Princes of Darkness, Version 1.3.0, "Corvinus", Change Log, March 17, 2021
- Updated for CK3 1.3.0 "Corvus" Update
Changelog
- 1.3 compatibility. - Sparc
- Einherjar have Gruesome Festivals with Northern Lords Flavor Pack. - Sparc
- Gangrel Dynasty has access to Adventurer and Pillage Legacies. - Sparc
- Ravnos Dyansty has access to Adventurer legacy. - Sparc
- Added 21 new custom investigations. - Karde
- Added 16 characters. - Karde
- Added 7 Great Persons, bringing us to 85 Great Persons in the mod right now. - Karde
- Added Kemintiri's investigation. - Karde
- Bald canon character fix. - Sparc, Wata, Karde and Kukul
- Show more Traits GUI fix. - Wata
- Show prowess in character attribute lists. - Redguard
- Random Toreador, Malkavians and Einherjar may be poets. - Sparc
- Poet is a virtue for Conscience and Devoted to Michael doctrines. - Sparc
- Berserker is a virtue to Road of the Beast. - Sparc
- Izhim ur Baal, Rhys the Rhymer, Guillaume de Lorris, Aighar akhu Quzmanand and Ki Yuen are poets. - Sparc
According to CK3 wiki in 1.3 Argentiera mine should have moved from a barony in Cagliari to Cagliari's capital holding.
Did you miss that part or did you intentionally leave it where it was?
That's where Helena of Troy starts in PoD and also that just freaking happens to be the character I'm starting from, I was even eyeing that mine very recently and cursing in the vein of "damn, another special building wasted on a baron, PI really shouldn't do that to people" then I see the patch notes and I get "hell yeah!" only to look at it in "1.3-updated" version of PoD and see it's still NOT there in it. The resulting "Grrrrr factor" is out of this world...
Anyway, the question is real and meaningful - are you gonna update it any time soon or should I just start my game already without it?
Edit: Nevermind the urgency. I just went and home-brewed me some mines. I'd still would rather not do it myself every time. BTW wanna guess what was my last game before I installed PoD? It was an Iceland run. Yup. I did an iceland run right before PI added more real-estate to Iceland... And then I switch from that straight to Cagliari... That's... one heck of a coincidence.
(modded Iceland from LotK though, but that's an irrelevant story, then again LotK hasn't updated past 1.3 so I guess that IS somewhat relevant...)
We have a Wiki that can answer a lot of questions about how to play the mod.
If only.
At least it didn't answer MY lot of questions.
Last time I checked (and that was very recently) I only found 11 pages there.
I'm not familiar with any form of PnP WoD.
All my involvement with WoD is limited to the 2 video games. Namely Redemption and bloodlines. (Didn't play CK2's version of PoD either.)
What I AM well familiar with is the fact that fluff loses most of its value during conversion from tabletop with real master and real people to video games with stricter rules, engine limitations, and increased importance of balance over RP.
Descriptions like "You gain supernatural balance and grace, becoming able to walk and even [missing some word here?] across the slimmest of ledges and supports." are a prime example of what I'm talking about. If this was taken out of a perk description in an action video game I'd take it at face value, sure it's a perk that expands my movement options. In PnP I know I could bounce it off of my GM whenever I feel like it should be usable. In a conversion from PnP game to GSG though? Yeah... not buying it. Somehow I'm rather sceptical about seeing an event where I'll see a direct effect of my supposed new ability, so as far as I'm concerened, fluff be damned, all I can expect to to put to use from it are the stated +5 to resitance to 3 different scheme types.
But as SOME point some parts of all that fluff can become quite real and tangible, yet you can never be sure where that happens before it happens unless you're the one who made the conversion.
And that basically means you can't (well at least I can't, I like to play my games well informed) comfortably play PnP>VG conversions without a manual made specifically for said conversions.
For example we have Kiasyd bloodline in the mod (What can I say? I have a soft spot for weird and rare things like this, so this caught my attention). With some of them having Mytherceria trait and some having Mytherceria Advanced trait. But there's no such focus in the mod. So is it actually implemented somehow through events or are those just dead weight and/or placeholder traits?
Then there are concepts.
Like Diablerie. If you never played PnP WoD you don't have much of an idea about what it is. If you did you still can't be sure of what it is exactly in this particular mod.
Or I dunno... what about banes? Your ruleset rule mentioned them. I have a very vague idea of what those are and even less of an idea of what those are inside the actual PoD-modded CK3.
Or take blood sorcery for example. In-game tool-tip says "each faction has it's own way of invoking the power of the blood" or some-such.
But there's only one Blood Sorcery focus, and far as I can tell it all leads to the exact same list of powers.
Are there any actual IN-GAME events supporting those "own ways of invoking" or did you just use a lore-y description instead of a functional one?
And then there's just plain old "simple" questions. I find it hard to belive that it'll actualy take me ~200 months to get one perk point. So I'm pretty sure monthly focus XP is NOT going to be my main source of advancement like it was in vanilla game. But the mod doesn't give me an overview of other sources of focus XP. So how am I supposed to make an estimate?
I could continue pelting you with questions but I believe it's now apparent enough that I have too many of them, and more importantly, apparent enough WHY I have too many of them. So lets cut to the chase - could you please increase the priority of making a manual for PoD?
It's indubitably not going to be there in time to save me from the horrors of having to blindly stumble my way into the rules of the game I'm playing (I REALLY don't get people who like playing their games that way) but maybe this will be in time to save the other like-minded individuals that decide to "get into" your mod later.
Has Happened:
Red-XIII got "doesn't know the rules of the game" modifier: -95% stress loss, game confuse scheme success chance +1000%.
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