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You need the basic or advanced version of the discipline to spend resonance on that discipline tree. Clans have three disciplines. You can pick up a fourth by careful selection of predator type. You can sometimes get discipline traits through diablerie. In the future, we will let you be trained in a discipline by using a hook on a character who has one.

It seems that diablerie is working too well, despite being a copy of the murder scheme using intrigue stat. Probably because agents join in to help you. We plan to add some more complexity too it in the future like a prowess duel.

Ok, cool. I probably could have done more reading on how it works but I appreciate how quickly you responded, thanks!
Oh one more thing, (and I’m sure you have some awareness of it) when a child inherits vampirism they don’t seem to age physically beyond their child stage - probably somewhere between a bug and a feature depending on if that’s that how the lore works. Just curious if I should expect an army of fledgling vampire children haha. Overall I’m super impressed with what you have done and look forward to your progress!
 
Oh one more thing, (and I’m sure you have some awareness of it) when a child inherits vampirism they don’t seem to age physically beyond their child stage - probably somewhere between a bug and a feature depending on if that’s that how the lore works. Just curious if I should expect an army of fledgling vampire children haha. Overall I’m super impressed with what you have done and look forward to your progress!
ONE NIGHT SOON AND FOREVER: WE WILL DESTROY THE VAMPIRE BABIES!
 
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Basic Portrait Editing Tutorial from Princes of Darkness Modding Team
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I haven't had any problems with levies so far. I started in Germany somewhere (don't actually remember where specifically) and my Gangrel has always had levies on par with other similarly-sized realms. Currently he's head of the empire of saxony and has levies of over 30k
 
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This mod seems really neat but I’m not really familiar with the lore and setting, and feel a bit lost when picking a character and starting to play, and grasping the intricacies of each religion and the vampire powers. Do you have any tips to offer a noob vampire?
 
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It's a big and old setting, it's hard to resume properly but the introduction event (and the regional one) should give you some basic context.

For your specific question, "Religions" are Roads in the mod. They are the way that the Vampire keep their Beast (a metaphorical manifestation of their monstrous nature) at bay. There is a lot of them, because each vampire is somewhat different. For example, the most common Road is Humanity, representing that the Vampires of this road try to act and stay close to humanity, not giving in to their baser instincts.
But even a simple road like that has variant. Some vampires are more gregarious about it (via communitatis), other want to actually feel the rush of innovation that humanity has (via anima) etc.

Then you have some way more outlandish or monstrous roads. There is no right or wrong choice, even though some roads are basically monsters hunted on sight (infernalists and such). Each road should have a small localization if you hover on it to tell you the basic gist of it.

Vampires powers aren't really hard to figure in the mod, they are custom lifestyles. If you have the right discipline (the name of vampire powers) trait, you can invest in the lifestyle to unlock some perks and interactions. You will be limited by your starting character anyway (most have 3 disciplines).

A good starting choice is Mithras, the Lord of Avalon. His start isn't too hard and his road is peculiar (Via Mithras, his followers think of him as the actual Persian/Roman God) so you have an interesting religion but not too alien to consider.
 
This mod seems really neat but I’m not really familiar with the lore and setting, and feel a bit lost when picking a character and starting to play, and grasping the intricacies of each religion and the vampire powers. Do you have any tips to offer a noob vampire?

Maybe try out Vampire the Masquerade: Bloodlines, an RPG, before playing this mod, then. It's set in the modern day, while this mod is set in the middle ages of course, but it's a good introduction to Vampire as a brand and setting nevertheless and probably the way most people first encountered it, other than the tabletop game of course.

Anyway, besides what karde posted above, I wrote you a (not so) brief overview of the major types of vampires, that might help:

Brujah: Warrior-philosophers and humanists, tend to align themselves with minorities and underdogs. They tried to build a utopia where vampires and humans lived side by side in ancient Carthage, but the Ventrue destroyed it.
Ventrue: The clan of leaders, aristocrats and kings. They are masters at mind control, basically embody the establishment and consider themselves the successors of ancient Rome. On a more positive note, they at least nominally believe in the principles of noblesse oblige, being more businesslike and leaving the decadent aristocrat schtick to the Toreador.
Toreador: Artistic vampires, stereotypically tend to be beautiful, seductive and more humane than the rest. Classy and socially gifted, they are the type who dances at a royal ball, sips blood from a wine-glass and has everyone wrapped around their finger in no time.
Nosferatu: Vampires cursed with supernatural ugliness. Often discriminated against by the rest, think of them as leper-vampires, if you will. Because they normally can't pass for human, they have learned to stick to the shadows better than most and make for excellent spies and agents. They are also surprisingly communal and solidary to each other.
Malkavians: All Malkavians are afflicted by some kind of supernatural madness, though a few can be quite lucid. They are psychically linked to one another by the "Malkavian Madness Network" and have oracular powers. Popular with people who enjoy "wacky" playstyles, although they can also be played as realistic depictions of mental illness.
Tremere: Originally human mages from the Hermetic Order who turned themselves into vampires. To do so, they killed off most of the Salubri and many Tzimisce, which makes them very hated. They are extremely authoritarian but among the most dangerous clans as well. Note that Tremere magic is very much based on rules, alchemical principles, occult systems and so on, in D&D terms, they're wizards, not druids or witches or the like.
Gangrel: Beast-like vampires with shapeshifting abilities. They tend to be loners. In the middle ages, they are often associated with pagan cultures, such as the Norse, and I think also the Mongols, but don't quote me on that.
Tzimisce: Eastern European Dracula-like vampires. They have two main strands, Old Clan and New Clan. The Old Clan are pagan blood-sorcerors, similar to the Tremere. The New Clan are much more widespread and powerful and basically the "default" Tzimisce. Those don't have blood magic, but they can melt flesh and bone at will and rearrange it like clay. They like turning humans into flesh-golem slaves or furniture and such, and are considered among the most monstrous vampires.
Lasombra: Shadow-wielding, kingly-clerical vampires. They are associated with Iberia and the Catholic Church (Ventrue are more secular) in particular and are rivals to the Ventrue and Banu Haqim.
Cappadocians: The most death-like of vampires. Have a scholarly disposition and practice necromancy. They like to dwell in graveyards, crypts and the like, where they can study the science of death without disturbances. In the Renaissance, they would come to be devoured by the Giovanni, an Italian merchant family who inherited their schtick for the most part, but added a mafia motif.
Setites: Snake-themed vampire cultists who worship the ancient Egyptian deity Set, believing him to be the true founder of their clan. Highly educated and cunning, they are infamous for their mastery of corruption and vice.
Banu Haqim: Literally the Hashashin, but they're also vampires. They are known for killing other vampires and drinking their blood to strengthen themselves, but if you ask me, they're still one of the more moral clans overall because they tend to be very strict with each other and don't like killing mortals, it's just that they (probably rightly) think most other types of vampires are a blight on the world. They have a schism in the Dark Ages between those vampires who are muslims and those who worship the founder of their clan, Haqim.
Ravnos: Illusionists and tricksters from India. They're associated with the Roma and kinda all the stereotypes that implies.
Salubri: Angel/paladin/healer vampires. Probably the nicest of clans, to the point that they can't feed on unwilling victims and everyone else distrusted them for being too nice. The Tremere mostly killed them off to take their place and spread lies that they're actually demon worshippers, so there's few of them left. Their founder, Saulot, is said to have discovered "Golconda", basically the Nirvana of vampires where they no longer need to drink blood or hurt others.
Baali: The actual demon-worshipping vampires. Everyone else hates them enough to kill on sight and as far as I know, they just really like to spread evil.

East Asia and Sub-Saharan Africa also have their own types of vampires, called the Kuei-Jin and the Laibon, respectively. The Laibon clans, if you ask me, are mostly a "remix" of the motifs of the aforementioned vampire types, for instance there are the Ishtarri, who are very similar to the Toreador. The Kuei-Jin, meanwhile, are very different from all other vampires and not related to them. They're more like spirits who have risen from the dead and instead of a clan system, the kind of vampire they become depends on what sort of life force they feed on.
 
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Having no knowledge or interest in the setting, I kinda downloaded this mod on a whim. I had read the mod's description but didn't really know what to expect (I just figured it'd be really edgy), but wow what an interesting universe and by extension an interesting mod! I am a sucker for lore, so all the descriptions, event exposition, and gehenna omen popups have been great. I spent an hour or two just reading more about the setting yesterday.

I'm really looking forward to how far you guys take this mod, and wish you the best of luck. I'll definitely be keeping my eye on this.

EDIT: I did have a question that might've been asked already, but is there a way to set what generation you are if you use the character generator thing at the beginning?
 
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Having no knowledge or interest in the setting, I kinda downloaded this mod on a whim. I had read the mod's description but didn't really know what to expect (I just figured it'd be really edgy), but wow what an interesting universe and by extension an interesting mod! I am a sucker for lore, so all the descriptions, event exposition, and gehenna omen popups have been great. I spent an hour or two just reading more about the setting yesterday.

I'm really looking forward to how far you guys take this mod, and wish you the best of luck. I'll definitely be keeping my eye on this.

EDIT: I did have a question that might've been asked already, but is there a way to set what generation you are if you use the character generator thing at the beginning?

As far as I can tell, you can only choose between fifth, seventh and tenth generation, at the part where you select your sire/house. Since generation is treated as a secret, I guess you could use cheats or save-editing to replace yours as you wish.

It would be cool if maybe we had a decision useable only on the first day of the game that let us designate any vampire of our own clan as our sire. For instance, I'm a big fan of Talley the Hound and it would be neat to pick him as my character's sire, but that would make the PC 8th generation.
 
Heya flintsparc :) Nice to see the mod doing so well it looks and plays beautifully
Also thought I should report two embrace issues: One is that if you embrace someone as a female character they are not considered your children (works fine with guys), and the other is that nagaraja embrace is broken (only adds the trait vampire but not clan or disciplines)
 
Heya flintsparc :) Nice to see the mod doing so well it looks and plays beautifully

Thanks!

Also thought I should report two embrace issues: One is that if you embrace someone as a female character they are not considered your children (works fine with guys)
We know. Waiting on a "set_mother" effect form Paradox.

and the other is that nagaraja embrace is broken (only adds the trait vampire but not clan or disciplines)
We'll add it to the CharGen fix list. No Kue-Jin yet either.
 
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Princes of Darkness, Version 1.0.3.5, September 9, 2020
- Fix for the spawning of feudal/clan government during the game. - Karde
- Several events and script files modified in a frontal assault against the vampire babies. - Karde
- Event Type Icons: Necromancy and Protean. - Hastur
- Basic Portrait Modding Tutorial for Discord and the Forums. - Sparc
- New Portraits:
Sparc: Vladimir Rustovitch, Qawiyya el-Ghaduba
Albin: Hedeon Yaroslavich, Alexander, Augustus Giovanni, Mykas Vykos, Julia Anatasia and Silvester de Ruiz
FaolDeTeine: Mithras, Camilla, Guillaume
Derenoc: Werter
Wata: Hardestadt, Meerlinda, Tinia, Robin Leeland, Brunhilde, Valborg, Menele, Helena, Baba Yaga, Suleiman ibn Abdullah
Jernfalk: Salianna
Tyronis: Etrius, Lucita de Aragon, Marcus Verus, Bjorn Garisson
bickando: Fan Wan Kuei

Princes of Darkness, Version 1.0.3.4.1, September 8, 2020
- Traditions Contract Opinion Fix. - Sparc
- Traditions Contract Kine Blood Oath Localization Fix. - Sparc
- Traditions Contract changed normal taxation to default, because contract can currently only be changed once per lifetime. - Sparc
 
I haven't had any problems with levies so far. I started in Germany somewhere (don't actually remember where specifically) and my Gangrel has always had levies on par with other similarly-sized realms. Currently he's head of the empire of saxony and has levies of over 30k


Where exactly are your levies coming from, in terms of a paper trail? Are they coming from high crown authority or from feudal contracts with your vassals? Or from your direct, demesne counties?
 
Found another issue with the chargen, not sure if you're aware yet. Most of the "unclear" options for decent lines don't add in a vampire generation, so it breaks blood potency, diablerie and probably a whole host of others stuff. I haven't checked on the latest version obvs, but there's nothing in the change log.
 
Found another issue with the chargen, not sure if you're aware yet. Most of the "unclear" options for decent lines don't add in a vampire generation, so it breaks blood potency, diablerie and probably a whole host of others stuff. I haven't checked on the latest version obvs, but there's nothing in the change log.
You are correct. I see it is missing from some of them. I will add it. Thank you.
 
Where exactly are your levies coming from, in terms of a paper trail? Are they coming from high crown authority or from feudal contracts with your vassals? Or from your direct, demesne counties?
They were likely coming from Clan government contributions. We just nuked the clans in the latest updates.
But we did introduce new defaults to the contract which should make it easier to increase taxes.
 
Maybe try out Vampire the Masquerade: Bloodlines, an RPG, before playing this mod, then. It's set in the modern day, while this mod is set in the middle ages of course, but it's a good introduction to Vampire as a brand and setting nevertheless and probably the way most people first encountered it, other than the tabletop game of course.

Anyway, besides what karde posted above, I wrote you a (not so) brief overview of the major types of vampires, that might help:

Brujah: Warrior-philosophers and humanists, tend to align themselves with minorities and underdogs. They tried to build a utopia where vampires and humans lived side by side in ancient Carthage, but the Ventrue destroyed it.
Ventrue: The clan of leaders, aristocrats and kings. They are masters at mind control, basically embody the establishment and consider themselves the successors of ancient Rome. On a more positive note, they at least nominally believe in the principles of noblesse oblige, being more businesslike and leaving the decadent aristocrat schtick to the Toreador.
Toreador: Artistic vampires, stereotypically tend to be beautiful, seductive and more humane than the rest. Classy and socially gifted, they are the type who dances at a royal ball, sips blood from a wine-glass and has everyone wrapped around their finger in no time.
Nosferatu: Vampires cursed with supernatural ugliness. Often discriminated against by the rest, think of them as leper-vampires, if you will. Because they normally can't pass for human, they have learned to stick to the shadows better than most and make for excellent spies and agents. They are also surprisingly communal and solidary to each other.
Malkavians: All Malkavians are afflicted by some kind of supernatural madness, though a few can be quite lucid. They are psychically linked to one another by the "Malkavian Madness Network" and have oracular powers. Popular with people who enjoy "wacky" playstyles, although they can also be played as realistic depictions of mental illness.
Tremere: Originally human mages from the Hermetic Order who turned themselves into vampires. To do so, they killed off most of the Salubri and many Tzimisce, which makes them very hated. They are extremely authoritarian but among the most dangerous clans as well. Note that Tremere magic is very much based on rules, alchemical principles, occult systems and so on, in D&D terms, they're wizards, not druids or witches or the like.
Gangrel: Beast-like vampires with shapeshifting abilities. They tend to be loners. In the middle ages, they are often associated with pagan cultures, such as the Norse, and I think also the Mongols, but don't quote me on that.
Tzimisce: Eastern European Dracula-like vampires. They have two main strands, Old Clan and New Clan. The Old Clan are pagan blood-sorcerors, similar to the Tremere. The New Clan are much more widespread and powerful and basically the "default" Tzimisce. Those don't have blood magic, but they can melt flesh and bone at will and rearrange it like clay. They like turning humans into flesh-golem slaves or furniture and such, and are considered among the most monstrous vampires.
Lasombra: Shadow-wielding, kingly-clerical vampires. They are associated with Iberia and the Catholic Church (Ventrue are more secular) in particular and are rivals to the Ventrue and Banu Haqim.
Cappadocians: The most death-like of vampires. Have a scholarly disposition and practice necromancy. They like to dwell in graveyards, crypts and the like, where they can study the science of death without disturbances. In the Renaissance, they would come to be devoured by the Giovanni, an Italian merchant family who inherited their schtick for the most part, but added a mafia motif.
Setites: Snake-themed vampire cultists who worship the ancient Egyptian deity Set, believing him to be the true founder of their clan. Highly educated and cunning, they are infamous for their mastery of corruption and vice.
Banu Haqim: Literally the Hashashin, but they're also vampires. They are known for killing other vampires and drinking their blood to strengthen themselves, but if you ask me, they're still one of the more moral clans overall because they tend to be very strict with each other and don't like killing mortals, it's just that they (probably rightly) think most other types of vampires are a blight on the world. They have a schism in the Dark Ages between those vampires who are muslims and those who worship the founder of their clan, Haqim.
Ravnos: Illusionists and tricksters from India. They're associated with the Roma and kinda all the stereotypes that implies.
Salubri: Angel/paladin/healer vampires. Probably the nicest of clans, to the point that they can't feed on unwilling victims and everyone else distrusted them for being too nice. The Tremere mostly killed them off to take their place and spread lies that they're actually demon worshippers, so there's few of them left. Their founder, Saulot, is said to have discovered "Golconda", basically the Nirvana of vampires where they no longer need to drink blood or hurt others.
Baali: The actual demon-worshipping vampires. Everyone else hates them enough to kill on sight and as far as I know, they just really like to spread evil.

East Asia and Sub-Saharan Africa also have their own types of vampires, called the Kuei-Jin and the Laibon, respectively. The Laibon clans, if you ask me, are mostly a "remix" of the motifs of the aforementioned vampire types, for instance there are the Ishtarri, who are very similar to the Toreador. The Kuei-Jin, meanwhile, are very different from all other vampires and not related to them. They're more like spirits who have risen from the dead and instead of a clan system, the kind of vampire they become depends on what sort of life force they feed on.
Thank you and karde for your informative replies. Much appreciated :) and kudos for your hard work on the mod
 
They were likely coming from Clan government contributions. We just nuked the clans in the latest updates.
But we did introduce new defaults to the contract which should make it easier to increase taxes.
I think that's probably correct. My levies have dropped significantly since the update. My levies now come almost solely from my holdings. My vassals give me something like 100 levies? So basically nothing now
 
Just wanted to pop in to say this is a great mod even in this early stage. And give a PSA in case someone hasn't noticed it and wonders why their armies lose sure-thing battles: for some reason splitting armies in this mod leaves all the knights in one of the armies and since characters are insane murder machine badasses now...


By the way, I assume 10 is the max blood potency? Asking for a friend who may have or may have not dabbled in some casual diablerie...