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The option to disable patron characters is great, could something like that exist to enable mummies/demons/werewolves/etc to exist unlanded in the vampires scenario? so the infernalists can have demons to worship, settites mummies to fight and werewolfs for tzmizies to hunt and everyone to eat because werewolves taste nice?
Also Salubri, kayasid and Nagaraja currently lack primogens (maybe others as well) it'd be cool if they did for if they become major players in your realm?
No for the other factions in the vampire bookmark. Unlanded, that would mean they would suddenly be courtiers of existing rulers. So you would have inquisitors, mummies or werewolves utterly angry courtiers of vampires rulers. That doesn't make sense for both a gameplay or lore perspective. As courtiers, they would also be utterly powerless, so serve no purpose as antagonists.
Primogens are limited to the true clans only by now. Salubri are an edge case as they were a clan shortly before 1230 and that replaces the Tremere primogen for them.
Nagaraja and Kiasyd were always bloodlines, never clans.
Princes of Darkness, "Coteries & Journeys" , Version 1.11.0, updated November 9th, 2023
Princes of Darkness, "Coteries & Journeys" ,
Version 1.11.0, updated November 9th, 2023
CK3 compatibility 1.11.0 "Peacock" and Legacy of Persia DLC
This update is packed, stacked and absolutely jacked. Here’s some of the stuff that’s coming your way.
Coteries and Journeys
When you start up the game after the new update, you will notice a new alert at the top of your screen.
What’s this? Well, this might sound crazy, but before Vampire: the Masquerade became the setting for the hottest CK3 mod, it existed as a tabletop RPG. And something the mod has been missing so far is the ability to team up with your mates and go on adventures and have a grand old time.
So now you can team up with your mates and go on adventures and have a grand old time.
What are these adventures, you ask?
Journeys
Let’s take Inquisitors as an example.
Hunting Vampires used to be done as a Scheme. Now, Schemes are alright, but they’re also inflexible. They lack granularity, and it’s impossible to get rid of their RNG elements. So now, it’s a new type of interaction, called a Journey.
Journeys usually have two phases. What you see here is the Planning Phase. Unlike Schemes, a Journey will progress at a constant rate every month. This rate is based on various factors, depending on the Journey. Usually they’re quite straightforward, but of course, hunting an Elder Vampire is anything but straightforward.
Once the Planning Phase is done, you get the option to start the Travel Phase. That’s right! If you want to dunk on Camilla, you have to physically travel to Rome to do so.
If this is an inconvenient time, you can also postpone the Journey and travel at a later date.
Once you’re on the hunt, you can decide to take your Coterie with you. This is where they come in handy. During a Journey, skills are shared between Coterie members. So if a Coterie member is a better fighter than you, skill checks will use their Prowess, not yours.
Some interactions that used to be Schemes have been converted to Journeys in this way. So if you want to wake Gilgamesh from torpor, you can now take the whole gang on a road trip with you.
But wait! There’s more.
Hunt in your Capital
It hurts me every time I watch some Vampire gameplay on Youtube and see how much clicking one has to do just in order to get a snack.
Right click yourself, Find Mortals, confirm. Click each character to confirm resonance, pin the good ones, confirm. Right click, start hunt scheme, confirm. Wait for the scheme to end. Drink. Right click another pinned character, start hunt scheme, confirm. Repeat.
Bull. Shit.
Here’s how it works in the new update. The “Find Mortals” interaction was removed entirely. Instead, there’s a shiny new button in the sidebar.
This is where you can see an overview of all the available Journeys.
“Hunt in your Capital” is like the Hunt scheme and the Find Mortals interaction, merged into one. It gives you all the options you are familiar with from before. What’s new is what happens after your hunt is completed:
This is what the event looks like for Camilla. He’s skilled in Auspex, so he can immediately see everyone’s resonance. He’s also a Ventrue, and he can see at a glance whether these mortals fit his feeding restrictions.
See that checkbox? It lets you automate the Journey. Just set it and forget it. Let your character focus on Sexy Vampire Stuff instead of micromanagement.
But wait! There’s more.
Learn new Abilities
We sometimes get asked how one can learn new Disciplines. The mod used to have the option to get mentored by friends or lovers, but that was quite obscure. Now there are Journeys for it.
The Travel Phase will let you physically travel to a mentor. If you take your Coterie with you, they will learn the ability as well.
But wait! There’s more.
Golconda
Diablerie used to be the only way for a Vampire to grow in power and get access to those juicy elder perks. There was no meaningful alternative for humanitarian Vampires, until now.
That is not to say it’s an easy road to take. Many problems in CK3 can be easily solved by killing or stealing. Can you resist these temptations while you slowly accumulate the necessary insights into your Beast?
But wait! There’s more.
Reveal yourself to the Vatican
All the Journeys mentioned so far have been about roleplay, camaraderie, or quality of life.
This one goes out to all the min-maxers out there.
Don’t listen to the red text. Do it. Go down in the history books.
Because if you survive, you have a chance to vindicate yourself.
If you do survive, that is.
Now on to the rest of the updates for POD for CK3 1.11.0 ...
Sect Mechanics
Reforming the Code of Tremere
Inner Council members of the Tremere can now change the doctrines and tenets of their faith, if they can get the other council members on board.
It might take some bribes and threats, but you too can make Nudist Etrius a reality, if you dare.
There is one other religion that can be reformed this way. Speaking of which…
The Camarilla
During the Council of Thorns, the involved rulers will put the doctrines and tenets of the Camarilla to a vote. But that’s not all. The Camarilla has received a custom GUI and all-new mechanics.
The founders of the Camarilla will go on to become Inner Circle members. They get to abuse their authority project Leadership Qualities by seizing gold or titles from other Camarilla members. All for a good cause, of course.
Characters with criminal traits can be declared Anathema. This essentially turns them into outlaws who can be hunted down by any enterprising Prince.
Every decade or so, the Inner Circle will convene to decide on the future of their Sect. Among other things, they can decide to put Anathema on the Red List — the most wanted criminals of the Kindred world. If you started on the 1510 bookmark, you will see some familiar faces on there.
The difference between the Red List and the other Anathema is that killing them will award you with a trophy, giving powerful buffs to your character. Happy hunting!
The Sabbat
If you prefer a more meritocratic approach to vampire politics, you may consider joining the Sabbat instead.
Cardinals get some new privileges, similar to the leaders of the Camarilla. However, all you need to do to become a Cardinal is to conquer a new geographical region for the Sabbat. Might makes right, after all.
Local Umbra
Can you see ghosts? Why not have a little chat with them, and see if you can strike a deal.
Every province now gets a little button next to the holding window (similar to the GUI for hospitals in CK2). There, you can take control over the local Umbra and commune with its spirits. And it’s very well worth it, because they have some good stuff to offer.
Like Dinosaurs.
Necromancy
Necromancy has received a big overhaul. First off, a necromancer now gets to use ALL the Arcanoi their bound wraiths have access to.
You can also send your wraiths to the Shadowlands to learn some new abilities, or have them teach their known Arcanoi to each other.
Crown Authority
This mechanic is like a lite version of the More Interactive Vassals mod. At maximum Crown Authority, your vassals automatically get called to war if someone declares a war on their borders.
As you can see, reaching this level now has some steep stat requirements.
Keep in mind that this mechanic goes both ways. Some big AI realms now start at Crown Authority 4, which should make them more stable and much harder to conquer.
New bookmarked characters
For those who like to play canon characters, there are 29 new ones in this update. Almost all of them are Vampires, but there are also 2 new mummies to play with. Each of them comes with unique content and mechanics.
I’m quite partial to this fella. He is doomed to live an interesting life.
New Disciplines
There are 2 new disciplines for Vampires and those who share their blood.
Bardo can be learned via the new Journey system. You’ll have to travel to a sage who teaches you ancient martial arts on a mountaintop. As is proper.
The other discipline, Visceratika, has yet to be discovered at the start of the game. A Gargoyle who has broken free from their masters can do so once they reach Kingdom-tier.
Alternatively, a Tremere can also unlock this Discipline by performing some experiments on Gargoyles (very ethical, very cool).
Quality of Life
And last but not least, this update has a bunch of additions to make your unlife just a little bit more comfy.
The Blood and Masquerade bars are now clickable, which opens up a window that lets you see the different ways you can refill these resources.
There are many more QoL changes in this update, here’s just a small selection of them:
Ventrue characters can see at a glance whether another character fits their feeding restrictions
Demons get a “Thralls” tab in their character window, letting them demand payment from all their thralls at once, or release them during the redemption quest
You can directly see the resonance of each Herd member in the “Manipulate Herd” window
An interface alert in the Current Situations tab will show you if a nearby Mummy has alchemical products on sale
By default, the Faith tab will only show you faiths that your character can follow (e.g. Werewolf faiths are now hidden for Vampires)
For the nitty gritty, see the Change Log.
Change Log:
Princes of Darkness, "Coteries & Journeys" , Version 1.11.0, Change Log, 11/9/2023
Compatibility Crusader Kings III 1.11.0 "Peacock" and "Legacy of Persia" DLC
CK3 compatibility 1.11.0 "Peacock" and Legacy of Persia DLC
House Unity is added to vampires as a concept. It uses many of the same mechanics as the new vanilla clan government but with some tweaks
Added an house decision to challenge for leadership of vampiric houses Allows to avoid having to murder your way to the top or having to create a cadet branch
Many houses have been scripted a specific starting unity when there is a lore appropriate reason to do so Example : De Ruiz and Narses houses start as completely antagonistic while many Nosferatu houses start as more united
Some dynasty legacies now give bonus to specific house unity decisions
DLC only stuff included :
Court scholar position and events.
DLC Locked cultural innovations.
DLC Locked dynasty legacy.
Some of the Persia only events.
Master Assassin court position and Fedayeen tenet for road of blood.
Some of the DLC locked house unity decisions.
DLC only stuff excluded :
Persian struggle (we already have our own)
Vizier stuff (we already have our own with power sharing)
Islam and Zoroastrian decisions (might be enabled for the relevant PoD religions later but need review)
Journeys
Journeys let your character go on adventures around the world.
They can be started via character interaction, or from the new Journeys & Coteries window in the sidebar.
You can only be on one Journey at a time, but they can be paused and resumed at a later date.
New Journeys in this update:
Hunt in your Capital: Like the “Find Mortals” interaction and the “Hunt” scheme merged into one, with less clicking necessary
Learn new Abilities: Look for a mentor who can teach you new Disciplines, Arts, or Numina. If your Coterie members accompany you, they will also learn the ability
Learn to Master your Beast: Learn that Golconda exists
Make Peace with your Beast: Walk the path of Golconda... very slowly
The Suspire: The final test to achieve Golconda
Reveal yourself to the Vatican: Trigger the Inquisition and all its followup events early. THIS IS A BAD BAD BAD IDEA. (...Unless?)
The following schemes have been turned into Journeys:
Hunt (Vampires/Kuei-Jin/Bane Mummies)
Find Hiding Place, aka Wake from Torpor (also lifted the diplomatic range requirement)
Find Lair, aka Inquisitor Hunt
The following decision has been turned into a Journey:
Pack Training (Werewolves)
Disabled the following interactions and decisions since the new Journeys made them obsolete:
Find Mortals
Ask for Mentoring
Learn Demonology
Coteries
A Coterie is an adventuring party which can accompany you on your Journeys.
Skill checks during Journeys are done by the Coterie member most proficient in that skill.
You can invite characters in the same realm who have at least 50 opinion of you.
A Coterie member who leaves (either by dropping below -25 opinion or getting kicked out) will become your rival.
Adapted the following event chains to take Coterie stats into account:
Find Hiding Place
Find Lair
Pack Training
Added 21 different names for adventuring parties, based on your splat, religion, and other factors
Added 28 canon Coteries
Sect Mechanics
Camarilla mechanics:
Added a GUI window in the sidebar for Camarilla members
Founders of the Camarilla now vote on the tenets and doctrines during the Council of Thorns
Justicars and Inner Circle members can tyrannically seize money, courtiers, or prisoners from other Camarilla members, or depose them
Justicars and Inner Circle members can declare other characters Anathema, which lets them be hunted or targeted by the Blood Hunt CB. Other Camarilla members can petition the leaders for Anathema status
Anathema can be put on the Red List, with trophy bounties associated with the clan that put them there
Added new Court Positions for Camarilla members
Camarilla setup for 1510 (Inner Circle, Justicars, Red List)
Sabbat mechanics:
Added a GUI window in the sidebar for Sabbat members
Cardinals can tyrannically seize money, courtiers, or prisoners from other Sabbat members, or depose them
Cardinals can excommunicate other Sabbat members. Other Sabbat members can petition Cardinals for excommunication
Added decisions for Sabbat members to establish new Cardinal positions when conquering a new region
Added a decision for Sabbat members to join the Black Hand
The Code of Tremere can now be reformed by Inner Circle members
Umbra rework
Added a new window for interacting with the local Gauntlet and Shroud of a province
Entering the Umbra now requires a ruler to discern the local Gauntlet/Shroud in this window
Rulers can gain province-wide buffs by interacting with the local Umbra
Added an Umbra map
Necromancy rework
Necromancers can now command their wraiths to use any Arcanoi they know on others
Necromancers can now make their wraiths teach each other Arcanoi
New Disciplines
Added 2 new disciplines: Bardo and Visceratika
Added Quietus Elder Perks
Added a decision to unlock the Visceratika discipline for Gargoyles
Added Bardo and Quietus Elder Perks to a few characters
Events
Added 6 new mentoring event chains for Bardo, Numina, and Demonology, courtesy of karde
Gameplay
Crown Authority rework
Crown authority isn't tied to innovations anymore. Passing higher levels require more prestige and passing some stat checks instead.
The AI will try to stay at a Crown Authority level that makes sense rp wise. For example, Werewolves will stay at Low, while Road of Kings characters aim for Absolute.
Crown Authority 0 : Malus to vassal tax/levies, bonus to vassal opinion and limit.
Crown Authority 1 : Lesser versions of the above
Crown Authority 2 : Mostly a neutral medium.
Crown Authority 3 : Ducal and Kings Vassals bordering (land only) an attacker will join their liege in defense. Malus to vassal opinion and limit.
Some realms start with an higher Crown Authority level at the start, representing a greater than usual cohesion
Crown Authority 3 doesn't forbid vassals from waging any wars at all anymore. CA2 still disallows vassals wars if you don't have a hook though.
You can now get rid of appearance-based clan curses (Nosferatu, Cappadocian, Banu Haqim), either through the "Uncanny Beauty" Infernal Investment or by reaching Golconda
Many changes to buildings for consistency
Edited many "totally not murder I swear officer" type interactions so they count as murder now
Added a new option to reduce Masquerade exposure
Eased the aptitudes prerequisites for some primogens
Removed the v5/v20 game rule
Added 5 new decisions for getting rid of excess resonance perk points
Landed characters can now become acclaimed knights
Changed requirements for learning Numina:
Lament can now be learned by Ghouls and any splat that isn't immortal
Theurgy can now be learned by anyone who doesn't consider Magick a crime. The crime restriction is ignored by faiths with Abrahamic roots (Road of Heaven, Ashirra, Blood Gnosticism, Hunters, Constantinians)
Psychic powers can now only be learned by Mortals or Hunters
Game rules:
Added a game rule for adjusting Journey costs (multipliers: 0x, 0.5x, 1x, 2x)
Added a game rule for lifting the restrictions on the "Reveal yourself to the Vatican" Journey
Forgiving characters can't "forgive" the hooks on their herd, ghouls, thralls, and dreamers anymore
Being astray faith doesn't matter to factions modifiers anymore. Being hostile matters less. Only affects characters, not counties factions. Evil faith still matters as much.
Being of a different culture almost doesn't matter to characters for factions anymore
Fabricate hook is now quite a bit harder to pull off
Helena now has a starting event to bury her diablerie of Minos secret Like Mithras, to ease new players' experience. Diablerie secret is quite nasty.
Added character interactions for mentoring other Golconda Seekers and guiding others through the Suspire
The "Consolation of Philosopy" artifact now contains Golconda lore, letting you skip the first Golconda journey
The Yasaq objective "Thunder of the Steppes" now also adds a +1 domain limit bonus to the faith
Using Heart of Darkness to put someone into torpor now costs 750 piety
Added Serpentis advanced as a virtue for road of set religions
Some targeted Mummy nerfs (ducal and MaA, learning true name now is harder the older the target is)
Masquerade Exposure events (the nasty ones) have been reworked to use a weight system making them more likely at high exposure and less at low. They now also have a tooltip to explain why they are happening.
Added 3 new wonders for Kuei Jin
The flaming mountain has been given the full wonder treatment (multiple building steps) and is now two different buildings (as it's two different dragon nests in lore)
The Iron Pillar of Delhi, which exists in vanilla, has been WoD flavorized and given the full wonder treatment (multiple buildings steps)
Standardized Influence the Lawgivers
Buffed the dynasty legacies that only buff vanilla MaA *Since those tend to be weaker overall*
Matasuntha's legacy now also enhances horse archers
Reorganized the vampire buildings order to be presented in a more sensible manner
Another (probably doomed) attempt to stop AI Menele and Helena from allying
Syria and Jerusalem now become de jure Followers of Set if their objective is done
Hazimel now has Chimerstry and will always succeed in taming the Eye of... well, his eye
The Compel perk now gives +10 invite to court base acceptance instead of now useless +hunt scheme power
The Codex Mortis has been reworked Now requires to handle Titia Sabina's wraith so that she accepts to let you use it
The adventurer CB is no longer locked to the tribal era
Added the Pillars of Lilith tolerance doctrine to the Tal'mahe'Ra
The pyramid tenet now only disallows internal wars if the liege also has the pyramid tenet
Tweaked blood essence
Buffed the Giovanni Mausoleum to help Augustus' start
Ghoulifying a hunter (except Calomena Forsaken) now result in them being disinherited to not mess with inquisitors succession
Nerfed the antlers of your local deer to not be as legendary as they were
"Alexander" now has a 5th tier martial education
Quality of life
Clickable resource bars:
Clicking the Masquerade bar will now open the Cover up Masquerade character interaction
Clicking the Blood bar will now show various ways for slaking your hunger
Added a Thrall/Neteru tab in the character window for demons/mummies
Added a checkbox during the Hunt event that lets you immediately start another hunt after completion (only when using the Hunt in your Capital Journey)
Characters with the Cthonic Womb perk (Lamia Necromancy) get a checkbox to choose whether to turn their victims into Wraiths during the Hunt event
Added a checkbox during Werewolf Pack Training that lets you auto-repeat the Journey
Your herd members’ resonance is now visible in character lists, like in the “Manipulate Herd” window
You can now target mortals with the Hunt Journey even if they're suffering from blood loss
You can now drink larger amounts when interacting with your herd members
The Blood Potency modifiers now show their effects on feeding from mortals
Ventrue QoL
Whether a character fits your feeding restrictions is now displayed in the character window and during the Hunt in your Capital Journey
The Herdify alert is re-enabled for Ventrue, and automatically selects a character that fits your feeding restrictions
Added an interface alert in the "Current Situation" list if the Cover up Masquerade interaction is available and off cooldown
Added an interface alert in the "Current Situation" list when a mummy has alchemical products on sale
Added some buttons to the faith window to hide/show faiths that your splat can't follow. Invalid faiths are hidden by default
The Umbra interactions that grant artifacts now show a link to the artifact in the tooltip
Music
New music from "Dreams of Darkness" album thanks to Skip/Serial Symphony for our Dark Ages Fae bookmark
Added meta data like title, track number, album and artist to "Princes of Darkness" and "Pacts of Darkness" albums
Added some POD music to certain events and struggle starts
Created a simple juke box you can access with debug console command: event sparcjukebox.1
History
Added 29 new bookmarked characters and their special content
Merged the "Dark Ages: Werewolves" bookmark into the "Hunters & Hunted" bookmark
Added the Golconda trait to the following characters: Calida, Guillaume, Lucius Aelius Caesar, Milarepa, Saulot
Added the Golconda Seeker trait to the following characters: Adnun, Angiwar, Byzar, Catubodua, Cretheus, Eshmunamash, Genevieve d’Orseau, Gotsdam, Khalid al-Rashid, Menele, Mokur, Pentweret, Rebekah, Rothriel, Sarmis, Si'Djeha
Gave the canonical Golconda Seekers some initial trait experience, based on how close they got in the lore
Added a new Salubri Methuselah house (Cairo by Night)
Removed the Psychic trait from Ming Yin
Re-enabled Rocklord's bookmark
Improved the Von Murnau family tree following Jackm's suggestions
Added BDW's revised Mnemach portrait
Durga Syn now has the appropriate flag to initiate her necromancy discipline
Some True Brujah history tweaks
To Dream of Dreamers Lost full read
Updated Demons DNAs Thanks Aransentin for the file
Added education martial prowess 5 to a few characters
To Speak In Lifeless Tongues full read (some history changes)
Patron characters
Localization
Added some custom WOD flavor to the "This is you" section of the character window, under certain conditions (can you find them?)
The description of the Scry the Soul perk now mentions that it lets you see the resonance of others
Added a tooltip to the "Befriend" interaction to clarify that it has a cap
Bugfixes
Feeding code full rewrite:
Fixed a LOT of inconsistencies in how feeding is handled
Taking someone's blood will now always award the appropriate resonance xp. Yes, that includes Nocturne. Time to schlorp
Taking blood from supernaturals (e.g. werewolves, fae, mummies) will now always result in the appropriate Consequences. Maybe schlorp responsibly
Drinking blood from a mortal is now subject to Blood Potency limitations in all circumstances (not just when herding)
Fixed a bug that would sometimes make the player end up with multiple hunger modifiers
Characters shouldn't end up with duplicate Masquerade Exposure modifiers anymore (and if they do, the problem will fix itself)
Diarchs can go on pilgrimages now (for real this time)
AI created childer will now be of the culture of the sire's capital province instead of the sire's culture itself Camilla won't find stray Romans to embrace in 1230 Italy anymore
Made an experimental change that should prevent unlanded characters with Court Positions or Accolades from wandering as much
Non-Iberian Kingdom tier rulers in Iberia should no longer get an all black throneroom.
The "Dazzling Grandeur" Toreador objective should correctly account for Primogen aptitude now
A Ventrue who drinks blood from a character outside their feeding preferences will no longer gain resonance XP
Embraced Changelings now correctly get the full Mytherceria tree, instead of just the Mytherceria Advanced trait
Multiple instances of Demon pact buffs will no longer stack
Banishing a Demon to the Abyss will now properly clean up hooks and pact buffs
The "Influencing the Lawgivers" building line will now properly increase Tyranny loss, instead of decreasing it
Fixed a bug in the Find Lair event chain that made it easier than intended when hunting very old vampires (don’t blame me if Mithras kicks your ass now)
Fixed a bug in the Find Lair event chain that sometimes prevented it from giving out rewards when using prowess
Many character interactions will now refund their cost and not go on cooldown if you choose not to use them after the triggered event
Cloned characters no longer become super old when their traits refresh
Fixed a gamebreaking bug that would cause clones not to inherit the original's sexual orientation, leaving you unable to smooch them
Fixed a bug that made it impossible to rebuild Hunter Rome after it gets destroyed by the Black Death
Mortal children of Hunters now also have access to St. Peter's City
Deaths during the Find Hiding Place event chain won't circumvent resurrection effects anymore
Fixed a pilgrimage event that could let a Vampire ruler gain a Werewolf knight because it didn't check for splat compatibility
Added some checks to prevent Earthbound from giving away or destroying the artifact they inhabit during events
Fixed a vanilla bug that caused single combat duels to end prematurely under certain circumstances
"Fixed" female portrait bug with eye when getting open mouth animation by redirecting portraits to use other blendshapes to open mouths
Fix Troglodytia's generation
Solved an edge case in the Alamut struggle
The AI will now only buy claims for famed or illustrious artifacts
The AI will now only demand the dynasty banner if they are rival or liege of the current owner. Not just because they can.
Fixed a vanilla event not accounting for incapable and such
Newly spawned Neteru won't always be peasant leaders now Not really sure why they were
Fixed some edge cases in the Ante hunts when playing specific characters
Fixed Quietus elder powers not being available to non warriors
Solved an issue that could make Baali barons spawn more often than usual, especially in Germania
The Toreador objective is less hard on Gangrel dynasty prestige Negative overflowing is bad
Tweaked several events/effects to not damage non decaying artifacts
Blood potency added to the Dracon's takeover event
Potential fix for a potential crash in the ante hunt
Fixed two nonsensical for the mod vanilla events
Reduced accolade prowess prerequisite to avoid ping ponging during wars with debuffs
The artisan from the commission artifact decision will now always be a mortal to avoid them running away
The mendicant travel event can't convert people anymore
Torpored characters can't be used as hostages
Disabled the adoption option for the feral kid vanilla event
The lantern of the night father artifact now correctly gives Obfuscate
Removed the text saying that gargoyle dynasty legacy 2 unlocked a scheme to recruit gargoyles as it was never scripted
Oh, so we have coteries as a feature now, too? Neat.
I love how at some point, this humble game mod has just become the definitive way to have a sandbox simulation of the TTRPG experience in video game form. You'd think that to be a niche the official IP holders would want to explore themselves, but apparently not. Aside from the storyteller mode in Redemption and maybe Night Road, nothing has come even close to attempting to simulate what you guys are simulating.
Wu'Tian are an option in the character maker, are they viably playable?
also if I torture calbrius can I steal the spell of life from him?
It's awesome how making vamps from changelings makes maegar, are there any other special embrace results ?
Thanks for this update it's brilliant, (even if the witch of echnidna isn't as cool looking as she used to be), it's fun playing coterie adventures and collecting all the disciplines !
"Wu'Tian are an option in the character maker, are they viably playable?"
Barebones and unfinished, but playable.
"also if I torture calbrius can I steal the spell of life from him?"
He won't break, you awful person. Only Kemintiri can learn the spell of life via her special content in the mod right now. Cabirus and Horus know it at the start.
"It's awesome how making vamps from changelings makes maegar, are there any other special embrace results ?"
Embracing a werewolf has a 1% chance of resulting in an abomination.
I got a work around by switching to them, thralling, then switching back, unpausing, then switching to them, possessing, then switching back. And it worked to get them possessing a host who I could have my hunter marry and have lilim kids with because, I thought that would be a funny story beat. And it was! So can report that does work as a workaround.
Additionally, just hit a repeatable crash, which is 100% a paradox mechanic and not something yous can fix or even should but I'm posting it so players know, the game doesn't like it if you recommend embrace of the mortal father of a vampire. i.e. try to set as child the parent (setting their father as their son). which makes sense as in normal CK3 thatd never happen! So if you want to vampirism an entire family either start at the top or just don't have the child, sire their parents.
Anyway, thanks again for this update I am playing it and it is fantastic, I travelled to rome and got killed by a lamb!
I used to get changeling vassals as a demon in an older steam build. Though I am now on patron builds where Changelings are playable anyway (and I haven't played in a while), so I don't know how it works now.