Opinion
Travelers
Prisoners of War
Travelers and Prisoners of War Compatch Tweaks
Gamerule Gadget
Raised Army CoA
Relationships of Weddings Expanded
Less Old Wives - AI Men Marry Younger Fertile Women (Not updated to latest)
More Babies For Counts & Dukes (Not updated to latest)
Doctor Tweak - AI Will More Often Hire Court Physicians (Not updated to latest)

Nice list you have there. Significantly longer than mine but I have many of the same mods. Have you tried Immersive Realm Espionage? Is it not to your liking? I can't play without it.

You should load Dark Ages last, though (idk if you are posting according to load order).
 
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Nice list you have there. Significantly longer than mine but I have many of the same mods. Have you tried Immersive Realm Espionage? Is it not to your liking? I can't play without it.

You should load Dark Ages last, though (idk if you are posting according to load order).

Does actually add much to the gameplay though, or is it more of just one extra step before you fire off a war? If it's just something you have to go through the motions on, then, in my opinion, that doesn't really add much value. It would just be something that is taking up your spymaster from supporting the other roles.

I'm also trying to solve the issue of the AI not having enough children in the mid and late game.