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I find changelings who are courtiers of demons and mummies and kidnap them

when you pick what you eat, it'd be cool if you chose to be a weirdo vampire who prefers to hunt werewolves or faeries or something? make it sinful and put a target on your back by all members of effected group.

I love the pyramid council system, I hope one day all the clans have something like that. Atleast Lasombra (that court that lets people choose who to chomp) and Settites? Maybe the Giovannis after they do the thing? It's great seeing how the mod just keeps growing.

Also I just wanted to report that after killing a ridiculous amount of furrybois in failed embraces I finally made an abomination. It's choice.
 
Eating only werewolves or fae wouldn't make for an healthy vampire diet.
Werewolves' blood is strong, but they aren't really prone to share it and are too strong to make for easy, everyday, preys.
Fae's blood is a potent drug for vampires with completely random effects that can go as far as just dropping you into torpor here and there. Not a sound diet.
Vampiric blood is an option because it's a thing in lore, the methuselah thirst were only vampiric blood can sustain a vampire anymore. It's not something they choose though (but in the mod it is, mostly for flavor if you want to play lore friendly Helena for example).

The various council system are still in their infancy, I'm actually tracking an issue that leaves dead people as councilors for example. Once the systems are more solid though, maybe we will add it to other clans, it's certainly possible indeed.
 
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Princes of Darkness, "Coteries & Journeys" Hotfix 3, Version 1.11.1, Change Log, 11/23/2023
1700768107603.png

("This bird is plucked and ready to cook", work in progress screenshot for the Dark Ages Fae/Changeling: the Dreaming bookmark.)


Princes of Darkness, "Coteries & Journeys" Hotfix 3, Version 1.11.1, Change Log, 11/23/2023
  • Compatibility with Crusader Kings III 1.11.1 "Peacock" Hotfix
Known issues
  • Journeys can sometimes get stuck in the travel phase even after completion. To get them unstuck, run this console command: effect POD_journey_cleanup_effect
Kuei-Jin overhaul
  • Kuei-Jin buildings were rebalanced and now have 5 tiers
  • Kuei-Jin now have access to the Blood Tax building
  • Dharma 10 lets one enjoy sunlight again
  • Dharma traits now have an experience track. The way you gain trait experience is based on your faith
  • You gain experience by:
    • Devil Tiger: Committing murder
    • Face of the Gods: Converting the faith of a county with your Court Chaplain or via True Faith mass conversion
    • Inward Way: Meditating, or when gaining perks in one of the Kuei-Jin lifestyle trees
    • Resplendent Crane: Gaining titles, or converting the culture of a county with your Steward
    • Rising Phoenix: Constructing a Kuei-Jin building
    • Song of the Shadow: Binding wraiths, or passively while having bound wraiths and/or staying in the Yin world (Shadowlands)
    • Ten Thousand Screams: Constructing a corrupted Dragon Nest, torturing prisoners, sacrificing prisoners/holdings/regions to demonic patrons, or passively while being a thrall or diabolist
    • Thousand Whispers: Gaining or losing relationships (lover, soulmate, friend, best friend, rival, nemesis)
    • Thrashing Dragon: Completing Sway/Seduce/Romance schemes, having sex, or passively while staying in the Yang world (Astral Reaches, Spirit Wilds, Dreaming)
Umbra changes
  • Added the realms of the Dreaming
  • Added the hells of the Yomi Wan, letting an infernalist gain access to demonic men-at-arms
  • Added the sun. Yes, the sun. Try touching it
  • Liderci men-at-arms now require full exploration of the Malfeas, instead of just being stationed there
Gameplay
  • Added two mentoring events for the Visceratika Journey, courtesy of karde
  • Halved the Planning Speed of Hunt Journeys
  • Added a game rule for adjusting the Planning Speed of Hunt Journeys (5 months / 10 months / 20 months)
  • Greatly nerfed skill training in the Umbra: it now happens once a year instead of once a month
  • Lifestyle xp given by travel points of interest has been reduced
  • Added House Unity to Kuei-Jin
  • Demons can now toggle whether to automatically enthrall new vassals, barons, or children, by right-clicking your own character. Auto-thralling costs 75 prestige each
  • Faiths of the Road of Metamorphosis can't raid anymore. They instead get access to the Raid for Captives casus belli
  • Certain decisions that required you to be friends with canon characters can now also be completed by making them Coterie members
  • Jocastians have access to a new decision that lets them commit suicide by asking their heir to diablerize them
  • Third-generation vampires can now bypass strong mental defenses
  • A successful Antediluvian Hunt now makes you fall out of Golconda, as intended
  • If you somehow reach 100 Golconda Seeker trait experience without having unlocked the Suspire before, you are guaranteed to unlock it
  • Teaching Bardo to a Wight now cures them
  • Becoming a Wight now removes Bardo traits and gets rid of positive relationships
  • Finishing the Antediluvian Hunt increases Blood Potency to 10 now
  • You can now invite clones (like Obtenebration Shadow Twins) to your Coterie. Enjoy
  • The interaction to kick Coterie members now can be used regardless of diplomacy range
  • Kicking a Coterie member outside of diplomacy range doesn't make them a rival
  • Demons can now command their thralls to transfer vassals
  • Energy vessels (Sekhem/Glamour/Pathos/...) are now usable by every splat that spends resources (except rage)
  • Energy vessels now get automatically refilled if one regenerates energy while already being full
  • Added The Odious Chalice fleshcraft option
  • Ghouls and revenants can now choose to recruit torpored characters during the awaken from torpor Journey
  • Perks that unlock animal men-at-arms (like Animal Psi) now properly unlock all the mundane animals
  • Vampires in Golconda don't get a lowered Masquerade Exposure cap from their predator type anymore
  • The Eye of Hazimel now gives different, more appropriate, disciplines as rewards
  • The foul blood perk now gives +1 max herd size
  • AI Camilla now has a decision to create Romagna #To bypass vanilla prerequisites of Catholic only for AI creating Romagna
  • Some tweaks and fixes to reduce the number of torpored AI happening recently
  • Philosopher's stone bonus have been reduced
  • Delayed the clans/splat systems intro to make sure that chargen created characters have the proper one
  • Draining your pet slakes somewhat less hunger now (you monster)
  • A safeguard has been added to replenish the Tremere/Ventrue councils if something unexpected happen #Might cause some small issue in the Ventrue one, but better than nothing
  • A clan only modifier changed in the unity mechanic
  • Panegyra now wait much longer before starting, giving more time for more guests to arrive
  • Chi Mastery can no longer be used to Bleed the Chi of characters who have no chi (or energy) left
  • Spiritus aid from spirits is now costlier
  • Wraith strengthen artifact now require more arcanoi
  • Buffed the reward for the Furores objective
  • More prep work for vassal contracts rework
  • Improvements for the cult of zilah/alamut struggle #Thanks Tryz for the suggestion and most of the scripts
  • Dehydrate now has a cost
  • Heart of Darkness is now less easy to pull off
  • Dagon's call cooldown increased
  • Ventrue "Martial" prey preference now also includes martial prowess education as a possibility
  • Removed Gruesome festivals tenet for Einherjar and Tantabus #Vampires can't hold gruesome festivals. Replaced by communion for Einherjar (who are boisterous, honest and have many rituals) and esotericism for tantabus (BY is the witch)
  • Buffed the Wandering Good Man modifier (Cabiri/Ishmaelite objective)
History
  • Added 23 lore buttons, scripted the stats of those characters
  • Added 5 portraits by Tyronis #the way the DNA were added make it difficult to parse what hairstyles were intended so those might be off
  • Added 2 portraits by Sithia
  • Added a living Jocastian faith character #meaning the faith is not considered dead in 1230
  • Added a 5th member to some canon coteries
  • Added CK3 vanilla universities to the cities where they existed before 1230 #Thanks Ian for the research
  • Moved the Erciyes Holy Site to correspond to the Erciyes wonder location
  • Various characters tweaks on Jackm's suggestions

Localization & UI
  • The Skinlands Umbra window now shows which area the player character is in and how many Explorers they're currently employing
  • Diablerie now displays the chance of an Unconquered Soul event happening
  • Added fancypants event earmarks because all the hip TCs are doing it
  • Traits that confer immortality now say so in their tooltip
  • You now get an interface toast when feeding on an animal results in XP gain
  • The Nocturne game concept now mentions that the power drains the blood of enemy knights
  • Interactions that target titles (like Clio's Kiss) now properly show when and why they get invalidated
  • Complete refactor of event illustrations. Daytime and nighttime illustrations now get applied consistently depending on the splat
  • Nightified some more Legacy of Persia DLC illustrations
  • Added some more loading screen quotes
  • Added a trait icon for Asekh-sen
  • Gave Jürgen his Ü back
  • Minor changes to the HUD sidebar
  • Reordered the game rules a bit
Bugfixes
  • Fix for Battle Modifiers getting stuck permanently on knights
  • Drinking larger amounts of blood no longer lets one bypass Blood Potency limits on hunger
  • Abilities that let you change someone's visual (immortal) age now only work on immortals
  • Guiding someone through the Suspire will now clear their yearly Golconda Mentoring action
  • The Dharmic Pacifism tenet isn't allowed for Tremere/Camarilla reformation anymore, to prevent them from achieving DOUBLE PACIFISM
  • Fix for thralls sometimes not getting the correct faith
  • The Food Taster Court Position is now available to any splat that eats food (including Vampires who achieved Golconda)
  • Dinners during a Grand Tour will now appropriately check whether the involved characters can actually eat food
  • The game is now more consistent when checking whether your splat can have sex
  • Fix for a Bardo interaction checking for the wrong perk
  • Fix for a Valeren interaction checking for the wrong perk
  • Fix for ghouled Werewolves not being able to convert to Werewolf faiths
  • Murdering your target during the Find Hiding Place Journey now actually works
  • Teaching someone psychic powers now correctly increases their resonance intensity
  • Fix for the Salubri Camarilla membership decision checking for the Banu Haqim trait by mistake
  • A travel event now correctly checks to see if you are not at sea (heh)
  • Removed open mouth weirdness with portraits
  • Some torpored shenanigans fixes
  • An antediluvian hunt event now takes into account unbondable
  • Streamlined successions prerequisites to ensure that primogeniture is indeed the default (doesn't affect title elective)
  • Many small script logic changes for struggles #The most important fix related to this is that struggle events will now properly proc
  • More safety checks for councilors replacement
Patron-only content
  • Wraiths who completely possess another character using the Puppetry Arcanos can now switch to that character and play as them via character interaction
 
Last edited:
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View attachment 1053824
("This bird is plucked and ready to cook", work in progress screenshot for the Dark Ages Fae/Changeling: the Dreaming bookmark.)


Princes of Darkness, "Coteries & Journeys" Hotfix 3, Version 1.11.1, Change Log, 11/23/2023
  • Compatibility with Crusader Kings III 1.11.1 "Peacock" Hotfix
Known issues
  • Journeys can sometimes get stuck in the travel phase even after completion. To get them unstuck, run this console command: effect POD_journey_cleanup_effect
Kuei-Jin overhaul
  • Kuei-Jin buildings were rebalanced and now have 5 tiers
  • Kuei-Jin now have access to the Blood Tax building
  • Dharma 10 lets one enjoy sunlight again
  • Dharma traits now have an experience track. The way you gain trait experience is based on your faith
  • You gain experience by:
    • Devil Tiger: Committing murder
    • Face of the Gods: Converting the faith of a county with your Court Chaplain or via True Faith mass conversion
    • Inward Way: Meditating, or when gaining perks in one of the Kuei-Jin lifestyle trees
    • Resplendent Crane: Gaining titles, or converting the culture of a county with your Steward
    • Rising Phoenix: Constructing a Kuei-Jin building
    • Song of the Shadow: Binding wraiths, or passively while having bound wraiths and/or staying in the Yin world (Shadowlands)
    • Ten Thousand Screams: Constructing a corrupted Dragon Nest, torturing prisoners, sacrificing prisoners/holdings/regions to demonic patrons, or passively while being a thrall or diabolist
    • Thousand Whispers: Gaining or losing relationships (lover, soulmate, friend, best friend, rival, nemesis)
    • Thrashing Dragon: Completing Sway/Seduce/Romance schemes, having sex, or passively while staying in the Yang world (Astral Reaches, Spirit Wilds, Dreaming)
Umbra changes
  • Added the realms of the Dreaming
  • Added the hells of the Yomi Wan, letting an infernalist gain access to demonic men-at-arms
  • Added the sun. Yes, the sun. Try touching it
  • Liderci men-at-arms now require full exploration of the Malfeas, instead of just being stationed there
Gameplay
  • Added two mentoring events for the Visceratika Journey, courtesy of karde
  • Halved the Planning Speed of Hunt Journeys
  • Added a game rule for adjusting the Planning Speed of Hunt Journeys (5 months / 10 months / 20 months)
  • Greatly nerfed skill training in the Umbra: it now happens once a year instead of once a month
  • Lifestyle xp given by travel points of interest has been reduced
  • Added House Unity to Kuei-Jin
  • Demons can now toggle whether to automatically enthrall new vassals, barons, or children, by right-clicking your own character. Auto-thralling costs 75 prestige each
  • Faiths of the Road of Metamorphosis can't raid anymore. They instead get access to the Raid for Captives casus belli
  • Certain decisions that required you to be friends with canon characters can now also be completed by making them Coterie members
  • Jocastians have access to a new decision that lets them commit suicide by asking their heir to diablerize them
  • Third-generation vampires can now bypass strong mental defenses
  • A successful Antediluvian Hunt now makes you fall out of Golconda, as intended
  • If you somehow reach 100 Golconda Seeker trait experience without having unlocked the Suspire before, you are guaranteed to unlock it
  • Teaching Bardo to a Wight now cures them
  • Becoming a Wight now removes Bardo traits and gets rid of positive relationships
  • Finishing the Antediluvian Hunt increases Blood Potency to 10 now
  • You can now invite clones (like Obtenebration Shadow Twins) to your Coterie. Enjoy
  • The interaction to kick Coterie members now can be used regardless of diplomacy range
  • Kicking a Coterie member outside of diplomacy range doesn't make them a rival
  • Demons can now command their thralls to transfer vassals
  • Energy vessels (Sekhem/Glamour/Pathos/...) are now usable by every splat that spends resources (except rage)
  • Energy vessels now get automatically refilled if one regenerates energy while already being full
  • Added The Odious Chalice fleshcraft option
  • Ghouls and revenants can now choose to recruit torpored characters during the awaken from torpor Journey
  • Perks that unlock animal men-at-arms (like Animal Psi) now properly unlock all the mundane animals
  • Vampires in Golconda don't get a lowered Masquerade Exposure cap from their predator type anymore
  • The Eye of Hazimel now gives different, more appropriate, disciplines as rewards
  • The foul blood perk now gives +1 max herd size
  • AI Camilla now has a decision to create Romagna #To bypass vanilla prerequisites of Catholic only for AI creating Romagna
  • Some tweaks and fixes to reduce the number of torpored AI happening recently
  • Philosopher's stone bonus have been reduced
  • Delayed the clans/splat systems intro to make sure that chargen created characters have the proper one
  • Draining your pet slakes somewhat less hunger now (you monster)
  • A safeguard has been added to replenish the Tremere/Ventrue councils if something unexpected happen #Might cause some small issue in the Ventrue one, but better than nothing
  • A clan only modifier changed in the unity mechanic
  • Panegyra now wait much longer before starting, giving more time for more guests to arrive
  • Chi Mastery can no longer be used to Bleed the Chi of characters who have no chi (or energy) left
  • Spiritus aid from spirits is now costlier
  • Wraith strengthen artifact now require more arcanoi
  • Buffed the reward for the Furores objective
  • More prep work for vassal contracts rework
  • Improvements for the cult of zilah/alamut struggle #Thanks Tryz for the suggestion and most of the scripts
  • Dehydrate now has a cost
  • Heart of Darkness is now less easy to pull off
  • Dagon's call cooldown increased
  • Ventrue "Martial" prey preference now also includes martial prowess education as a possibility
  • Removed Gruesome festivals tenet for Einherjar and Tantabus #Vampires can't hold gruesome festivals. Replaced by communion for Einherjar (who are boisterous, honest and have many rituals) and esotericism for tantabus (BY is the witch)
  • Buffed the Wandering Good Man modifier (Cabiri/Ishmaelite objective)
History
  • Added 23 lore buttons, scripted the stats of those characters
  • Added 5 portraits by Tyronis #the way the DNA were added make it difficult to parse what hairstyles were intended so those might be off
  • Added 2 portraits by Sithia
  • Added a living Jocastian faith character #meaning the faith is not considered dead in 1230
  • Added a 5th member to some canon coteries
  • Added CK3 vanilla universities to the cities where they existed before 1230 #Thanks Ian for the research
  • Moved the Erciyes Holy Site to correspond to the Erciyes wonder location
  • Various characters tweaks on Jackm's suggestions

Localization & UI
  • The Skinlands Umbra window now shows which area the player character is in and how many Explorers they're currently employing
  • Diablerie now displays the chance of an Unconquered Soul event happening
  • Added fancypants event earmarks because all the hip TCs are doing it
  • Traits that confer immortality now say so in their tooltip
  • You now get an interface toast when feeding on an animal results in XP gain
  • The Nocturne game concept now mentions that the power drains the blood of enemy knights
  • Interactions that target titles (like Clio's Kiss) now properly show when and why they get invalidated
  • Complete refactor of event illustrations. Daytime and nighttime illustrations now get applied consistently depending on the splat
  • Nightified some more Legacy of Persia DLC illustrations
  • Added some more loading screen quotes
  • Added a trait icon for Asekh-sen
  • Gave Jürgen his Ü back
  • Minor changes to the HUD sidebar
  • Reordered the game rules a bit
Bugfixes
  • Fix for Battle Modifiers getting stuck permanently on knights
  • Drinking larger amounts of blood no longer lets one bypass Blood Potency limits on hunger
  • Abilities that let you change someone's visual (immortal) age now only work on immortals
  • Guiding someone through the Suspire will now clear their yearly Golconda Mentoring action
  • The Dharmic Pacifism tenet isn't allowed for Tremere/Camarilla reformation anymore, to prevent them from achieving DOUBLE PACIFISM
  • Fix for thralls sometimes not getting the correct faith
  • The Food Taster Court Position is now available to any splat that eats food (including Vampires who achieved Golconda)
  • Dinners during a Grand Tour will now appropriately check whether the involved characters can actually eat food
  • The game is now more consistent when checking whether your splat can have sex
  • Fix for a Bardo interaction checking for the wrong perk
  • Fix for a Valeren interaction checking for the wrong perk
  • Fix for ghouled Werewolves not being able to convert to Werewolf faiths
  • Murdering your target during the Find Hiding Place Journey now actually works
  • Teaching someone psychic powers now correctly increases their resonance intensity
  • Fix for the Salubri Camarilla membership decision checking for the Banu Haqim trait by mistake
  • A travel event now correctly checks to see if you are not at sea (heh)
  • Removed open mouth weirdness with portraits
  • Some torpored shenanigans fixes
  • An antediluvian hunt event now takes into account unbondable
  • Streamlined successions prerequisites to ensure that primogeniture is indeed the default (doesn't affect title elective)
  • Many small script logic changes for struggles #The most important fix related to this is that struggle events will now properly proc
  • More safety checks for councilors replacement
Patron-only content
  • Wraiths who completely possess another character using the Puppetry Arcanos can now switch to that character and play as them via character interaction
Thanks for the new update! I really love this mod, it has given the game a new lease of life for me. :)




I have a couple of questions, if you don't mind:

1. After much hard work over a long period of time I finally managed to conquer Tibet as a Salubri, and awaken my Hun and P'o, but I discovered that I can't access the higher-level perks that require a certain Dharma. :( Are there any plans to enable Salubri to access those, either through an alternative Dharma mechanic, or using the vampire's generation, or something like that?

2. After much less hard work over a very short period of time* I got an abomination player heir, and when she inherited I noticed that even though tribal perks appear on the perk screen, abominations are effectively locked out of them as tribes appear to be faith-based in the mod. Is this intentional?




*Because I cheated. :D
 
Thanks for the kind words.

1. There isn't. This objective is based on a very flimsy rumor and isn't intended to be a power play for Salubri characters to become pseudo Kuei Jin. We are happy with the rewards it gives at the moment.

2. Abominations are mostly intended to be played as the reward for the Black Spiral Dancer objective. So, you play one, you gather many werewolves perks in your journey, then you become immortal and can start working on your vampiric powers. Perks acquired don't disappear.
Abominations will never get the blessing of their tribal spirit needed to acquire new gifts (the werewolves "perks") so the current behavior is also intended.
 
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Thanks for the kind words.

1. There isn't. This objective is based on a very flimsy rumor and isn't intended to be a power play for Salubri characters to become pseudo Kuei Jin. We are happy with the rewards it gives at the moment.

2. Abominations are mostly intended to be played as the reward for the Black Spiral Dancer objective. So, you play one, you gather many werewolves perks in your journey, then you become immortal and can start working on your vampiric powers. Perks acquired don't disappear.
Abominations will never get the blessing of their tribal spirit needed to acquire new gifts (the werewolves "perks") so the current behavior is also intended.
No worries. :)

1. Fair enough. Yeah, if you're powergaming, the current system can make you very overpowered even with "only" the Kuei-Jin perks you currently have access to. If I really want to play with the higher ones unlockable I suppose I can always just disable the block.

2. Ah, ok. I must confess to not being very informed about the mechanics of Abominations, but that makes sense. Thanks for the explanation! :)




I really appreciate your quick and informative answers here. I hope you have a great weekend! :)
 
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Princes of Darkness, "Coteries & Journeys" Hotfix 4, Version 1.11.1.1, 11/25/2023
1700974091148.png

Princes of Darkness, "Coteries & Journeys" Hotfix 4, Version 1.11.1.1, 11/25/2023
  • Fixed issue with LOP DLC Persian hairstyles and beards being ubiquitous
  • Simplified Armor and Clothing modifiers to allow for easier maintenance
  • Adjusted some Antediluvian looks
  • Western armor will now occur much less frequently non-western vampires
  • Fixed long standing issue with Wizard Beard ( male_beard_rtt_01 ) on certain Canon and Patron characters
  • Gilgamesh has a proper "Babylonian" Beard
  • Vanilla/DLC clothing and headgear modifiers simplified. This should make for easier maintenance going forward.

1700974114900.png


:cool::eek::oops:;)o_O
1700974169267.png

1700974180814.png
1700974195712.png
 
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created characters appear to getting random monstrous features/nossification between character creator and the game starting. New with the new patch. aka you get nossified face or different skin colour/texture than was chosen in create-a-character during the loading screen

Also, trying to fix it had been looking through the new costuming options and those are awesome! so many monster parts and fera now!
 
created characters appear to getting random monstrous features/nossification between character creator and the game starting. New with the new patch. aka you get nossified face or different skin colour/texture than was chosen in create-a-character during the loading screen

Also, trying to fix it had been looking through the new costuming options and those are awesome! so many monster parts and fera now!
Are you using this with another mod? Like EPE? If so... the gene indexes are off. POD isn't currently EPE compatible.
It is compatible with CFP and Better Barbershop (with the POD+BB compatibility submod).
 
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created characters appear to getting random monstrous features/nossification between character creator and the game starting. New with the new patch. aka you get nossified face or different skin colour/texture than was chosen in create-a-character during the loading screen

Also, trying to fix it had been looking through the new costuming options and those are awesome! so many monster parts and fera now!
Can not replicate (Steam build)

orinsul_2.png


orinsul_1.png


Did you create a Nosferatu or Tzimisce?
 
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Hi, anyone knows if you can reform Tantabus? Because the game doesn't let me. It says that Wyrm is not allowed a main doctrine, yet I'm unable to "erase it" or replace it with anything else.
 
Reforming faiths is not really supported by the mod, since it has way too many permutations to be workable for us. Do it at your own risk.
For example, reforming Tantabus will make you lose the Baba Yaga objective unless you were playing a Nosferatu.
 
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Question about the Red Temptation, the blurb says it's about embracing as many people as possible and ignoring all rules, and it has thinbloods set to shunned which feels an oversight/contradiction to me?

Could the Lamia protector Cappos get be made child of random AI Lamia so they're in the family tree?

It might be another update hiccup, but ALL created characters are getting the venture, pick your social/trait/class/etc victims event as well as the normal one. Which is cool so I don't mind but feels you should know.
 
The Red Temptation is an offshot of the Cainite Heresy. Their goal is still to usher the reign of the Third Caine. Not liking thinbloods has nothing to do with embracing as many people as possible (that would be mass embracing) but more that thinbloods are harbingers of Gehenna (and, in a way, the Cainite Heresy wants to avoid Gehenna by giving the world to Caine on a silver plate) and also that they are not "pure recipients" of the blood of Caine (since they still are somewhat mortals).

For the Lamia, it would be doable but complicated (having to scope to a random Lamia, making her force embrace someone etc) and would likely cause some issues. For example, your spawned Lamia would suddenly have familial ties, so could easily skip away to her sire's court if she becomes an heir or something. We want your Lamia to stay with you.

We are aware of the Ventrue issue for custom characters, though I don't think we found a solution yet.
 
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Yuletide Development Diary
Yuletide Development Diary
1703498475540.png



Yuletidings! Lets see what Ilmarinen has in his bag for you! Wait, who is Ilmarinen? Why, I’m glad you asked! Many of House Dougal's greatest smiths and crafters became Lost Ones during the Shattering. The most famous was Ilmarinen. His fantastic workshop excelled in the production of beautiful items of whimsy and Glamour: toys. He and his wife, along with his nocker and boggan servants, closed themselves off in the cold wastes of what is now Finland or Norway. He sends a chimerical simulacra of himself to distribute his chimerical toys to children all over the world via a large sled. Unfortunately, the Mists now confuse his legacy. A few changelings have visited Ilmarinen with no ill effects, but most of the Lost Ones are extremely dangerous.

ck3_s5KUBuEmCo.gif


Wait, does this mean what you think it means? Is the Princes of Darkness development team part of the “War on Christmas”? Thats an easy question with a complicated answer!

Yule and the Fae
Yule, also known as the Winter Solstice, is celebrated on December 21-22. The Solstice occurs on the longest night of the year whatever the date. Many Unseelie childlings are born during the Winter Solstice or undergo their Chrysalises at that time. These are thought to be changelings who completely embrace their dark sides and have greater knowledge of how to conquer and utilize Banality rather than being destroyed by it. Many Unseelie celebrate the holiday in a manner similar to the Christian celebration of Christmas. Greenery is brought into the freehold and presents are exchanged, but the symbolism is quite different. Evergreens symbolize their endurance. Patiently working behind the scenes, the Unseelie gather Glamour, planning for the coming Winter while their Seelie counterparts live Summer, refusing to see that darkness approaches. Like the evergreen, the Unseelie plan to still be here when Endless Winter again turns to Spring. The presents which the Winter Court exchanges at this time are items imbued with Glamour. Many believe that Glamour must be used to create treasures that will survive the dearth of creativity which presages Endless Winter. They give these treasures to one another in the name of spreading Glamour to all the Winter Court’s followers. Yule is a time for glittering parties that mock both the inner and outer darkness as well as welcoming celebrations for the new childlings among the Unseelie. Paradoxically, it is also a time of reflection when the Unseelie begins to examine those aspects of him or herself embraced at Samhain. Thus, the Winter Court celebrates the night, reveling in its concealment and perversity, while acknowledging that the Solstice inevitably marks the time when the days begin to lengthen, driving out the darkness in favor of the light.

Wait, does this mean what you think it means? Yes, the Princes of Darkness development team has snuck into your house and tucked the Dark Ages Fae (DAF) / Changeling: the Dreaming (CTD) bookmark for the Mod into your Christmas stocking! Its jampacked full of everything you expect in a major splat update for the mod.

It includes:
  • 2 new splats: True Fae and Changeling
  • A new bookmark (Dark Ages: Fae)
  • 48 new bookmarked characters
  • 278 new canon characters in total, 35 of which have custom portrait DNA
  • 41 playable kiths (16 Kithain, 4 Jinn, 5 African Kiths, 6 Phyla, 10 Hsien)
  • 66 new dynasties
  • 46 new faiths
  • 32 new perk trees, for a total of 219 new perks
  • A new struggle: The War of Seasons
  • A new sect: The Patron Council
  • 11 new major objectives for all Fae, and 14 unique objectives for Fae houses
  • 32 new Journeys to learn Arts and master the Realms
  • 23 new special buildings for Fae around the world
  • 21 new men-at-arms
  • A ridiculous amount of new artifacts
  • A variety of fantastical portrait choices
  • "Dreams of Darkness" by Serial Symphony, a new 8 track sound track for the mod.
  • New mechanics, new events, and much more

What are the Fae?

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The Fae are the old gods, or at least their demigod children, or possibly legendary heroes, or maybe echoes of a bygone age, or the personification of folklore myths. In the World of Darkness they spirits of imagination from Arcadia. They come in three varieties, the immortal First Born Fae, the nature spirits called Inanimae, and the fae spirits who share a body with a human mortal to protect their magical self from soul-crushing banality. In the Dark Ages setting, the First Born “True Fae” are still present on earth, though their powers are waning in response towards humanity seeking answers through the Church and increasingly through reason and what will eventually come to be known as Science and Technology. Also, bureaucratic paperwork – the future sounds just awful. In other ways, the Fae are more like humanity than other supernaturals and have full access to CK3 activities like grand tournaments, grand tours, grand weddings, feasts, hunts and pilgrimages. Fae can also form Coveys (similar to Coteries) and go on journeys to learn new abilities such as magical Arts and mastery of Realms. Fae rulers also have access to all CK3 court positions in addition to some minor court positions that are exclusive to Fae.

Fae also have access to a number of fantastical men at arms like : Brownies, Duergar, Goblins, Malicious Faerie, Night Elves, Nuckelavee, Ovinniks, the Sidhe Wild Hunt, Skoogra, Troll Berserkers, Feral Chimera, Fire Salamanders, Firebirds, Mist Dragons, the Monster Under the Bed, Nervosa, Nocnitsa, Sprites and Urban Legends

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Glamour

The Fae are creatures of Glamour. Glamour is nothing short of the magical energy of creativity. It is the mana by which humanity creates art, and also the energy from which Fae derive all their mystical powers. Like a vampire might feed off the emotionally resonant blood of human beings, the fae need the energy of creativity to survive. They have a number of ways to acquire it: by resting in places of inherent glamour, by harnessing their own creativity, by musing a mortal to absorb the imagination that comes from humanity creativity, or even by draining a human of their creativity by force.


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The Shattering Begins

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One way to prevent the Shattering – the Prophecy of the Rat
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Nullify the Order of Reason
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Destroy the Inquisition
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Seasons Greetings

In Dark Ages Fae, these creatures of imagination are divided into a number of rival courts based on their affiliation with the Seasons, primarily Spring, Summer, Autumn and Winter. At the start of 1230 AD, a century long oath truce between the Seasonal Courts has just expired and the Courts are returning to a devastating struggle known as the War of Seasons. Our initial bookmark highlights some of the most influential characters in both the Oath Truce and the War of Seasons.In addition to the Seasonal Courts, there are a number of political agendas that stretch across the courts: the militants who wish to renew the War of Seasons, the Truce-Bearers who wish to preserve the Oath Truce, the Humanists who are fascinated with Humanity and the Constantians who are fascinated with the most powerful human institution – the Church. In the mod, the Courts are represented as Religions with their political agendas further expressed as Faiths.

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Some of the potential endings of the War of Seasons
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The Noble Sidhe Houses

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While each Fae is unique, there is some commonality to myths which has caused Fae to be grouped together in Kiths. The dominant Kith among the Fae are the “Sidhe”, sometimes called Elves. The Sidhe have a system of clan affiliation similar to the feudal society of humanity, where the Sidhe have divided themselves into thirteen “Noble Houses”. While many of these House members are related by blood and through lines of descent, many other Fae are not and are adopted into the houses for political reasons. In the mod, the Sidhe Noble Houses are represented as Dynasties that have their own objective decisions.

The Sidhe in Changeling: the Dreaming are largely (but not exclusively) based on Celtic mythology of the descendants of the Tuathan de Danaan. As such, they have a genealogy and relationships nearly as complicated as the Vampire clans. In developing the mod, we made a detailed chart of their ancestry. Our chart key is: purple for canon founders of Sidhe Noble Houses, blue for canon characters from DAF and CTD, green for characters from mythology and folklore, and red for a fanon character we created as the progenitor of a Sidhe house.

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The Kithain

There are far more kith of Fae than only the Sidhe. Some of the most prominent Kiths are known by names like Boggans, Pooka, Nockers, Redcaps, Satyrs, Sluagh and Trolls. There are even more kith than that based on folklore throughout the world. The Sidhe have political dominance over the Kithain of Europe and treat the majority of other fae as “commoners” compared to the Sidhe “nobility”, though some exceptional Kith are able to gain recognition from tie Sidhe as nobles in their own right. Some of these noble Kith rule their own freeholds and will be playable characters on the map; though the majority of these Fae will be found as commoner courtiers who will still prove extremely important to their Sidhe lords.

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What about outside of Europe?

If this all sounds very Western and Eurocentric, thats because it is. Initially, White Wolf primarily based Changeling the Dreaming and Dark Ages Fae lore and world building on the basis of European mythology. Since that initial offering, developers of the World of Darkness have sought to expand the setting to include kith based on myths from around the world. This includes from Changeling: the Dreaming 20th Anniversary Edition the Djinn of the Middle East and a variety of African Kiths. In the Land of Eight Million Dreams, White Wolf detailed the Hsien, or Shinma, are the "little gods" of the Middle Kingdom of Asian mythology.

In the following maps, landed Fae rulers are represented by the color orange.

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The Djinn

While it is great the CTD 20th Anniversary Edition added Jinn Kiths, there is little material about canon characters. We turned to folklore for our Jinn, basing them on the Seven Jinn Kings. Also on that bookmark is a canon Eshu storyteller of stories about Jinn who requires no introduction – Scheherazade.

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The African Kithain

While the Eshu have always been a core part of CTD, and their lore has always been tied to the Orisha of the Yoruba, and the Eshu had cultural names for various local kith analogs to their European counterparts, Africa is still a very big place with many landed holdings even with the limitation of the vanilla CK3 map. Further, CTD20 added additional 5 African kiths unfortunately without any canon characters. One of our newest developers, Dust Devil, has been doing the research and adaptation or regional folklore into the Dark Ages Fae framework. The implementation with this update is partial and you can expect more development in the future.

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But what’s going on outside of Faerieland?

AAAAAAA EVERYTHING IS ON FIRE

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Don’t worry, we didn’t forget about the other splats.

Like in the other mixed-splat bookmarks before, you can select the Fae bookmark, then select “Play as any character” to play other supernaturals. Invite Sluagh to your goth coterie. Be the most fashionable Toreador at the local Unseelie tournament. Or see what happens when you create a Kinain-Kinfolk-Nephilim-Revenant hybrid. (Did you think you could hide, Breeding Enjoyers? We know what you’re into.)

But even if you’re in a world without Fae, this update got some spicy new content.

Predator Stories

Our newest developer General_Profit has been cooking up a big batch of flavor events for Vampires, all about the many things that can happen during the hunt.

These events are based on the predator type you select at the start of the game. So now, whether you hunt among the nobility or lowlifes will have more consequences than just a few stat boosts. And if you’re a bloodleech? Prepare for some dangerous encounters. Vampires aren’t the only predators stalking the night.

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There’s also a decision to change your predator type later on in the game, if you want a change of pace.

Umbra Adventures

The Umbra has always been the optimizer’s best friend — a place where you can go to juice up your character, find treasure, or collect some powerful men-at-arms.

And you can still do that… but you’re going to have to work for it.

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If you travel between the realms, you now have to go through a series of challenges, laid out in a branching map not unlike Slay the Spire. They’re the very definition of “high risk, high reward”. So better make sure you can handle them before you go petition Charon for his super-ghosts.

Secrets

Sorcery and Demonology are now available to everyone.

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What this means is that if Infernalism or Magick are illegal in your faith, you learn these abilities in secret instead. You can even gain hidden trait experience in Demonology, which unlocks new character interactions just like the regular trait.

Just remember… if an infernal perk tells you it gives you horns or wings? That’s literal. And if you take it, your secret won’t stay secret for long.

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Torment

Speaking of blasphemy, Demons have a new mechanic that tabletop players will be familiar with.

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All Demons start at maximum Torment. You can lower it by making friends or lovers, or giving gifts to others. But inhuman acts like murder or torture will raise it again. At low Torment, Demons get another personal scheme slot, making it easier for them to cultivate more relationships… or find new members for their cult.

Quality of life

There’s now an interaction to demand payment for all hooks when you right-click yourself.

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There are some more QoL features, like a “Torture all prisoners” decision. See the full changelog for more details.

Event shaders

You will have noticed some fancy new graphics in the previous screenshots. They look even better in motion.

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Dark alleys are now more foggy, snow is more snowy, and fire can truly strike fear in the heart of any Kindred.

Roguelike mode

Last but not least… for those of you who think PoD is too easy, here’s a new game rule to spice things up.

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You can either let the game pick a random character on the map, or generate a fully randomized Vampire with random traits, disciplines, and so forth. The character you get will also receive a curse.

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Finishing a major objective will lift all curses. It will also add a crown next to your character’s name. It doesn’t do anything, but it’s shiny. Enjoy!

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Princes of Darkness, "Yuletide", Version 1.11.3.2, Change Log, 12/25/2023
# Princes of Darkness, "Yuletide", Version 1.11.3.2, Change Log, 12/25/2023

## Fae Release
- 2 new splats: True Fae and Changeling
- A new bookmark (Dark Ages: Fae)
- 48 new bookmarked characters
- 278 new canon characters in total, 35 of which have custom portrait DNA
- 41 playable kiths (16 Kithain, 4 Jinn, 5 African Kiths, 6 Phyla, 10 Hsien)
- 66 new dynasties
- 46 new faiths
- 32 new perk trees, for a total of 219 new perks
- A new struggle: The War of Seasons
- A new sect: The Patron Council
- 11 new major objectives for all Fae, and 14 unique objectives for Fae houses
- 32 new Journeys to learn Arts and master the Realms
- 23 new special buildings for Fae around the world
- 21 new men-at-arms
- A ridiculous amount of new artifacts
- A variety of fantastical portrait choices
- "Dreams of Darkness" by Serial Symphony, a new 8 track sound track for the mod.
- New mechanics, new events, and much more

## Known issues
- Some portrait effects for full replacement forms have lingering assets like hair, eyebrows, teeth, eyes and the leaf.

## Vassal Contracts
- Kuei Jin and Shih now use the tax jurisdictions system for their contracts
- Base vampire contracts have been reworked for clarity and maintenance improvements
- A lot of new faction-/realm-/culture-specific contracts have been added for vampires, mummies, demons and inquisitors

## Predator Stories
- Added 61 events for Vampires based on the player's predator type
- Added some restrictions to predator type selection: e.g. vampires with a monstrous appearance can't be sirens
- Added a decision to change one's predator type
- Ability to ghoulify added to 2 events, as well as 2 unforgiving events having slight tweaks if you are a certain type of vampire and less unforgiving for everyone

## Umbra Adventures
- Traveling from one area of the Umbra to another now requires overcoming a series of challenges (unless there's a stationed explorer at the destination)
- Challenges can involve duels against spirits, skill checks, or a chance for treasure
- Fast-traveling with the Umbra Map now requires having level 1 knowledge of your destination
- Added many new umbra realms
- Deep Umbra access is now unlocked independently from Spirit Wilds access
- Overhauled some of the more overpowered Umbra interactions (Inventium)
- You can now discern the local Gauntlet and Shroud directly in the Umbra window
- Added "being in the umbra" check to more actions

## Kuei-Jin balance
- Kuei-Jin now don't get lifestyle experience bonuses from their Dharma anymore. Instead, they get Umbra exploration speed and reduced Stress gain
- Changes to Dharma trait experience:
- Face of the Gods: You now get Dharma experience every 3 months if your capital has your faith
- Inward Way: You now get Dharma experience for completing an Umbra adventure
- Resplendent Crane: You now get Dharma experience every 3 months if your capital has your culture
- Thousand Whispers: You now get a new decision that lets you sacrifice relationships for dharma experience

## Torment
- The Demon trait now has an experience track, representing the demon's Torment
- The lower a Fallen's Torment, the longer their hosts will last before they die
- Certain Arcana perks can now only be taken at high Torment
- You gain Torment by: Committing murder, torturing prisoners, gaining rivals, or making sacrifices to greater demons
- You lose Torment by: Gaining positive relationships, or gifting money or artifacts

## Roguelike Mode
- An OPTIONAL hard mode that can be selected via game rule.
- The game will switch you to a random one-province ruler on the map. Alternatively, you can let the game generate a fully randomized Vampire for you, with random traits and disciplines.
- Your ruler will also be cursed. You can select one of the following curses:
- No Wealth: -100% Domain Tax
- No Love: -1000 General Opinion
- No Rest: +300% Stress Gain
- No Belongings: -100 Domain Limit
- No Curiosity: Unable to learn new Disciplines, Arts, or Numina
- No Guile: -1000% Hostile Scheme Success Chance
- Alternatively, you can let the game select a random curse for you, or gain all of the curses at once.
- You only have one life. If your initial ruler dies while they're still cursed, it's game over
- Finishing one of the major objectives will remove your curses. Good luck

## Gameplay
- Gold and Renown values (e.g. costs or event rewards) now don't scale as much with technological eras anymore
- Added the Gargoyle Primogen court position
- Added Rookery buildings for Gargoyles
- Resonance XP from drinking blood now scales linearly with the amount of blood taken (instead of exponentially)
- Manually feeding on herd members once again doesn't award resonance xp (like before the hunger rework)
- The prestige cost of the Learn New Abilities Journey now increases by 500 every time you learn a new ability this way
- Journey progress now isn't blocked by anything. You can gain progress during the Planning Phase even when traveling or in an activity. However, you are still blocked from starting the Travel Phase if it doesn't make sense for your character to travel
- Removed travel points of interest from Kingdom/Empire capitals and walls
- New Secrets:
- Demonology is now a secret
- The Journey to learn Demonology can now be undertaken by anyone, but it's a lot more costly
- Demonology is now considered criminal or shunned based on Infernalism crime doctrines (with a reduced opinion penalty)
- You can now gain hidden "trait experience" in demonology even if the trait is secret. Hidden trait experience unlocks character interactions and decisions (but no stat boosts). When the secret is revealed, hidden trait experience gets converted into actual trait experience
- Sorcery is now a secret
- The Journey to learn sorcery is now available to everyone. Characters whose faith considers magick a crime will now gain sorcery as a secret instead of a trait
- The Sorcery decision to become immortal can now be taken even if Sorcery is a crime in your faith, but it will reveal your Sorcery secret
- The character interactions Purification (Valeren), Fugue (Fae), and Propaganda (Grand City) can now also hide Sorcery
- You can no longer blackmail fellow Coterie members for secret abilities that would be useful during an adventure (Unbondable, Sorcerer, Infernalist)
- Characters now need to study before they can edit others' traits. Mummies and Fae will need to study true names, and Vicissitude users need to study anatomy
- Changed the triggers for many vanilla travel events that required the presence of vanilla buildings. This should make travel less repetitive
- Artifact pieces can now be merged into more powerful artifact pieces, or grafted onto existing artifacts
- Teleport abilities can now also be used to teleport your entourage to the next destination when traveling
- Becoming an Infernalist while having True Faith now makes you lose it, gain massive stress, and become depressed
- Baali and Wu Kuei now get their own version of the Learn Demonology Journey. It's free, Planning Speed is instant, and it doesn't increase the cost of other Journeys
- Owning the Blood Horn or successfully drinking from the Holy Grail now gives your character infinite blood
- The "Forever Indomitable" decision now actually destroys the Masquerade, removing Masquerade mechanics from every splat
- The diarchy power balance now shifts slower towards equilibrium, which should leave more time to influence it
- AI Golconda Seekers now slowly accumulate insight on their own
- AI Golconda Seekers who aren't in the same Coterie as a player will attempt the Suspire on their own. The higher their bravery, the sooner they will make the attempt
- Added decisions for getting rid of surplus perk points in vanilla lifestyle trees
- Unburden the Bestial Soul (Valeren interaction) now also removes the Frozen Grief modifier
- You can now use Coterie skills when trying to imprison a high-prowess character
- Winning a war with the Final War CB (Demon objective) now converts each target province to your faith, to prevent ungodly amounts of Inquisition factions
- The Soultaker artifact now also acts as an energy vessel
- Piety loss for characters who injure/exsanguinate an innocent mortal while following a Conscience faith is now doubled if that mortal is a child
- Inviting other players in multiplayer to your Coterie now has no restrictions. You can do it regardless of opinion, location, or splats
- Fixed a building inconsistency
- Vampires with their capital in India can now always employ a Ravnos primogen, even if they aren't Ravnos themselves
- Justicar's cost for claiming titles is now higher
- Removed a too sunny vanilla event
- Removed the free state government type from the mod #Never really used for anything meaningful, its theme and flavor will be improved by using them in a vassal contract rework context
- Added visceratika advanced as an option to evade the fire during the survey event
- Removed a non working Iberian CB for the AI
- Demonic thralls can't be ordinated as Inquisitors anymore
- Lowered the gold cost per soldier define #which should make raising levies less of a very bad idea
- Added a rework of the Mummy tomb event chain into decisions #Thanks Aaron for the bulk of the script
- Tweaks to tribal authority to not be misleading anymore, and be actually rewarding at higher levels
- Herdify is now restricted to courtiers #The previous unlimited range led to exploits, bypassed many other mechanics (those helping bring people to court or finding great courtiers) and was silly tone wise ("Hello fellow Prince, don't mind me walking on your land and poaching your best courtier.")
- Tribal authority now provides new bonuses, including the ability to disable vassal wars
- Recommend embrace interaction now properly removes pre existing relation like ghouls hooks
- The frenzied critters event is now less punitive
- Elope, for the AI, can now only be started if they care about pregnancy or if they are still young and foolish (less than 100 years old)
- Added Sophoniba's dead sire #because someone noticed
- Small sorcery nerfs
- Small nerfs to demon buildings to account for their new contracts
- Clarified the Lay of hands and Restoration perks descriptions
- Tweaked a vanilla tour event
- Removed the scandalous priests events. Again.
- The AI is now less likely to give gifts
- Mood of the clans part of the primogen removed #The primogen court positions are still there as usual. This only removes the part where clans get angry if you don't have primogens. We are thinking of more interesting ways to represent their political influence.
- AI will now only consider gifting common artifacts
- Removed revenants dynasty perks tooltips talking about feudal contracts since those aren't used anymore
- Wraiths buildings are now less spookingly OP
- Nerfed the gold gain from pillage and battlefield looters perks
- Fixed some stress events pulling torpored characters
- Random infernalist spawned via Daimoinon decisions are less godlike (heh)
- Reduced the AI likelihood of asking for excommunication and overloading a player head of faith
- Added 5 unique Point of Interest travel events
- Lowered the Learning requirement for the Tremere Visceratika decision (35 -> 30)
- House Eater now has resistance to to the Discover True Name scheme. The Eater himself is completely immune

## Graphics
- ORB
- 23 new 3d models for animal forms, used by Pooka (and secret future stuff...)
- Added female versions of plate armor, ancient greek war armor, ancient egyptian clothing, and the smurfy phrygian cap
- Added fog to all the dank alleyways
- Added trippy shaders to certain Golconda events
- Added fire shaders to the Survey event where a fire breaks out
- The following infernal investments now change your character's appearance and reveal you as a demon worshipper: Claws, Horns, Wings, Demon Hide
- Added four Resonance Coat of Arms Emblems design from Vampire: the Masquerade -- Blood Hunt
- Added Fae and some other outstanding COA Colored Emblems to COA Designer GUI
- Gave Roc men-at-arms an illustration and icon

## Quality of Life
- Added a "Torture all Prisoners" decision
- Added a "Demand Payment for all Hooks" interaction when right-clicking your own character
- Added a character interaction when right-clicking yourself that rolls back the progress of schemes that got stuck at 100%
- When a Journey ends and you still have paused Journeys below 100% progress, one of them will get automatically resumed
- If you return from an activity or travel plan and got some paused Journeys at 100% progress, the game will now ask you if you want to resume one of them
- Mummies now get notified by an event when their resurrection process has completed
- The interaction to buy perks after achieving Golconda now lets you buy multiple perks at once

## Interface
- The game now notifies you if you're using the Search & Trade Artifacts mod without the compatibility patch: https://steamcommunity.com/sharedfiles/filedetails/?id=3108318083
- Opening the travel planner when a Journey is finished now pauses the game
- Moved the message feed a tiny bit to the left so it doesn't get blocked by POD's giga-sidebar
- Removed trait tooltips from Journey names so that the buttons are easier to click
- The Princes of Darkness "DLC" is now "enabled"
- Added the PoD event earmark to some events that were missing it
- Hid the Theocracy and Gender Equality doctrines in the UI since they're the same for 99% of faiths

## Bugfixes
- Journeys that got stuck in the travel phase after returning home should fix themselves automatically now
- Splats without the Masquerade shouldn't end up with Masquerade modifiers anymore
- Vampires who lose all their blood after getting fed on will no longer go into torpor. This should hopefully curtail the recent Torpor Epidemic
- The game now checks if battle modifiers can be cleared after every battle, to prevent them getting stuck during raids
- More safeguards to prevent canon artifacts from getting destroyed
- Fixed some edge cases where knights on Golconda would still kill enemy knights
- Characters will now properly lose injuries and illnesses when resurrecting after an accident
- The "Lilith, the Mother" tenet now awards piety on torture as intended
- Characters with increased life expectancy (e.g. Revenants or Werewolves) will no longer look super old when they turn into Vampires
- Fixed an issue where Thralls would not become Infernalists under some circumstances
- Just characters will no longer get stress for executing hostile splats (e.g. Inquisitors executing Vampires)
- Fixed Werewolves not gaining any buildings after conquering a non-tribal holding
- Fixed double ordination interactions for custom inquisition knightly orders
- Can't drain blood from ghosts in duels anymore
- Ghouling mortal prisoners now correctly costs vampires prestige
 
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Princes of Darkness, "Yuletide", Hotfix, Version 1.11.3.3, 1/2/2024
Princes of Darkness, "Yuletide", Hotfix, Version 1.11.3.3, 1/2/2024

Change Log:
# Princes of Darkness, "Yuletide" hotfix, Version 1.11.3.3, Change Log, 1/2/2024

## Gameplay
- The Tapestry of Fate now adds scheme power to learning true names. It also unlocks a decision that lets one learn new true names at the cost of stress
- Added a dynasty legacy track for Wu T'ian
- Overcapping on Glamour or Resolve no longer reduces stress
- Added a stress loss bonus to the Glade building
- Inanimae and Hsien won't be affected by the Shattering anymore
- First Born True Fae are no longer immune to murder schemes
- The Cauldron of Fear artifact will now be destroyed when completing the "Schemes of the Ratkin" Rat Exterminator objective decision.
- House Dougal's "Gold to Iron" objective decision requirements modified to add Strathcruach forge. If a gold mine is completely controlled, the cost of 10,000 gold can be bypassed.
- House Dougal/Nocker/Boggan Objective Decision "Inert Cold Iron" will now make First Born True Fae immune to murder schemes.
- Inert Cold Iron decision difficulty and cost increased.
- Fae "Bring back the Prodigals Objective Decision" made much more difficult.
- Fae Destroy Shadow Inquisition decision now requires the complete control of Roma.
- Prowess duels during the Antediluvian hunt now take prowess values beyond 100 into account
- Smoothed the prowess scaling of some Ante hunt duels
- All Werewolves get Deep Umbra access now
- You can now force your Ghouls to divorce
- Become Santa decision can now be done by female rulers
- Added a new curse to Roguelike Mode: No Demands (Unable to revoke titles from vassals)
- When rolling a random character in Roguelike Mode, you can now elect not to gain any curses. This will disable permadeath and basically let you play normally with your new character
- Added most of the Fae objectives as valid objectives to Roguelike Mode
- Number of Bai Ze Tu Fragments so there is still a chance to create the entire grimoire even if some of them are destroyed.
- The kingship Caern of the Crescent Moon as a Silver Fang and Siberkah holy site is now properly located in the Ural Mountains (specifically in the county of Ural), its effect increases vassal limit. The titular kingdom Sept of the Crescent Moon remains in the same location. https://whitewolf.fandom.com/wiki/Sept_of_the_Crescent_Moon
- Severely nerfed the prestige gain by some specific duel moves
- Made Umbra enemies more difficult by giving them the Blademaster trait
- Nerfed the prestige gain from rejecting Umbra buffs after winning an Umbra duel
- Made some contracts available for non mummy liege of mummy vassal
- Added new option to ignore shattering event if Fae has Immortal trait

## History
- Added 3 Mummies characters #The Horus loyalist vizir of Asia in the Maldives and the first two playable Wu Tian
- Pressyne's triplet daughters added: Melusine, Melior and Palatyne. The Toreador Melusine d'Anjou has murdered Pressyne's daughter Melusine, and assumed her identity. Pressyne is now a rival of Melusine d'Anjou. Because the French Toreador did not have enough drama.
- Bookmarked Jinn now have Ojo and Iku related faiths matching their character histories.
- Added 23 lore buttons, scripted the stats of those characters
- Horus is now 100% more of a chad
- Fixed some historical Vampires having no generation trait
- Changed Bookmark Emperor titles to Seasonal empires rather than duchies
- Adjusted Marconius' portrait look, as well as his childer and grandchilder

## Interface
- Clickable resource bars:
- Clicking the Glamour, Chi, Sekhem, or Resolve bars will now show the various ways these resources can be regenerated
- The tooltips of the Chi bars now show your Yin/Yang Virtue
- The tooltips of the Rage and Gnosis bars now show the likelihood of these resources regenerating each month
- Added a hint about clickable bars to certain tutorial events (Vampire, Mummy, Fae)
- If you have an artifact that can store blood (e.g. the Odious Chalice), it now shows up when clicking your blood bar
- Characters with lore now keep their lore button after death
- Added an encyclopedia entry for Deep Umbra access
- The Umbra adventure events where you can choose an artifact now show you a preview of the choices
- Removed the "No Glamour" and "No Sekhem" interface alerts since clickable bars act as the tutorial now
- Various typo/grammar/tooltip fixes
- Changed the look of Wayland to match future Weyland of House Dougal.
- Made an event for checking your character's total prowess: event POD_debug.1
- Compressed some graphic files

## QoL
- Added an option to exclude "Partial True Name Known" hooks when demanding mass payment
- The repeatable True Name Study event will now prompt you to select a new category when you've learned all true names of your current category
- The decisions "Twist Fate" (Arcana) and "Request Wealth and Influence" (Investiture) now let you spend multiple perk points at once
- Added Mrs. Claus nickname and Become Santa immortality for primary spouse

## Bugfixes
- Fixed the imperial ambition event reoccurring
- Fixed omega_gold_value being less omega than intended
- The Underbridge decision and CB now expand the Underbridge kingdom instead of the duchy, to prevent it from swallowing up duchy capitals
- Added a safeguard to prevent the titular Fae season titles from being destroyed
- Fixed the tooltip of the Covet cantrip
- Added some missing traits to Reweaving
- Become Santa objective decision checks for Soothsay Advanced as well as Soothsay now
- The Penance interaction (True Faith) now properly shows its effects
- Fixed a bug that let one store Energy (Blood, Glamour, etc) in any artifact
- Removed the Kinain trait from Melusine
- Fixed a masquerade breach event where a mortal didn't spawn with blood resonance
- Fixed some triggers for access to Inquisition buildings and lifestyles
- Numerous small typos and tooltips fixes
- Only characters who can actually learn Serpentis can get it from visiting Ombos now
- The Last Cathar event won't proc for infernalists anymore
- The Venator nickname won't override an existing nickname anymore
- The vanilla burying the hatchet event won't happen for nemesis anymore, since it doesn't do anything for those anyway
- Disabled a nonsensical event for immortals (sell titles event spawning a long lost mortal sibling)
- Upped the grace period before the mod "locks" your clan choice for clan content/custom character purpose
- Ancient Egyptian females will no longer default to wearing Nemeses. Female player characters can still choose the Nemeses as will any female Pharaoh (in honor of Hatshepsut)
- Unveiling: canon female characters in Europe are will now not default to having additive headgear of veils. Pressyne is still wearing a veil for reasons.
- Various minor fixes (typos, weird events, tombs for wutian etc)
- Solved a gifting artifact issue
- Fixed some issues with portraits for Fera/Monster forms and pieces

 
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