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Night Court 1.5 Update
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Night Court 1.5 Update

Princes of Darkness Mod has been updated for Crusader Kings III 1.5, this includes some integration of Royal Court DLC as optional content with the mod.

Artifacts

The World of Darkness has a number of prestigious and magical artifacts. Princes of Darkness is no exception. Some of these items are in the possesion of canon characters according to lore at the start of the 1230 Bookmark. Others are distributed randomly through the world. Some can only be gained through completing certain objective decisions.

You can read a list of all 121 artifacts available in the mod today at the Princes of Darkness Mod Wiki: Artifacts

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Book of Nod

One of the more complicated artifacts is the Book of Nod, which is an artifact that can be assembled by combining ten other books. Having any one of its component books, allows for reading of just that section of the book. Reading the book has a low chance of potential outcomes like learning lifestyle experience gain or gaining stress. The more off the Book of Nod assembled, the more powerful it becomes, both in its passive benefits and in active reading. Pieces of the Book of Nod are spread throughout the world at 1230 bookmark, some with canon holders from the lore, others randomly spread among rulers with high learning.

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POD_1_5_Artifacts_Book_Of_Nod_Inventory.pngPOD_1_5_Artifacts_Book_Of_Nod_Description.pngPOD_1_5_Artifacts_Book_Of_Nod_Chronicles.pngPOD_1_5_Artifacts_Book_Of_Nod_Consider_Event.pngPOD_1_5_Artifacts_Book_Of_Nod_Missing_Tale.pngPOD_1_5_Artifacts_Book_Of_Nod_Reading_Insight.pngPOD_1_5_Artifacts_Book_Of_Nod_Reading_Stress.pngPOD_1_5_Artifacts_Book_Of_Nod_Assemble_Event.pngPOD_1_5_Artifacts_Book_Of_Nod_Revive_Enochian.png

Darker Courts

All royal court scenes adapted to a night time look. No sunlight will be streaming through the windows to destroy vampires. We have made extensive use of chandeliers, fireplaces, candelabras and floor lamps to provide illumination. Shadows have been intensified.

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Primogen

Integrating with the Royal Court Positions, Primogen can now be chosen. A member of each clan can be appointed to the position of Primogen. What constitutes aptitude varies by clan. A poor or terrible Primogen gives a malus, while good and excellent Primogen provide bonuses. Clans expect to have a Primogen, and will be displeased if they do not have one. Each 5 years, a mood of the clan event will proc to give a ruler where they stand in regards to clans and their representation.

POD_1_5_Primogen_of_Avalon.png


Great Persons and their Inspirations

The Great Persons system has been reworked : If no player is eligible for a Great Person spawn, it's now much more likely that a powerful, higher tier, AI will grab them, instead of a random one. If a player is eligible for a Great Person spawn, but refuses it, the Great Person will end up embraced by a nearby AI ruler instead of wandering off. If the player acquires a Great Person, there is now a risk that a competitor will interfere, making the player having to deal with them. The Great Person wiki page has been reformatted, now showing Great Persons per region and dates of spawn, allowing for a better view of who will be available and when in your campaigns. Many great person characters will spawn with an inspiration to create an artifact.

Ancient Cultures

Princes of Darkness Mod has added a few "new" cultures: both fantastical and historical: Enochian, Punic, Old Egyptian and Coptic. Each of these cultures have languages. Ghemalish is also an available language. Canon characters and Royal Courts will have such cultures and languages as appropriate.

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Dazzling Grandeur

A clan Toreador independent ruler with Kingdom or Empire title will have access to a special decision if they meet some additional requirements:

  • All available Primogen court positions filled with Primogen of at least good aptitude.
  • Court Grandeur level of 10 (or 150000 prestige if you do not have the Royal Court DLC).
The reward is a Toreador Grandeur modifier:

  • Monthly Prestige Multiplier: 100%
  • Cultural Head Fascination Multiplier: 100%
  • Dynasty Opinion: +15


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POD_1_5_Decision_Toreador_Dazzling_Grandeur.png

Change Log
Princes of Darkness, "Night Court", Version 1.5.0, Change Log, February 8, 2022

Royal Court Integration:

- 121 Artifacts from the World of Darkness, Dark Ages Vampire and Vampire the Masquerade.
A list of all 121 artifacts available in the mod today at the
Princes of Darkness Mod Wiki: Artifacts :
https://github.com/PrincesOfDarknessMod/POD-for-CK3-Wiki/wiki/Artifacts

- Darker Courts: All royal court scenes adapted to a night time look:
- no sunlight
- extensive use of chandeliers, fireplaces, candelabras and floor lamps.
- Shadows intensified.

- Primogen Court Positions. A member of each clan can be appointed to the position of Primogen.
What constitutes aptitude varies by clan. A poor or terrible Primogen gives a malus, while
good and excellent primogen provide bonuses. Clans expect to have a Primogen, and will be displeased
if they do not have one. Each 5 years, a mood of the clan event will proc to give a
ruler where they stand in regards to clans and their representation.

- Ancient Cultures: Enochian, Punic, Old Egyptian and Coptic. Each of these cultures have languages.
Ghemalish is also an available language. Canon characters and Royal Courts will have such cultures and
languages as appropriate.

- Great Persons and their Inspirations
The Great Persons system has been reworked : If no player is eligible for a Great Person spawn, it's
now much more likely that a powerful, higher tier, AI will grab them, instead of a random one. If a
player is eligible for a Great Person spawn, but refuses it, the Great Person will end up embraced by
a nearby AI ruler instead of wandering off. If the player acquires a Great Person, there is now a
risk that a competitor will interfere, making the player having to deal with them. The Great Person
wiki page has been reformatted, now showing Great Persons per region and dates of spawn,
allowing for a better view of who will be available and when in your campaigns. Many great person
characters will spawn with an inspiration to create an artifact.

- Special Toreador Decision: Dazzling Grandeur
- Independent Ruler with Kingdom or Empire title
- All your available primogen court positions filled with primogen of at least good aptitude
- court Grandeur level of 10 (or 150000 prestige if you do not have the Royal Court DLC).


New Sound Track from Serial Symphony!
We are pleased to share with you a new sound track to the mod graciously provided by Serial Symphony!
Track listing:
- "Kingdom of Darkness"
- "Carthago Delenda Est"
- "Cathay in Red"
- "Discordant"
- "Dreaming"
- "How to Kill a City"
- "In Search of Iniquity"
- "Many-Faces"
- "The Samaritan"
- "The Unseen World"
- "White Curtain"

You can hear more of Serial Symphony’s music at:: https://www.youtube.com/channel/UCsKWuWzJ274gHurgbAuTS7A


1500 Bookmark:
- Camarilla vs. Sabbat
- Cappadocian Purge event
- Treaty of Tyre event: Assamites can't attack Camarilla characters as long as it's active
- Tremere blood curse event: So far represented as a stress modifier, to be expanded
- Added the Dark Fantastic (roughly 1500/1800) cultural innovations
- Added objective to get rid of Tremere Curse
- Hundreds of Canon Characters Added
- 7 houses added
- Introductory lore, bookmarked characters special content, regional introduction events
- Path of Harmony and Camarilla Anarchs faiths
- Sect Mechanics Work in Progress

DeJure Realms rework

New Paper Map

New Wonder Models
- Castle d’Ombro
- Ceoris
- Pit of Malkav
- Founding Temple of Ombos

New Map Layers
- Clans
- Splats
- Masquerade Exposure
- Special Buildings

Murder Scheme expansion

Traditions Contract
- Blood Tithe
- Animal Herd Tithes
- Animalism Herd Automation
- Progeny Rights

Kuei-Jin
- Yin & Yang Meters

Sub-Bookmarks
- Ghouls
- Revenants
- Zadruga

Patrons
- Patron Lore
- Patron Clan Sub-Bookmarks

Git-Hub change log udpates in chronlogical order:

- Telyavel don't hate each other as much now
- Nerfed Legacy of the Unnamed to not have a potential piety overflow
- Added lore for 19 characters
- Scripted the stats for those characters
- Rosamund now can only achieve her decision once
- Added 9 characters
- The Shepherds of Islam faith can now recreate the Ashirra title
- Integrated Thauma's Fortitude improvements, added more tooltips and loca to them
- Put a big red warning on some game rules that shouldn't be messed with
- Kuei Jin can't be ritually murdered to become wraiths anymore
- Small nerf of Natalya's legacy
- A new doctrine, Ashirra Pillars, has been added. All Ashirra founding faiths + the Road of Blood/Tariq El Haqim now consider themselves righteous to one another
- Added Castle Hardestadt as a wonder
- Hardestadt bossing his childer won't result in them rivaling Maatkare anymore
- If Hardestadt dies, his legacy will now live on in one of his childer
- Added 9 characters
- Small setup tweaks for hunters bookmark
- Tweak to Hardy's takeover
- Nerfed Qabilat's house modifier
- Changed the druidic faith name to avoid stretching the county window
- Commented out the Crusade decisions #Crusades are already unlocked by Catholicism and these decisions linger on after with no effect
- The bloodbond scheme is harder to pull off. The victim will now hate your guts if you failed.
- Added a Drain Animal automation
- Added 6 characters
- Disabled a chain of genetic events for vampires
- Reduced the vanilla chance of "everyone can die in a battle, no matter the prowess" from 10% to 1%
- Nerfed MaA's reduction of forced conscription building #With other modifiers, could lead to free MaA
- Overseer changed to +0.5 control instead of control mult to avoid an issue when negative control
- Added 3 characters
- In their unending war against the equine menace, the vampires have won a victory and shouldn't die by "horse accidents" anymore
- Added 5 GPs
- You can't put a bounty on torpid characters anymore
- Fixed the Byzantine community modifier only being partially active
- Added 5 GPs #The Byzantine area is complete
- Added 2 regional events # I created a wiki page to reference major and minor chain of events
- Added 15 characters
- Various changes to Iberia's setup
- Improved the stats of the three vampire adventurers
- Various nerfs to the WoK potency and aggressiveness
- Old vampires now have a negative to marriage acceptance (except if soulmates)
- The Gangrel challenge interaction now has a cooldown and a cost
- Vampires shouldn't catch diseases in prisons anymore
- Whether you succeed or fail, a summon target will now have a negative modifier opinion of you #Summoning someone to you without their consent isn't a friendly thing to do
- Fixed a void in the diablerie secret logic. Diablerist can now be fully exposed with serious consequences.
- Added 5 new murders types specifically for vampires
- The immurment, poison, thugs and animals murder types have been removed for vampires
- You can't invite torpored characters to your court anymore
- The kill them all option in the cover masquerade interaction doesn't give stress to sadistic characters anymore
- Removed vampires from the sinful theocrat loop
- Fixed misleading cultist predator type tooltip
- Hedeon should now correctly receive bonus for torturing prisoners
- Nerfed Militarized Experiments from the Tzimisce objective
- Clarified the Lamia Bodyguard prestige requirement
- The control modifiers from survey capital now apply to the county and not the holdings
- Clarified a misleading tooltip in mortal hunt - Added a placeholder effect to the so far useless Caitiff 4 legacy
- Replaced the Szlachta bonus in the vicissitude tree (not working)
- Fixed missing or wrong stuff in the Patron files
- Added 19 characters
- Integrated Chilemiao's upload
- Removed vanilla entries for history/titles
- Tweaks to historical humans present in the files (no claims, no two Anna Komnena etc)
- Added new titles for the future bookmark
- The Giovanni objective now gives an empire title
- Added the Sabbat religions descriptions
- Added the Path of Harmony and Camarilla Anarchs religions
- Prepared the existing characters for the future bookmark
- Clarified the Assamite objective prerequisite
- Integrated FreeRodomontade's grammar fixes
- Added 101 characters for the future bookmark
- Added 7 Houses for the future bookmark
- Prepared the objectives and title restoration files for the future bookmark
- Work on the future bookmark
- Integrated Thauma's Blood Sorcery work
- Work for the future bookmark
- Added a third missing personality trait to some characters (thanks to Faol for the detailed report)
- Integrated Chilemiao's changes
- More future bookmark work
- More faith icons from Hastur.
- Updated Tariq el-Tanaqud holy sites and added Ashirra Pillars tolerance doctrine.
- Integrated FreeRodomontade's newest proofreading
- First rough iteration of the 1510 bookmark
- Vampire Wonder Models: Ceoris, Castel d'Ombro, Ombos and Pit of Malkav, Thanks to the efforts of Amducious, EnumaEllis and ar'kus!
- Various fixes to 1510 setup
- Adapted the "world and its lore" part of the intro event for the 1510 bookmark
- Added around half of the regional intro events for 1510
- Finsihed the regional introductions for 1510
- Moldavia isn't required to recreate the house of Tremere anymore
- Added investigate lore to the 1510 bookmarked characters
- Summoning a non vampire doesn't give an opinion malus to the victim anymore
- Deactivated the script controlled by the generate family game rule #Meaning that even with this rule on, nothing will happen in the mod now
- Destroying a title is no longer prohibitively expensive #Removing the elective law still is though, that's by design
- Removal of the smallest, more inconsequential, vanilla opinion modifiers to reduce opinion bloat
- Sanitized houses Plague and Nefertiti prestige per dread gain
- Tweak to the maintenance event to help AI landed vamps in prestige death spiral get out of it
- A try to make the AI more willing to buy higher quality MaA than swarm MaA #The tendency of the AI to value numbers above all else is why Gangrel and Setites dominate right now with their swarm MaA
- The Ur-Shulgi legacy perk has been changed to no longer imply that Ur Shulgi is a friendly and tolerant person
- Incorporeal form has been nerfed
- The Byzantine community modifier should now finally completely work #Probably
- Scripted the stats of the 1510 bookmarked characters
- Bran castle has been added as a wonder
- Mukhtar Bey now has his own, properly Caitiff, dynasty
- The AI logic for revoking titles has been changed to make more sense in the mod's context
- Patrons characters have been rebalanced and allowed to live in 1510 #Still unlanded
- Added a workaround to the AI never upgrades ducal building vanilla and mod issues #It's a complex script, but the end result should be that you will see the AI having appropriate princedom levels now
- Added a game rule to control the Web of Knives' 'difficulty level'
- Added a 1510 event for the Treaty of Tyre #Assamites can't attack Camarilla characters as long as it's active
- Added a 1510 event for the Tremere blood curse #So far represented as a stress modifier, will be expanded upon
- Added an objective to get rid of the Tremere Blood Curse
- Removed Three Pillars from Path of Night
- Added 5 characters
- You can now create a cadet branch without killing your ancestors now, but it requires prestige and dynasty renown instead
- Reworked some of the earlier cultural innovations
- Added the Dark Fantastic (roughly 1500/1800) cultural innovations
- Added a Musketmen MaA
- Tweaks to the new innovations
- Nerfed the fearful troops lifestyle perk
- Added 11 characters (going past the 2300 mark now)
- Tweaked the CURRENT_DYNAST_EXTRA_POWER define entry #To alleviate some of the bouncy back and forth between dynasty heads
- Tweaks to help the AI cope with new costs (increased army costs, WoK contracts)
- The Great Persons system has been reworked :
- If no player is eligible for a GP spawn, it's now much more likely that a powerful, higher tier, AI will grab them, instead of a random one
- If a player is eligible for a GP spawn, but refuses it, the GP will end up Embraced by a nearby AI ruler instead of wandering of
- If the player acquires a GP, there is now a risk that a competitor will interfere, making the player having to deal with them
- The GPs wiki page has been reformatted, now showing GPs per region and dates of spawn, allowing for a better view of who will be available and when in your campaigns
- Added 13 characters
- Re enabled the ghouls submark (fixed issues in it changing the cast, completed the localization) #There is a known weird issue of strange portraits movements in this specific bookmark, but I have no clues how to fix it and it's purely visual
- Fixed Sernog being in two different places holy site and wonder wise
- Added a 7th ghoul submark character #Because PDX, in their infinite wisdom, decreed that there shall not be two bookmarks with 6 characters at the same time or the space time continuum would break
- Enabled the intro event for ghouls and revenants. Tweaked it to talk specifically about mechanics and changes relevant to those if you are playing them.
- Von Murnau hunters can now ordinate unlanded members of their close family regardless of distance
- Fixed a token in frontend_main gui
- Added lore buttons info for the bookmarked ghouls
- Fixed some missing or misplaced perk localizations
- Increased the cooldown on sending poems to the same person so that it's less spammy
- Removed some duplicates characters (history files and GPs)
- Added 4 characters
- Fixed two counties modifiers not working, thanks to Mafontti for the report and solution
- The sanctuary of flesh now only requires vicissitude base, not advanced
- Merchant Influence 2 is now properly disabled if held by a non vampire
- Started a title flavorization and de jure project
- Finished the bulk of de jure Empire flavorization
- Re scripted the de jure setup differently
- Added an Egyptian de jure empire (Followers of Set if Setite held, Kemet otherwise)
- fix the error with Traditions Contracts not properly evaluating obligation levels in determining tyranny and hook usage. Thanks to @philosophergamer for pointing out the issue.
- Optimized the starting de jure event, added support for titles bouncing back to their original owner types
- The wise man/mystic repeatable decision has been nerfed
- AI vamps shouldn't be able to heal their one eye or scars if they are from their life anymore (so AI Valbjorg should keep her crooked eye now)
- Integrated Thauma's uploads
- Some tweaks to the vanilla Torturer lifestyle tree to slow down the rule by fear playstyle a little
- Added more dynasty renown as reward for objectives giving you dynasty perks to not be a net negative
- Added the de jure Kingdom level setup and flavorization scripts #That concludes the "priority" pass on De Jure setup
- Added 9 characters
- Tweaks to the Dream objective
- Tweaks to the stress/chaplain council event
- flavorization of Tibet+Khotan
- Holy wars now cost more piety #Piety tend to be too plentiful for non diablerist, and it could help the AI switches focus for eternal holy wars to de jure wars
- The localization for kingdom holy wars and invasions now correctly refer to per 50/100 years instead of once a lifetime
- The localization for hedonistic now says that elysium gives piety (which it already did before, only a loca issue
- Added the Cappadocian Purge as a 1510 setup event
- Various small fixes (loca, Carthage CoA not appearing, Von Murnau objectives)
- Added 22 lore buttons. Scripted the stats of those characters.
- Reduced the AI risk of committing suicide (the decision kind, not the "hopeless attack on the player" kind)
- The first level of Inquisition buildings don't require control anymore #This was often confusing players
- Nerfed some sources of new faith creation cost to avoid creating a faith actually giving you piety if stacked
- Disabled the AI's ability to create head of faith titles
- Flavorized the wendish empire into vinsaule
- The prerequisites for leveling up your fame and devotion have been increased #There a lot of per fame and per devotion level bonus in the mod, and those two stats are too easy to grind as a longer living/immortal being
- Added 6 Great Works/Wonders
- new mapmodes to show the new special buildings on the map.
- Small buildings inconsistencies fixed
- Added being nemesis as a valid reason to not accept an alliance (vanilla only cares about rivalries)
- Added a new script to show the "true" age of pre BC vampires
- Tweaked the forced conscription building
- Tweaked the Shadow Reconquista flavorization
- Disabled the set_age event. PDX won this round
- Plood tithes
- AI now respect Traditions Contract Progeny Rights
- Nerfed opinion bonus from new contracts #Sparc is way too nice with players as usual, +15 opinion for the default contract? nah, it's the default contract, they expect it, so 0, anything else is a malus
- Fix to signature weapon custom localization }}
- Fixed name of zadruga bookmark images, names and portraits
- Fix to console portrait editor
- Brought back the 1510 bookmark
- Correction to mist form, bringing back the mist shield until I do SprenTech
- Correction to Dracul form
- France by Night Sub Bookmark Map for Toreador, Ventrue, Brujah, Nosferatu, Cappadocians and Lasombra.
- Tzimisce Sub Bookmark Map form Zadruga Sub Bookmark Map
- Zadragu bookmark localization, blood oaths, alliances and dress up.
- POD Toreador Poseur Closet update for the hunting trip surprise
- Added two more requested fixes (less siege capture chance, and fixed a court chaplain context switch flooding the error log)
- Dread will drift faster towards natural dread now, to take into account the many new ways of stacking dread in the mod
- Reworked the wonders setup in France #Notre Dame has been replaced by a more suitable wonder, Vigiles Francia has been replaced and two new wonders have been added
- Various small fixes (Shih starting position, AI economic help more staggered)
- Small fixes for the 1510 setup
- New try to make the AI prioritize higher quality MaA instead of swarms
- Added a warning event if you are using the Fullscreen Barbershop mod
- Removed a lingering torpor event
- Added a 5th Einherjar Holy Site
- Fixed a failed context switch in the alliance file
- More revenant localization, plus spelling, grammar and typo fixes for the entire file.
- Patron character editions
- Patron lore fixes
- Patron bookmark fixex
- Patron thank you loading screens updated
 
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Whatever Paradox executive you guys had to blood-bond in order to be able to do this kind of thing on day 1, it sure seems worth it. The accumulation of power seems to be one of the core points of Vampire (and wouldn't you, given eternity?), and now there's more stuff to accumulate.

I should have been more specific, I know about the Tremere clan already. I meant mages, like the ones from mage the awakening/ascension.

Why wouldn't they? I think Mages in the oWoD have existed since humans have. Maybe not in the form of the modern Nine Mystic Traditions, but still.
 
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1510 AD: Camarilla & Sabbat Bookmark:
POD_1510_Bookmark.png

POD_1510_Sects_Symbols.png


1510 AD: Camarilla & Sabbat Bookmark:

We have a new bookmark set at 1510 after the formation of the Camarilla and Sabbat sects. New empires, kingdoms, houses and hundreds of canon characters have been added. In addition, there is introductory lore, regional introduction and special content for bookmarked characters. This includes the much in demand Dracula–Vlad Tepes “the Impaler”! Faiths have been expanded to include Anarchs who are officially tolerated by the Camarilla after the Convention of Thorns, as well as Path of Harmony as part of the Sabbat. While not yet ready for release, we are developing new sect mechanics. This bookmark also adds new cultural innovations of the Dark Fantastic (roughly 1500-1800 AD) While not yet as narrative event rich as the 1230 bookmark, there are new events:

  • Giovanni purging the Cappadocians
  • Treaty of Tyre:
    • Banu Haqim can't attack Camarilla characters as long as it's active
    • Tremere blood curse: So far represented as a stress modifier, to be expanded
    • Added objective to get rid of Tremere Curse
POD_1510_Bookmark_Vlad_Dracula_Lore.png

POD_1510_Bookmark_Vlad_Dracula_Introduction.pngPOD_1510_Euro_Military_Strength.pngPOD_Dark_Fantastic_Era_Innovations.png


POD_1510_Bookmark_Faiths.png


POD_1510_Clans.png


POD_1510_Camarilla_Anarchs.pngPOD_1510_Sabbat_Path_of_Harmony.pngPOD_1510_Sabbat_Paths.pngPOD_1510_Sects_GUI_WIP.pngPOD_1510_Sects_Camarilla_Votes_WIP.pngPOD_1510_Sects_Camarilla_Members_WIP.pngPOD_1510_Sects_Camarilla_Laws_WIP.png
 
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Listen to them, the children of the night. What music they make!
Listen to them, the children of the night. What music they make!

New Sound Track from Serial Symphony!


The first thing you might notice in loading up the mod for the 1.5 update is the “Kingdom of Darkness” title track from our new sound track graciously provided by Serial Symphony!

SerialSymphonyBlood.png


Track listing:

"Kingdom of Darkness"
"Carthago Delenda Est"
"Cathay in Red"
"Discordant"
"Dreaming"
"How to Kill a City"
"In Search of Iniquity"
"Many-Faces"
"The Samaritan"
"The Unseen World"
"White Curtain"
You can hear more of Serial Symphony’s music at:
 
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Maptastic! De Jure rework, New Map Modes, Wonders
Maptastic! De Jure rework, New Map Modes, Wonders

Princes of Darkness will be getting a number of changes to the map for our 1.5 update when Paradox releases the Royal Court DLC.

POD_1510_Clans_Asia.png


DeJure Realms:


To add to greater realm stability, several empires have been modified or flavorized for vampiric rule. Lieges that hold the top title an implicit claim on all holdings that are considered “De Jure” for that title. This update is easier to show with a map:

POD_1510_DeJureEmpires.png

POD_1510_DeJureKingdoms.png

New Paper Map:

Speaking of maps, we have a new gorgeous paper map by Amducious.

POD_1510_Paper_Map.png


New Map Modes:

Mod developer chilemiao has also created a number new map modes:
  • Clans: Showing the clan of the top liege of an independent realm.
  • Splats: Showing the supernatural type ruler of each county: Red for Vampires, Purple for Ghouls/Revenants and Gray for Hunters.
  • Masquerade Exposure: Green is Safe, Red is Exposed, Gray no Masquerade (Hunters or Kuei-Jin). You can expect for us to do more with the Masquerade mechanic in the future.
  • Special Buildings: Violet for potential construction, Red for already constructed (potentially upgradable).
POD_1510_Masquerade.png


POD_1510_Splats.pngPOD_1510_Special_Buildings_NW_Europe.png

Wonder Models:
Our 3D modelers have been busy, creating wonder buildings for our terrain map:
  • Castle d’Ombro by EnumaEllis
  • Ceoris by EnumaEllis
  • Pit of Malkav by ar‘khus,
  • Founding Temple of Ombos by ar‘khus
  • Giovanni Mausoleum (Work in Progress) by Amducious
  • Alamut (Work in Progress) by EnumaEllis
  • Well of Sacrifice (Work in Progress) by ar‘khus
(Amducious has been helping with getting all models with textures onto the map.)

Wonder_Castel_d_Ombro.png

Wonder_Founding_Temple_of_Ombos.pngWonder-Pit-of-Malkav.pngWonder-Ombos.jpgWonder-Ceoris.pngWonder-Alamut-WIP.pngWonder_Giovanni_Mauseoleum_WIP.png


We are all looking forward to what Princes of Darkness’ 3D modelers will be able to do with Royal Court artifacts.
 
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Death & Taxes
Death & Taxes

Nothing in life is more certain than death and taxes. That is also true for the undead. The Princes of Darkness Mod 1.5 Night Court update includes changes to murder schemes as well as enhanced taxation for vampire lieges on their vassals through "blood tithes".

More Murder

Murder Schemes have been reworked, removing the murder types that don't make sense for vampires (poison, snake bite etc) and adding new ones like death by sunlight. Disciplines make for obvious "murder save" and will make elder vampires more difficult to simply murder, since they will have numerous murder saves. Murder saves are in for both vanilla and PoD murder types. So now, murders types will take into account our characters' powers and prowess to make it more "realistic" to the overall success of the plot. Expect old and powerful vampires to suddenly become quite a lot harder to murder.

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More Blood

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Blood tithing for Traditions feudal contracts now creates a number of liege character interactions with vassals to impose demands for both blood to satisfy hunger as well as resonance to fuel discipline growth. This comes at the cost of negotiating this unpopular contract obligation, as well as an opinion penalty when invoked. Demanding blood tithes may cause predator type secrets to be revealed, as well as potentially prey exclusion for Ventrue (if they order according to the prey restrictions of their diet), or even their diablerist secret if they opt for the option to consume the childer of vassal upon their arrival in court as a tithe. The size of an animal herd and the quality of the kine blood tithes vary on the rank of the vassal, with Kings giving the most subject to some random chance.

Blood tithes can demand random kine be sent, the blood of the vassal, or even specific characters including the vassals own childer depending on how exploitative the traditions contract has been established. Behavior such as diablerizing the childe of a vassal is sure to earn that vassal's ire! Vampires that are compassionate or have a conscious religious tenent will find the whole business of blood tithing sordid; it will increase stress and cause a loss of piety.

Barons can not negotiate a Traditions Feudal Contract, but by default they are obligated to provide blood tithes of kine, their own vitae, and if their liege has an interest in animals (animalism, protean, predator type farmer, Gangrel, etc...) an animal as well upon request. For a baron, its bringing like one cow on demand once a year.

Herds of animal for gorging upon as part of a blood tithe will make it easier to gain animal resonance for Animalism and Protean, at the cost of opinion of your vassals (or gold for purchasing your own herds) and a risk of Masquerade Exposure. Kind of animal herd and its benefits and costs vary on the terrain of the vassal's capital province; while the size of the herd depends upon the tier of of the vassal.

Vampires with Animalism/Protean now give small amounts of animal resonance as victims (including as herd). This will MOSTLY be useful for ghouls and revenants who can not gain animal resonance through draining animals, or the getting a large herd of animals from a vassal to drain. In addition, there is now options for automation in the Drain Animal character interaction. Where prior to the 1.5 update, animal resonance was one of the most difficult and click-intensive resonances to gain, it is now the easiest.

Another change to Traditions Contract is now Progeny Rights restrictions on vassals creating vampiric childer or ghouls will now be respected. In the future, there will be events in which vassals request explicit permission to create a ghoul or childer; and potentially violate a liege's rule if they are denied.

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There are more development diary updates about our 1.5 update to come!
 
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Zadruga? I hardly knew her!
Zadruga? I hardly knew her!

Ghouls, Revenants and Zadruga (Tzimisce created Revenant families) have gotten a bit of a spot light by adding sub-bookmarks to the 1230 Dark Ages: Inquisitor bookmark. In addition, those characters have received bookmark introductions, revisions to Coat of Arms for counties wear appropriate, clothing changes, reviews and modifications of their character records. The infamous Gantebein "Ghoul Bros" of Calomena's Forsaken have been moved from the main Dark Ages: Inquisitor bookmark to the Ghouls sub-bookmark.

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We entirely expect more changes to ghouls and revenants in the future as the sub-bookmarks will bring them greater attention and more players try them.
 
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Discipline Designs
Discipline Designs

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Senior Mod Developer Thaumaturge lays out some of his designs on disciplines and many of the new elder powers only available to vampires who have gained the advanced discipline trait and have sufficiently low generation. These designs cover the disciplines of Quietus, Obtenebration, Serpentis, Daimonion, Ogham, Celerity, Dominate, Protean and Fortitude.

Design guidelines:

  1. Try to avoid more than 2 or 3 powers per discipline. Power bloat will come quickly otherwise.
  2. It is best that at least some perks improve existing powers.
  3. Every discipline needs a “shtick”. Something that makes it different and unique. Otherwise, there is no point to the discipline and it is just a few modifiers.
  4. The vast majority of powers should only cost blood and stress.
  5. It is impossible to completely avoid crossing other discs, but overlap is not a good thing and it connects to power bloat. If a power is too similar to another discipline, then it is not a good pick.
  6. No more than 30 prowess in any tree, no matter what.
  7. Names marked with underline are powers. Everything else is a modifier.
Quietus :

Design keywords - Blood, fighting, murder and poison.

Blood essence - aids with not losing soul in diablerie.

Dagon’s Call - If target has drank your blood ( IE - your ghoul, childe, you have bloodbond hook over them) , you can activate this power at any point to destroy their Vitae stores and wound them greatly, possibly killing them if you are really successful. Resisted by prowess and fortitude. Possible to make a scheme with the goal to make this power useable ( but doesn’t give blood bond hook).

Ravage the mind (Dagon’s Call) - Unlocks the option to ravage the targets mind as well as (or instead of) their bodies. When used, greatly increases stress and has a chance to put an enemy into torpor or lower their skills (or both).

Scorpion’s Touch - After activation, in any battle you participate as a leader or knight, an enemy knight gets a -5 prowess modifier. This may not seem like much, but when you consider the AI can use it too…..

Baal’s Caress (Scorpions touch) - Increases the prowess malus to -10 and affects two knights instead of one.

Cleansed in Blood - Removes weak hooks from Dominate, Presence and Dementation, or other mind bending disciplines. Does not work on yourself. Costs stress to attempt, stewardship duel.

Wash the impurities (Cleansed in blood) - Extends Cleansed in blood to strong hooks.

Quicken the Mortal’s Blood - Treat your blood potency as 2 lower when drinking from mortals.

Truth of Blood - bonus to investigate scheme

Dam the Heart’s River - diablerie Scheme defense and power bonus

Taste of Death - Murder scheme bonus

Some perks would make great Duel moves.

Elder Power : Weaken the Blood of Ancients - Gives an option to reduce the blood potency of prisoners to the minimum of their generation.

Elder Power : Blood of Destruction - Duel move. Injuring you immediately does 2 damage levels to the attacker.

Obtenebration :

Design keywords - shadow, abyss, fear, suffocation

Eyes of the abyss - allows the character to speak to wraiths (ie, use the command wraith interaction. Not bind though.) and allows to create the ritually kill scheme to turn characters into wraiths.

Shadow Play - bonus to hostile scheme power and a bit of natural dread.

Nocturne - After activation, any battle you enter as commander causes a cloud of stamina-draining darkness that reduces all enemy knights' prowess by 2 if they fail a duel. Resisted by fortitude and true faith. Costs piety anytime you enter a battle. Character interaction or something to turn this off.

Fill out the name later - summons shades through spawn army.

Arms of Ahriman - prowess boost, duel move

Nightshades - dread increase, personal scheme power

Tenebrous Avatar - Shapeshifting as already exists. Maybe can also be used to avoid death in duel.

The Darkness Within (Nocturne) - Improves Nocturne so that any individual affected must do a rouse check (or get a blood loss modifier) and the user gains the blood. Prowess modifier decreases to -3.

Oubliette - Bonus to abduct scheme and an option in imprisonment event.

Walk the Abyss - pursuit efficiency increase and higher movement speed.

Drain the life - Siege morale loss to enemies.

Dark Whispers - Vassal cowed, intimidated taxes increase.

God in Darkness (tenebrous avatar) - Further buffs tenebrous avatar with increased bonuses.

Elder power :Shadow Twin - Create a character with some of your abilities and powers, totally loyal. Only one can exist at any time, and if they die you gain massive stress.

Elder power : Ahriman’s Demesne(Drain the life) Drain the life also ruins enemy levy reinforcement and supply limit.

Serpentis :

Design keywords - transformation, snakes, myths, summons

Enchanting gaze - duel move, general opinion mod

Typhonic Maw - duel option that restores blood

Serpent’s Flesh - adopt the skin of a serpent , getting a prowess bonus and slipping from any confinement (auto win on imprisonment events that rely on prowess)

Master of snakes - allows summoning snakes

Form of the snake - gives the small and large snake shape changing options

Typhonic Avatar - terrifying monster form. Dread bonus, prowess, hard casualties multiplier.

Snake eyes - Bonus to intrigue and a counter-penalty

Smooth Scales (Serpents Flesh) - Lets you escape existing confinement unless the imprisoner has blood sorcery (wards) or the oubliette perk (shadow prison)

Mother of Monsters - allows summoning monsters

Echidna’s Venom - Bonus to hostile vampiric schemes

Form of the Storm(Typhonic Avatar) - Improves your war form to deal a lot of damage to your environment. Improves sieges and empowers your snakes and monsters.

The Heart of Darkness - Removes your heart. Immune to diablerie scheme , immunity to staking (will mean more in the future), frenzy resistance becomes easier , stress reduction . Diplomacy is reduced (can’t relate to others without emotions) and so is murder scheme defence (finding and destroying your heart is now an option)

Heart Thief (The heart of darkness) - Lets you use heart of darkness on others. Afterwards, you can kill them or force them into torpor with a simple character interaction. Can only be used on people in the same location, and is quite hard to do. Resisted by Fortitude.

Elder power: God-head - Transform into the form of a god. General opinion bonuses, 50 base dread, bonus for intimidated chars taxes, prowess (symbolic, not as much as war form) and a general +5 Attribute bonus across the board. Heightens your masquerade exposure, however.

Elder Power: Apophis (Typhonic Avatar) - Further buffs typhonic Avatar stats.

Daimonion:

Design keywords - Sin, Manifestations, manipulation, infernalism

Note: True faith acts as a resistant to all Daimonion powers, even the ones who act against it. Also, any use of this discipline cost piety unless you have the infernalist trait.

Sense the Sin: The power latches to the sins of the victim, accentuating them and encouraging the victim to indulge. Short Scheme ending with a intrigue vs stewardship duel, requires at least one sin. Gives a negative modifier based on the sin in question - greed would give a minus to diplomacy and prestige, possibly taxes (being known as a greedy leech, taking away from realm taxes for your own ‘horde’) while laziness would prevent you from getting out of bed, thereby lowering all of your attributes a bit. This power immediately triggers the crisis of faith event for hunters.

Fear of the void - Dread bonus, taxes per intimidated level bonus.

Whispers from the dark - intrigue bonus, agent acceptance bonus.

Tormented Essence - Duel move. Fire or black lightning.

Blood of a demon - Can demand service ( weak hook ) from non-Baali infernalists and can call an infernalist to court. Can take up infernalism yourself.

Devilish charm - Bonus to diplomacy schemes, +1 diplomacy schemes at any time.

Psychomachia - Initiates a battle between the recipient and the darkest parts of their subconscious. The entity manifests as a look-alike of the character, with all traits except disciplines. The entity gains disciplines based on the sins the Baali exploited with Sense the Sin - if the target has the exploited wrath modifier, for example, the entity would gain potence advanced. Then a duel commences. If the entity wins, the target is either sent to torpor or gains a few more sinful traits and their exploited modifier. If the target wins, she can choose to either remove a sin from herself or amplify a sin in a positive manner - like harnessing wrath to decimate her enemies. Infernalists will always choose the second option, making this a possible buff power to those who can withstand their darker self.

As below, so above - bonus to mind bending disciplines like dominate and presence schemes.

Poisoned virtue (sense the sin): Now, the baali can stretch virtues so far they become unto like weakness themselves - A diligent man could never stop working while a chaste woman would lock herself in her room to avoid temptations entirely.

Kneel before my throne ( Blood of a demon) - Gain the ability to scheme to turn other vampires into infernalists. Become able to gain the amplified sin (see Psychomachia) in herself only. And only for one sin. If she wants more, she has to go through Psychomachia like the rest.

Dark lure - Attraction opinion increase, bonus to seduce.

Face the Abyss ( Psychomachia ) - The Baali learns to manipulate the outcome of the duel by adjusting the power of the entity - he can give two discipline per sin, or turn advanced disciplines into regular ones. Now when the entity wins, the vampire gets to choose the outcome - torpor or greater sin. If they choose the latter, the target feels liberated and thankful to the vampire - getting an opinion bonus and losing resistance against the “turn into infernalist” Scheme.

Elder Power: Adramelech’s Wrath - A duel move that could immediately end a fight against a vampire, but could just as easily kill the user, or both.

Elder Power: Investiture (Blood of a Demon) - Allows you to give infernalists the boons of amplified sins at the cost of piety. Your newly embraced childer get this benefit freely and permanently.

Elder Power: Bring the Plague: Create a horrible plague, lethal to kindred and kine alike.

Ogham:

Design keywords - Sacrifice. The land. Pagan. Nature.

Note: All Ogham powers require human sacrifice. That is to say, you need to sacrifice a living human (or ghoul) prisoner to activate any of the powers. Unless mentioned otherwise, all bonuses are a part of the same power. This discipline has no passive modifiers - you sacrifice a human a year, or you don’t reap the benefits. In addition, this discipline is limited to Lihinnan and those who they inducted (using split the shard) only.

Consecration of Esus - controlled territory bonus, attrition reduction.

The earth’s gifts - supply days increase, advantage bonus.

Woad of Teutates - Prowess, martial and hard casualty modifiers

Blessing of rain - county tax modifier , development increase. Your ghouls gain fertility.

Builder of mountains - build speed increased, cost lowered.

Mallacht of the Cyoeraeth - Not part of the main power. Require the sacrifice of a friend , lover or soulmate of the victim. Sacrifice can be kindred in this case. When done, initiates a learning vs 8 duel, resisted by Fortitude and true faith. On success , gives a horrible modifier to the target for 100 years or until your death. Has a chance of knocking the target into torpor.

Woad of Taranis - Prowess and movement speed modifier. Max roll modifier. Gives a duel move when active to use fire or even sunlight without dying.

Berserker - prowess and martial per stress level.

Poultice of blood - Heals all wounds upon making the sacrifice.

Beasts of the grove - Empowers animal regiments

Thirst of Donn - Reduces stress and restores blood on sacrifice, as if you had drunk a lot.

Split the Shard - Not part of the main power. allows you to split the spirit shard inside of you and give it to another kindred. They gain the ability to use ogham while you become one generation higher, as if you just embraced the target.

Elder Power: Give that which is not yours - allows you to sacrifice things other than humans , such as vampires.

Elder Power: Gain what is theirs - When you sacrifice a vampire or a ghoul, you get a temporary bonus based on their disciplines.

Celerity:

Between the ticks of a clock: active power, intrigue duel to progress in a scheme.

Speed of a thousand workers (between the ticks of a clock) - can also do stewardship duel to increase building speed.

Elder perk : Physical defiance - you can walk on water. Disembarking to sea has no cost.

Elder perk : Quickness - you can duel two opponents in one battle

Elder power: Time out of Time - when you should be murdered, you get a chance to escape and immediately enter a duel with the killer instead.

Elder perk : Blood of lighting (draught) - your Celerity draughts are twice as effective and have a shorter cooldown

Elder perk : March of the Swift - movement speed increase

Elder power : God of Speed - can use two duel moves in one duel turn.

Dominate:

Dominate should be expanded a bit to include a few ways to use dominate hooks - start murder schemes, wars and give gold. With a weak hook they can resist, with a strong one they cannot. Note that we should make Dominate harder vs stronger vampires, to avoid abuse. Probably a cooldown as well. Declaring wars through commands should wait until I finish AI war considerations.

Dominate hook options :

Give Gold (up to 50 initially)

Stop Scheme

Do something stupid (reduces their prestige), 50% chance to gain an injury level.

Release a prisoner or move them into your custody.

Reveal known secret.

Invite someone to court.

Break the masquerade.

Compel/Mesmerize - let's you commence a scheme at the end of which you enter a duel with the target (Stewardship for both). If you win , you can issue a dominate command (you have a couple days).

Forgetful Mind [change] - You can change a personality trait of ghouls or herd (great for resonance). You can also erase opinions or known secrets your target has on you.

Submerged Directive - Add the following options to the hook option list:

Start a scheme (murder, kidnap. Not supernatural powers)

Stop war (white peace).

Give up to 100 gold.

It also allows you to give dominate commands using a hook at a later date , rather than when you win the power duel.

Deep memories - You can change all personality traits of your ghouls or herd

Conditioning - Dominate hooks last longer

Elder perk: Will Conquers - dominate powers become harder to resist

Elder perk: Terminal Decree - adds the following options to dominate commands:

Attempt Suicide (between 2 to 4 levels of damage (4 kills someone ))

Attack target - your puppet will attack another character in a duel to the death. Cool down.

Elder Power: Rewrite personality - you can turn a vampire into an exact copy of you mentally. Each time you cast the power (with a long cooldown and a cost, mind you - ) the target becomes a bit like you, from skills changing to personality traits and even some traits. When The transformation is complete, they can replace you should you die or otherwise leave the throne.

Elder perk : Command of Your God - Dominate hook are now strong.

Elder perk: Far Mastery - Can use dominate powers from any distance

Elder Power: Speak through the blood - Can issue a dominate command to all of your childer (and their childer) at once. Should have huge cost and a long cooldown. We are talking about possibly 40 vampires starting murder schemes or declaring war vs a person….. This is considered a weak hook in strength.

Protean :

Adaptation -

Whenever the Gangrel is successfully targeted with a hostile power, they adapt to it. The next time someone tries to use that power (or duel move if it is originated in a discipline) against them , they find it much more difficult or even outright impossible! You can adapt to disciplines, duel moves , blood sorcery paths (individually) and holy arts that deal with the vampire. Unfortunately , you can only maintain a single adaptation at any time, and need to forget the one you have to get a new one.

Perfected form(adaptation) - you can maintain two adaptations at once.

Elder perk: Loki's gift - attraction opinion increase

Elder Perk: Claws of the Predator king - your feral weapons get a big upgrade.

Elder power: Reversion to the True Form - Reverses any shapeshifter to their original form. Removes any shapeshifting modifiers from a character in the same location.

Elder perk: My flesh remembers (adaptation) - You can maintain adaptations to up to five things at any time.

Elder perk: Purify the Impaled Breast - Cannot be staked.

Elder Power : Draught of Phoenix Blood - Resurrection ! Whenever the vampire should die, they instead just go up one generation, losing any newly invalid elder powers. Except Draught of Phoenix Blood.

Fortitude:

Toughness - Gives a 50% chance to soak injuries. Triggerable and consumes blood whenever you are hurt. Only works for non-magical sources of damage.

Defy Bane - makes the vampire immune to battlefield maiming while toughness is active

Flesh of Marble (Toughness) - Once a year, Toughness stops damage completely rather than giving a 50% chance.

Prowess from Pain - Active power usable when the character is wounded. Removes the prowess penalties of wounds, and gives 4 extra prowess per wound level.

Elder Perk: The Blessing of Vitality(Draught of Endurance) - Your draught of endurance now confers the blessing of Toughness for the duration.

Elder Perk: The Knight’s bane - Grants a duel move to destroy your opponent's weapon with your bare flesh, dealing them damage in the process.

Elder Power: Curse the Laurel - Move a stake away from your heart, eventually removing it.

Elder Perk: Wrath of the Martyr( Prowess from Pain) - The bonus per health level increases to 6

Elder Perk: Armoured Flesh - Nothing short of a lethal strike will kill you. No amount of wounds will ever end your life, but only complete destruction or decapitation.

Elder Power: Resilient Mind - Fortify your mind and cleanse yourself of insanity, mental afflictions and addictions.
 
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Show us the Coat of Arms of your vampire!
Show us the Coat of Arms of your vampire!

With Princes of Darkness "Night Court" 1.5 update, you can now use the iconic symbols of Vampire: the Masquerade as charges on your dynasty or house.

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That definitely is a ton of stuff!

Small question that came to mind on the disciplines though: Will Necromancy ever be able to summon the traditional hordes of zombies and skeletons as armies, or is that already in and I have overlooked something?
 
It's already a thing actually. Oblivion (which is the umbrella for Necromancy/Mortis/Oblivion and others right now) can summon Zombies as a spawn army character interaction.
 
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Hello guys. A few bugs that I've found.

Queen Petaniqua.

She is not starting as dynasty head. her brother is instead.
In one game she couldn't access the dynasty tree, as it should. But in a restart even though she wasn't the head leader, she could access the dynasty tree, through that alert small icon pop up, of when one can unlock dynasty skills.

When she was promoted to head leader, she would lose access completely. Even though she was kingdom leader, number 1 in troops and territory, the title was going back to her brother again and agian, as if he was the owner of the army.

Lasty, if the the dynasty head did go to Shaitan Azaeal, then she would be able to use the family tree, for the for time completely unlocked, being able to access normaly (without the alert icon gimmick).
The name of Shaitan Azaeal as head leader would be there, but she would be the one with access instead.

___

Pretty sure there' something wrong with herding + ghouling.

For starters outside herd there's a blood type that gives 400 exp, but once this character is brought to the herd, it gives 450 exp instead.
The bug is, if I try to turn said character into a ghoul, he'll simply vanish, dying as if he never existed. Tried like 5 or 6 times, didn't all my ghoul schemes failed in the middle of the process.

Before this patch, when I searched for a blood type, I would have about 90% accuracy.
Currently it seems to be 50 - 60%, just feels way more random, almost like summoning pesants for instance.

Blood refill. As blood potency 4, the second biggest bite can restore up to 2 blood energy.
After some time in game, it starts restoring nothing. Only killing the victim would refill the blood, but the potency was still 4, as originally.

___

Kinda a balance issue, but... In this mod everything is slower than vanilla, less income and such.
But all grandeour decision are over 10 times more expensive than vanilla. There's just no money. It became a mechanic of arbitrarity and punishement. Because it will remove the money from buildings upgrades + maa.

Not all clans have the same start. Clan Baali, is hated by everyone due their -50 modifier from dynasty + negative from religion + negative from culture.
Meaning I'll be stuck with whatever stewardship I have for a very long time. Some seeds I start with a guy with 2 as maximal skill! (I know I can bring merchants, but 30 gold is quite a lot on this mod, I get a lot of chumps with 4 - 6 stewardship,, never got anything higher than 9, after dozens of rolls)
I can't use golden obligations to extort my vassals with hooks, because on this clan, pretty much everything is allowed.
Meaning most of my income comes from ransom, and building passive income.
Their starting territory also suck, kinda.

I mean, if they could raid as norse/vikings, that would be pretty neat, on top of her raid for prisioners war declaration.

Having to pay 2.5 gold IIRC per each level, it's too much. Also the tooltip says I'll get 2k prestige monthly, which definitely must be wrong.
Event he jobs are 4 times more expensive than vanilla.
A jester is IIRC 0.25. Here it's 1, but our economy is much weaker than vanilla. I kinda prefer to play the last build just for this reason alone, honestly.

Still on the balance note, thank you very much for nerfing Fearful Troops, 50% maa upkeep reduction was OP as heck! Definitely a good nerf.
 
I can't reproduce the Petaniqua issue. Here is the state of the game without me unpausing.

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I had other reports of something going on with house heads though, so might be related.

I'm not competent to answer about herds and resonance.

Court grandeur cost is indeed suffering of a number of balance and visual issues. It will be fixed for the hotfix (resulting in closer to vanilla costs and better displayed).
I'm not entirely sold on nerfing court position cost for now though. I like that the player can't just build everything and has some tough choices to make.
 
Ok, so I'll tell everything I did.

I had the previously version of this mod, and the game was also installed on my HD.
Then removed CK3 from HD and installed it on my SSD. I've updated the mod to 1.5, as the game, and removed the 1.4 version entirely.
I started a new game, but I think I deleted all my previous saves inside the new campaing.
This is my only mod, and I've one campaign going on vanilla, and one campaign here.
Bug PoD.png

Her brother starts as head. She doesn't have access to the dynasty tree. But she can click on the alert icon on the top and access through it.

Just to be sure, I'll remove the mod again, and then re download it, see if it will fix it.


Yeah, sure. I don't expect the same design of balance from vanilla. It's just the overall prices seems to too high.
 
Your screenshot is the same as mine. She is both house and dynasty head of the Baali in both of those.

You have highlighted that her brother is the house head heir, meaning that he will take over if she dies. Look above "House head of House Nergalite" and below "Dynasty Head of the Baali".

So everything works as intended, unless I don't understand your issue.
 
True, missed the heir part, cause it's him who is owning the dynasty tree.

Well, look at the bottom. Generally should be a square box, to access the skill tree. Just like the one at the top to access the family tree in "Open Dynasty Tree"
There's no box there, in the bottom, it's gone.
 
Your gui scaling is too high for the line to show up. Drop it a little and the line will appear again.

The mod has more dynasty legacies than vanilla, so it takes more room.
 
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Your GUI scaling is too high, the line is pushed beyond the window. Drop the GUI scaling lower, and you will be fine (or just use the popup at the top to access the dynasty screen)