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kellenbeck

Eternally Tired Modder
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Jun 17, 2014
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MYTHOS 2.1.2
(Title is still a placeholder)

Now with 3.0.1 compatibility!

Mythos 2 is a mod based around most fantastic creatures in mythology, and expanding the amount of playable content in the game massively. Currently, the most major races and subraces in the mod include:

- Vampires
- Werewolves
- Giants
- Olympian and Norse Gods
- Dragons
- Zombies
And more!

All releases on Github -> Github
Newest release on Steam -> Workshop
the latest can also be found attached to this post.
The version attached to this post is very likely to be out of date. Please use the github version if you can. Thank you for understanding.
This section of the main post is a WIP. No images for this yet.

- Vampires (Overhauled with new content, gameplay tweaked and bugs fixed)
- Werewolves (Overhauled the existing content, fixed a lot of bugs and added some extra content)
- Giants (New mechanics and a few new things on the side for them)
- Olympian and Norse Gods (New gods and improved history, as well as realistic sins and virtues for each faith)
- Dragons (MAJOR overhaul including a new religion, a crazy amount of events, and yes, a dragon-pope.)
- Zombies (doesn't pop up early nearly as often anymore. okay it appears they do again after one of the many CK2 patches since the release)
-Active-
Rydelfox - Main Designer, Event Wizbang, Dragon Specialist because dragons

-Inactive, Retired or on Vacation-
Krool - Designer & Vampire Specialist Hope you have a scarf
- Moved on to another project

kellenbeck - Team Leader, Organizer, Designer & Emotional Support emotional support is totally a job
- Currently going through IRL problems

-Honourary-
Stanley Yelnats - he let us try to update original, then he gave us permission to continue our build as another mod after he returned to update it himself.
GiantsBeta.PNG

The giants follow the faith of the Jotunn, worshiping the ancient giants and Loki alike, but no Aesir. They have been Relegated to Nordland, but desire to conquer literally all of Scandinavia and then some. And they can do it, too!
AuramBeta.PNG

The Auram dynasty, dragon kings of the Isles, and heirs to the Flame. over a thousand years have passed since the fall of the last emperor. Can they re-establish their once mighty hold on the petty humans, or will they become prey to those who hunt for glory?
MasterWizardBeta.PNG

The Qocho have lived in their homeland for years, but with the coming of the new age of Knowledge, they have learned of the mysteries of magic. Will their Manichean magician of a magnificent margrave manage to rule, or will he die as he lived, defending his ancestral homeland from the other tribes, or worse?
Mythos was originally created by Stanley Yelnats. This mod was created with his blessing, and everything he has done for us is highly appreciated. Thank you, Stanley!

Progress updates/dev-diaries will be posted occasionally in this thread. You can find a link to the Github in the Download spoiler, as well as the actual files uploaded here in this thread. Dev Diaries and releases (with their patchnotes) are threadmarked for ease of access.

The version attached to this post is very likely to be out of date. Please use the github version if you can. Thank you for understanding.
 

Attachments

  • Mythos2.1.2.zip
    13,6 MB · Views: 853
Last edited:
The Chamber of Changelogs

Versions start at 2.0.0 because mythos never went beyond 1.x.x

##########################################################
##########################2.0#############################
##########################################################

#######
# Magic
#######
- The Magic focus has been fleshed out
- Trait inheritance for Mythos races has been reworked
- Magic now has 4 associates lifestyles, each given new options
- Mages can build a unqiue Magic Tower building through an Magic focus event
- Summoning grants different unit types depending on religion

#########
# Dragons
#########
- Followers of the draconic religion have a Purity trait affecting their prestige, piety, opinion, and income
- Followers of the draconic religion can consult the elders to learn how to improve their piety and unlock new ambitions
- The head of the reformed draconic pagan religion, the Sapphire Flame, is now an independant pope-like ruler formed in one of the holy sites who cannot be vassalized.
- The Sapphire Flame can grant favors, including lending gold, disinheriting bad heirs, granting divorces, and giving claims.
- Dragons have unique forms of governments available. These governments cannot levy-shift their vassal obligations
- Draconic tribes can't use most conquest CBs, but get a stronger Tribute CB
- Draconic tribes can declare war to forcefully vassalize one of their tributes
- Draconic tribes can form merchant republics without reforming by holding 4 tributes
- Draconic tribes can adopt feudalism without reforming by tributising all their neighbors
- Draconic pagans have access to a new pilgrimage
- Draconic holy sites contain a unqiue building called the Eternal Flame. This grants bonuses to Draconic holders and negative events for other holders
- A non-Draconic holder of an Eternal Flame may try to destroy the flame to stop the events
- If a flame is destoryed but later taken by a dragon, they may try to relight it by decision, at the cost of their life.
- Draconic Theocracies will only appear if they hold a holy site. They have extra buildings and can charge Jizya taxes

##########
# Vampires
##########
- Vampires are now hidden from the world at large, but can become "Known Vampires" if discovered
- Vampires have a hunger mechanic, increasing both their stats and chance to be caught if they don't feed
- Vampires whose hunger goes too high will feed automatically, with a very high change to be caught.
- Vampires can now only feed when hungry
- When feeding, a vampire may heal wounds or, if the target has good stats, increase their attributes
- Vampires can feed without killing at a lower chance of being caught, but it won't heal wounds or raise attributes
- Vampires have access to the Blood Court government, adding additional voting positions automatically filled you your oldest courtiers or vassals
- Blood Court voters can gain access to events and decisions to secretly steal political, military, and economic power from their liege
- With enough power, Blood Court voters can forge a claim on their liege or reduce them to a figurehead

############
# Werewolves
############
- Werewolves are now hidden from the world at large, but can become "Known Werewolves" if discovered
- Werewolves may challenge their liege to combat for the throne
- Werewolf rulers may pass new laws to change when challenges may be issued
- Werewolves can receive Horse Lords werewolf events if the DLC in enabled
- Werewolves have a control mechanic. Characters with high control are better at big-picture control and avoiding detection. Characters with low control are better at personal combat and get more frequent werewolf events, but are more likely to be caught.

################
# Minor Features
################
- Different religions can have a different set of virtues and vices, granting bonuses or penalties via the Virtuous and Wicked modifiers
- Christians are now able to receive religious icons as artifacts
- Iconoclast characters may destroy religious icons for bonuses
- Waldensians and Lollard priests may reject materialism and become ascetics
- Fratecelli and ascetics can sell valuable artifacts and give the money to the poor for bonuses
- Mythos cultures and races have been given new buildings and retinues
- Monster hunters can use a new CB to declare war on and kill monsterous rulers.
- Revolts against monster lieges are now proper revolts.
- Combat tactics have been updated to account for new troop types
- Different religions have different death texts to reflect their differing beliefs
- Different religions have different vices and virtues, which change piety and opinion
- Intrigue Focus, Hunt Apostates, and (non-monks and mystics) Build Spy Network can find secret werewolves and vampires
- New religions now have holy orders and mercenary companies
- New religions have additional minor titles to hand out
- Brythonic Pagans are now known as Celtic Pagans
- Reformed Brythonic Pagans are now known as Druidic Pagans
- Instead of reforming, Kemetic Pagans have an Atenist heresy that can arise if they control 3 holy sites and Asyut (The locations of the old Atenist site of Amarna)
- The Jotnar heresy will only appear where giants or jotunn culture are present
- Instead of reforming, Hellenic Pagans who control rome and the roman empire can revive Roman Paganism
- Mythos religions now have "Bad Preist" traits
- Mythos religions now have crusader traits
- Mythos races now become infertile at different ages
- Hellenic Pagans can now restore the roman empire
- Satanists and Draconic Pagans can now hold feasts
- Brewing a love potion can now be used on characters other than your spouse. The potion now works in incremental stages
- The religious conversion spell now targets a province
- Gods and the undead are mostly immune to disease
- Gods and Werewolves heal quickly from injuries
- Chance of dying or getting injured in battle scales with personal combat rating

#########
# Balance
#########
- Scorch Province has been weakened to not rapidly spawn thousands of revolters
- Magic familiars have been reworked to operate similar to and overlap with the Monks and Mystics familiars
- Horse Archers no longer trigger light cavalry tactics

###########
# Interface
###########
- Reworked education Focus interface to reflect the addition of magic education
- Added icons for new units
- Added 10 new event pictures
- Added new graphics for Vampire, God, Demigod, and magic education traits

##########
# Database
##########
- The Greek and Norse pantheons have been fleshed out more
- Some members of the Greek pantheon will change their names upon adopting roman paganism
- New court physicians have been added
- Added starts for several new races

##########
# Bugfixes
##########
- Gods can no longer convert to non-theistic religions
- Many old events were changed from MTTH to on_action, reducing the performance impact of those events
- Fixed many cases where characters would not gain the correct race trait
##########################################################
##########################2.0.1###########################
##########################################################

#######
# Magic
#######
- A new inheritable trait, given to anyone with a magic education will now allow children to be trained in magic even if they could not learn otherwise

#########
# Balance
#########
- AI Vampires should feed less often, especially if there are few human courtiers left
- Automatic Vampire feeding catching a vampire, werewolf, zombie, demon, or ethereal no longer gives healing or stat boosts
- The TOG Faeroyar start now starts with a 15 year non-aggression pact with Haraldr of Norway to stop them from immediately getting conquered
- AI should educate their children a bit less randomly
- Creating the Sapphire Flame will now remove claims from Reformed Draconic Pagans on the land.
- Success in Perform Alchemy should no longer leave you behind on gold. Results now scale with learning, magic education, the artifact "Lesser Key of Solomon", and, with Monks and Mystics, Hermetic rank and influence. The last part can reduce the outcome.

##########
# Bugfixes
##########
- Anti-monster revolts no longer consider a single wrong-culture/religion province to be equally disasterous as an entire wrong-culture/religion empire
- Satanists no longer try to simultaniously use their own virtues and Christian virtues
- Dragons can now be mages
- Custom characters with magic education should no longer spontaniously lose their education
- Characters should no longer end up with multiple blood court titles
- Fixed Brew potion requiring the target to know magic
- Fixed summoning servants only working for Counts
- Fixed one of the Greater Key of Solomon events giving a favor in the wrong direction
- Fixed old religions displaying wrong on the map
- Immortal characters should no longer get the Reaper's Due immortality event chain
- The title "The Old" should not longer be given to characters that are young for their race
##########################################################
##########################2.0.2############################
##########################################################

########
# Giants
########
- Giants and half-giants have a size trait that increases as they age. Half-gaints grow at half the rate and dwarves will not grow at all
- Northern German, Germanic Pagan, and Jotnar giants receive an additional racial trait.
- Gaints and half-giants have new art for their racial trait

################
# Minor Features
################
- Characters no longer have perfect "gaydar"
- Dragons can now attack draconic rivals to steal gold
- Merchant Republics can act as moneylenders, providing and alternative to borrowing from the Jews
- Added additional events from the Sapphire Flame
- Certain holy orders will sometimes generate characters with special traits

#########
# Balance
#########
- Adjusted Ruler Designer costs
- Reworks how the pup trait is inherited. It should be more common for children of werewolves and less common for children of non-werewolves
- Gods and demi-gods now get an opinion bonus with co-religionists instead of characters with the same trait.
- Adjusted values for Perform Alchemy - success should no longer gain less than the initial cost.
- Alchemists with the magic focus and now get the panacea event after gaining the lifestyle
- Werewolf challenges should be a bit faster
- Werewolves should get Horse Lords full moon events less often, making high control a bit easier

##########
# Bugfixes
##########
- Sympom healing now scales for long-lived races with Reaper's Due
- Vampires no longer claim to drink their own blood
- Vampires without the Conclave expansion should now have the correct government
- Zeus is no longer named "Conclave"
- Adopting werewolf culture now properly requires King rank or higher
- The mother of the Faroyar dragon at the The Old Gods start should no longer appear to be a human
- Werewolf pits now have the correct effect on garrison size
- Vampires need to be down to adopt vampiric culture
- Norse, Swedish, Norwegian, and Danish characters should once again use Norse portraits
- The Infertile trait should now be visible in Mac OS
- Fixed inland republics being listed as merchant republics
- Fixed cases where automatically generated characters at game start would never get their race trait
- Fixed some incorrect math behind werewolf challenges
- The Pope is no longer fine with your having demons in your employ
- Fixed a bug where a fuedal ruler could become the Sapphire Flame
- Fixed a bug if the germanic Fylkir had a draconic government
- Fixed circumstances where werewolves could end up in multiple simultaneous challenges
##########################################################
##########################2.0.3###########################
##########################################################

#########
# Balance
#########
- Dragons are less likely to die in rival raids
- AI dragons are less likely to raid rivals, and less focused on finishing off injured rivals
- Adjusted odds of dragons getting new rivals, especially in the same realm
- Auras now last much longer
- Slightly increased the maximum gold loss for failing performing alchemy
- Increased the spell cooldown after performing alchemy
- Magic education has slightly less of an impact on performing alchemy
- Having the Philosopher's Stone now improves performing alchemy

##########
# Bugfixes
##########
- Werewolf challenge should be less prone to overflow the stack
- Saved Chronos from the Lhurgoyf
- Zeus should now seduce mortals
- Zeus should now be named Zeus.
- Fixed a bug where injured vampires couldn't gain stats if they killed their victim.
- Fixed vampire feeding claiming to heal you when it didn't
- Dragons and Vampires will only gain adults as rivals
- Jotnar pagans can now use county conquests on ports, like Norse pagans
- Giants now properly grow larger with age
- Fixed some graphical issues on dragons
- Fixed dragons not getting money after raiding rivals
- Inheritance game rule now affects dragonborn + human offspring
- Localized secret society currencies for Mythos religions
- Added missing events for Mythos secret religions
- Broke characters with tiny loans are no longer forced to steal the money
- Special troops have lost the power of invisibility
- Fixed missing special unit sprites
##########################################################
##########################2.1#############################
##########################################################

###########
# Revenants
###########
- Zombies, now generally Revenants, have different names depending on culture and religion
- Revenants now have unique portraits
- The Voodoo religion has been removed. Zombies now use a religion known as "The Damned"
- Characters cannot normally convert to or from The Damned
- Due to some mechanics not displaying clearly and most events not making much sense for them, Revenants are not playable.
- Revenants have unique cultures based of the culture, religion, and location spawning them.
- Different Revenant-specific cultures have different effects
- Non-revenants cannot convert to revenant cultures and vice-versa
- Revenants have a strong opinion hit against everyone except other zombies and Necromancers.
- Revenants use a modified horde government which has few, if any, levies and no retinues and can use any type of holding.
- For Undead Hordes, Manpower is called "Corpses"
- Undead Hordes are able to use corpses to summon non-reinforcinge event troops
- Undead Hordes can sacrifice population to gain corpses or reanimate corpses to gain population, but at a loss
- Undead Hordes can loot the dead, sacrificing corpses for gold
- Undead Hordes gain corpses based on the level of Depopulation (with Reaper's Due) or Devastation (without Reaper's Due) in their provinces
- With Reaper's Due, most sources of Prosperity cause depopulation instead, including the normal increase over time
- Without Reaper's Due, provinces owned by Revenants will slowly gain Devastation while provinces owned by the living will slowly lose it
- Provinces with undead cultures and religion will begin to convert back once they no longer have depopulation or devastation
- With Reaper's Due, provinces that increase depopulation due to the Dread Plague may trigger Revenant revolts
- Revenants are unable to use most normal buildings
- Over time, Revenant controlled provinces will replace normal buildings with revenant-only versions that have different bonuses
- Undead Hordes can sacrifice population for force the conversion of building, though they cannot select which building will be converted
- Revenants cannot build buildings or holdings normally
- Revenants lose access to most CBs
- The old zombie invasion CB has been removed
- Revenants have a "Feed on the Living" CB, which targets a kingdom to increase its depopulation or devastation
- When Feed on the Living causes depopulation or devastion, it will attempt to convert the province to the attacker's religion and culture
- Revenants have an Undead Conversion CB which they can use to force other undead-cultured counties to convert to the attacker's culture
- Revenants have an Undead Conquest CB, which will attempt to conquer a county or duchy, but can only be used on counties that share their culture
- Most Revenant CBs has short truces, but fully defeating them instead of white peacing gives a longer truce.
- Revenants have access to an "Undead Charge" tactic when fighting in fully depopulated or devastated provinces
- Necromancers, Priest, and Holy Warriors with certain traits gain access to Turn Undead and Smite Undead tactics when fighting undead.
- Revenant units have had their stats and tactics tweaked

#######
# Magic
#######
- Some Way of Life Magic events can now accept ingredients
- Herbalists can gather ingredients (herbs only) without being in the hermetic society
- Herbalists with Monks and Mystics can brew a potion of Eudemonia without being in the hermetic society or when lacking currency
- Added new ingredients, including high quality ingredients for special herbalist potions
- Renamed Brew Potion to Brew Love Potion
- Reworked the requirements and results of the Love Potion
- Herbalists can now brew a love potion without magic education
- Additional potions are available for Herbalists using the new ingredients
- Taking multiple potions may cause trouble for the recipient
- A new Necromancer Lifestyle is available. It is considered a magic lifestyle, but cannot normally be selected as a magic specialization.
- Necromancers are immune to all disease infections
- Necromancers suffer a poor opinion with everyone except other Necromancers and Revenants
- Necromancers can create Revenant courtiers and force undead to be obedient to them.
- Necromancers will always receive Revenant troops when summoning an army
- Necromancers are able to identify vampires
- Necromancers can never be seen as miracle workers
- Characters with a magic lifestyle can grant an Apprentice title, allowing the titleholder to ignore restrictions on the lifestyle and forcing them to study it.

##########
# Vampires
##########
- Player-controlled vampires can grant a minor title, making it a crime to feed off the title holder. This will reduce the chance of most other vampires feeding on them.
- Feeding on someone without killing them has a chance to make them your Thrall. Thralls can't disobey you and are easier to feed off of.
- The AI will no longer factor in vampirism when considering a marriage offer if it doesn't know the character is a vampire.
- AI gain hunger a little slower.
- Vampire's now have a decision to hold a blood feast, sacrificing some prisoners to partially sate the hunger of themselves, their courtiers, and their vassals.

#########
# Dragons
#########
- AI will no longer attempt to destroy eternal flames unless they've been receiving negative events for them
- Increased the benefit of high personal combat it dragon raids. The traits God and Demi-god now help in dragon raids
- Removed ability to request Divorce from Sapphire Flame, since it was caussing errors, and draconic pagans can already get divorces normally

###########
# Education
###########
- Added several childhood events for supernatural races to change culture or religion
- Added a special education decision for Mages

##########
# Religion
##########
- The Theology focus now gives different traits depending on your religion.
- All religions except Luciferian and The Damned cause a -200 opinion of The Damned. Luciferians only have a -50 opinion.
- Fixed some missing UI for the Circle of Druids
- Removed Satanic Papacy decision until it can be reworked
- Reverted old religion names to vanilla behavior until they can be reworked properly.

##########
# Database
##########
- Dragons now rule Kola at the Stamford Bridge start, though as a vassal of Sweden
- Dragons now rule Faroyar at the Stamford Bridge start, though as a vassal of Noway
- The dragon Tarasque now rules Mentese at the Late Middle Ages start
- The Hindu dragon Apalala rules Sakala and Udabhanda at the Charlemagne start
- The werewolf Gwrgi Garwlwyd now rules Powys at the Charlegmagne start
- Vseslav of Polatsk is now an Arcane Master and Werewolf
- Bizuneh Bisclavret now rules Brittany at the Stamford Bridge start
- A Werewolf Wolver dynasty rules the Shetland Islands at all starts
- The vampire Sava Savanovic now rules Rashka at the Viking Age start
- The vampire Arnald Estruch now rules Emporda at the Age of the Mongols start
- The vampiric Upir dynasty ruler Pommerania at all starts
- Revenants control Songhay at the Charlemagne start
- Revenants control Bjarmia at the Viking Age start
- Revenants control part of Kalinga at the Stamford Bridge start
- Revenants control Trinkitat at the Alexiad start
- Revenants control Bryansk at the Age of the Mongols start
- Revenants control Urbino and Revenna at the Late Middle Ages start
- Ramesses II controls some territory in Egypt from the Viking Age onward
- A Djinn rules Mahra at the Viking Age start
- A Djinn rules Oman at the Stamford Bridge Start
- A Djinn rules Shiraz at the Mongols start
- A Djinn rules Cyrenaica and Tobruk at the Late Middle Ages start
- The Celtic giant Cromoran rules Cornwall at the Charlemagne start
- The giant Brynjolf rules Nordland at the Viking Age start
- The giant Dobrozhir rules Pskov at the Viking Age start
- The Muslim giant Ferragut rules Lisboa and Coimbra at the Viking Age start
- The Celtic giant Balor rules Breifne at the Stamford Bridge start
- The Hindu demi-god giant Ravanna rules Nasikya at the Mongols start
- Several unlanded giants, vampires, and werewolves have been added to appropriate courts
- All bookmarks have had their recommended characters changed to Mythos-relevant characters
- Redesigned several coats of arms

#########
# Balance
#########
- Djinn now have a natural magic trait to counteract the penalties for being a mage
- A few additional Way of Life focus events.
- Some actions that would otherwise give "Suspected Monster" give an opinion penalty to your court if you are a monster
- Children with some supernatural races will have the effect of "Sickly" scaled to their health
- Several buildings now care about the province owner rather than the settlement owner
- Several Republic buildings have been moved to the Family Palace
- Searching for the Greater Key of Solomon succeeds a bit faster

##########
# Bugfixes
##########
- Corrected a bug causing some flags to display improperly
- Blood courts should now immediately assign blood court members after founding vampire culture
- Fixed broken localisation on temples
- Fixed broken localisation borrowing money from a kind Sapphire Flame
- Fixed a bug causing blood courts to repeatedly change succession laws
- Fixed a bug where attempting to destroy an Eternal Flame would claim it was already destroyed
- Fixed a bug where Zeus would keep seducing the same person instead of swapping targets
- Aztec characters are no longer treated as having no virtues simply for not having all of the aztec virtues
- Fixed a bug where giving someone a Panacea would not remove it
- High learning no longer makes it harder to read the Greater Key of Solomon
- Fixed a but preventing progress in magic learning
- Fixed an infinite loop that could occur if someone lost their title during a werewolf challenge

##############
# Known Issues
##############
- The description for the Damned religions does not display
- In some cases, Revenant titles don't change right away, resulting in them temporarily being refered to as Khan or Khagan
##########################################################
##########################2.1.2###########################
##########################################################

################
# Warrior Lodges
################

- Added Warrior Lodges for Draconic, Druidic, Kemetic, and Jotnar pagans.
- Druidic and Jotnar warrior lodges can engage in Flyting and the Kemetic warrior lodge can engage in games of dice.
- The Kemetic Lodge has a power to increase the supply limit near major rivers and provide supplies to their commanders.
- The Druidic Lodge has a power to increase your speed commanding armies
- The Draconic Lodge has a dragon-exclusive power to deal additional damage at the start of combat
- The Jotnar Lodge shares the Germanic Pagan berserking

############
# Bloodlines
############

- With Holy Fury, the Blood of the Gods trait has been replaced with Blood of the Gods bloodlines
- Different gods will have different bloodlines
- Blood of the Gods bloodlines are passed on to only biological children, including bastards, even if they are unacknowledged
- Blood of the Gods may not always be passed on to children, especially if only one parent has a divine bloodline or the the children is further from divinity
- Characters can only have a single divine bloodline, with more specific bloodlines, such as "Blood of Zeus" taking precidence over more generic ones, like "Blood of Olympus"
- Currently, only the Germanic and Greco-Roman pantheons have god- or pantheon-specific bloodlines. Others will use a generic "Blood of the Gods" bloodline type.
- Characters with certain divine bloodlines are more likely to pick appropriate focuses
- Characters with bloodlines from gods known for chastity are harder to seduce
- AI characters, especially gods, that have certain bloodlines may seduce outside of their court

##########
# Religion
##########

- Religious reformation now adds all characters of that religion with the god trait to their list of gods
- Mythos religions now exclude certain gods if reforming with Domatic, Patriarichal, or Matriarichal
- Religions with ancestor veneration now consider religion-specific virtues and vices
- The Sapphire Flame starts off in existance when Draconic Paganism Reforms
- Instead of granting a holy site to create the Sapphire Flame, reformed draconic pagans can grant a holy site to an unlanded Sapphire Flame
- If the character granting the holy site is an emperor, the Sapphire Flame will become their vassal. Otherwise, it will become independant
- Removed decisions to borrow money or request claims from the Sapphire Flame, as they are redundant with the same ability added in 3.0
- Removed decision to grant the Sapphire Flame land in exchange for an alliance
- Religious heads will consider a character's virtues and vices dependant on their religion when answering requests
- Religious heads consider magic education, blood of the gods, and purity, as appropriate
- Reformed Draconic Pagans can no longer ask the Sapphire Flame for money
- Reformed Draconic Pagans can now take a loan from the Sapphire Flame, gaining 2 years of income, and paying back 25% of yearly income for 10 years
- Reformed Draconic Pagan's ability to request a blessing has been reworked to be more consistent with other favors

##########
# Database
##########

- Rovaniemi is now controlled by Kola at the Viking Age start
- Germanic and Greek gods now have divine bloodlines
- Added Hestia to Olympus
- Thor no longer looks like an old man

#########
# Balance
#########

- Dragons now have slightly lower fertility
- Draconic Paganism is now Seafaring
- Reverted cultural building behavior to vanilla
- Scorch Tactic has been replaced with Rain of Fire tactic, benefiting both dragon cavalry and archers in the skirmish phase
- Certain Mythos city buildings are only available to merchant republics
- AI Vampires are less likely to convert to satanism

###########
# Bug Fixes
###########

- Fixed some crashes at the 769 start
- Fixed an issue where Reformed Hellenic Paganism had no icon
- Fixed an issue where inherited debts gave two half-payment options
- Losing in a dragon raid no longer makes you lose prestige twice
- Reworked how the dragon raids work behind the scenes to make it more accurately move gold
- Fixed draconic pagans losing access to concubines on reformation
- Granting a holy site to the Sapphire Flame no longer requires you to directly hold the barony, but does require you to directly hold the county
- Fixed incorrect flags for several titles
- Fixed broken dynasty icons for Aesir and Vanir
- The inability for gods to convert to monotheistic religions now considers the Dogmatic doctrine
- The inability for gods to convert to non-theistic religions now includes Jainism
- The slavic dragon god Zirnitra's name has been corrected for draconic pagans
- The Norse goddess Hel is now a Norse goddess.
- Fixed an issue where unreformed post-reformation pagans would be missing a space after "Old"
- Fixed some incorrect virtue/vice tooltips for satanists
- Zombies can no longer join warrior lodges merely because they aren't zealous about being undead
- Fixed some cases where zombies were just zombie cosplayers
- Revenants can no longer build and use bloodline buildings or shrines
- Dragons can no longer eat other dragons unless they are cannibals
- Same goes for bears
- Fixed some cases where a vampire could get upset at themself for feeding on someone they were protecting
- Fixed some cases where a vampire could feed on someone protected without a penalty
- Buildings now properly convert to being part of your family palace when reforming from a tribe to a merchant republic
 
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@RossMoris
Elves and Dwarves are "Too Humanoid" to be worth spending time on until the others are mostly done. The dwarves would make sense in the mountains of Scandinavia and Scotland, and the Alps. could even change the map a bit to accommodate them. The elves would make more sense in the forested regions, where the pretty much worthless Sumenusko tribes are, or in southern Slavic lands. The Russian portraits do look a bit elven, now that i think about it. Just needs some pointy ears, a horrid accent and a tendency to be stubborn!

Gubbins - I dont think they would fit in well personally. I think Centaurs would fit in better, place them in southern Bulgaria and have them follow Hellenic like the gods of Olympus.

when it comes to Muls, i have no idea what a Mul is, but I'll do some reading. I know about THE Mule from... shoot, what was that one book of Asimov's? Sequel to The Federation.. i forget the name. Ah well! :rolleyes:

Edit: Wow they are just half-dwarves? :confused: I get that they were going for a dwarven language - sounding term, but i was expecting something like a actual mule or some sort of alien bug.

We have actually implemented half-versions of three races. currently other major ones that don't have half-versions are Vampires ,Werewolves, and Zombies because a undead werewolf-vampire hybrid would be a nightmare to balance. even though you can have a undead full-blooded werewolf vampire which is BEYOND unbalanced COUGH COUGH

Current half-race versions include:
1 Direct Dragon Parent or Grandparent: Dragonborn < - Half as good
1 Direct Dragonborn Parent or Grandparent and no dragon Grandparent: Blood of the Dragons

1 Direct God Parent or Grandparent: Demigod < - Half as good and not immortal
1 Direct Demigod Parent or Grandparent and no god Grandparent: Blood of the Gods

1 Direct Giant Parent or Grandparent: Half-Giant

All "blood of x" traits will be inherited infinitely, and only provide minor bonuses. Blood of Gods is slightly buggy at the moment, but our resident event wizard is working on it. ;)
 
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when it comes to Muls, i have no idea what a Mul is, but I'll do some reading. I know about THE Mule from... shoot, what was that one book of Asimov's? Sequel to The Federation.. i forget the name. Ah well! :rolleyes:

Edit: Wow they are just half-dwarves? :confused: I get that they were going for a dwarven language - sounding term, but i was expecting something like a actual mule or some sort of alien bug.
You were thinking of Foundation and Empire (and Second Foundation, the Mule is in both). Personally I prefer other takes on half-dwarves than the Muls, like the one were half-dwarves, half-humans result in dwarves - but simply half-dwarves work too.
 
Progress Update for 9/8/2017!
[Sorry for the lack of images, internet's being slow :mad:]


Contributors marked, for example: "- Bob"

Major Changes:

Glitterhoof now lives among the gods! Well, not her specifically, but a horse nevertheless. Sleipnir, the eight-legged horse of Norsegreek mythology is the child of Loki, and Odin's steed, and he will now trot among Midgard with his bretheren. Along with them, Frigg,Freyja, Heimdallr, Baldr, Nanna, Bragi, Sif, Tyr, Hel, and Angrboða have been added! - Rydelfox

For the Hellenic faithful, there is now Hades, Hermes, Apollo, Artemis, and Pan present in Olympus! - Rydelfox

The greek gods will now be renamed should they convert to roman paganism. (Yes that exists now.) - Rydelfox

Expanded religious events for Draconic Pagans. - Rydelfox

Draconic Fuedalism and Theocracies added, Tribalism work began. - Rydelfox and kellenbeck

Kingdoms of Blood implementation began. (Vampire kingdoms) - kellenbeck


Minor Changes:

Expel Satanists removed, to be replaced with proper non-buggy version. - Rydelfox


Bugfixes:

Zeus will no longer become a baby due to EXTREME old age. :eek: - Rydelfox
WTFZeus.PNG

Random events patched up at equally random locations - Rydelfox, Krool, and kellenbeck

Most dragon-related bugs fixed - Rydelfox

The majority of work done this week was by Rydelfox, as I and Krool have been dealing with other things, like Hurricane Irma. :confused: Best of luck out there to any fellow Floridians.
 
So, maybe far-fetched question but... Assuming supernatural characters will hold land in this mod, could that part (the changes in title history) be left as separated modules so we could select which landed types of supernaturals do we want to see on map?

Also, mentioned this in the other yhread but just in case: underage-looking zeus may be caused by him getting the immortal trait in his history file before he gets adult. Also remember to remove and readd immortal traits to characters when the game first begin so that it actually takes effect.
 
Currently, gods only reside in off-map titular empires - Asgard and Olympus. Dragons, Giants, Djinn, and similar characters exist in the 1066 start, and can appear as courtiers under some circumstances, which can then be given land.

Zeus gets his immortality from the God trait, which he gained automatically from the history files, which don't accept immortality_age. It seems he only appears as a child at certain bookmarks (a child in 1066, but adult in 769, which is why I expect some kind of overflow). I've reworked it to create all the gods except Chronos and Ymir (who die) by event at the start of the game, letting me set immortal_age properly.
 
I'm not sure if I should put this here or elsewhere but I know of a bug in the old version of Mythos that you might want to look into. Essentially what happens is, a character somehow acquires both the werewolf and the vampire trait. This starts an infinite process of the character changing every few days into one or the other. So, on one day they would have the trait Vampire & Pup and the next they would have Werewolf & Fledgeling. I'm not sure if this is a known bug, but it should be fixed. (Or, you should make a hybrid trait)
 
I'm not sure if I should put this here or elsewhere but I know of a bug in the old version of Mythos that you might want to look into. Essentially what happens is, a character somehow acquires both the werewolf and the vampire trait. This starts an infinite process of the character changing every few days into one or the other. So, on one day they would have the trait Vampire & Pup and the next they would have Werewolf & Fledgeling. I'm not sure if this is a known bug, but it should be fixed. (Or, you should make a hybrid trait)
They are called abominations for a reason!
 
I haven't seen that in action, but some reworking to how traits are handed out should have made that a non-issue.
From what I have experienced, it seems to happen when one marries a human as a werewolf and that human gets turned into a vampire (Somehow) during pregnancy or the early life of the child.
 
So, they're gaining both as a child? The code for changing traits on adulthood has been rewritten. On adulthood, they should become a werewolf and lose the fledgling trait before it gets a chance to upgrade it to vampire.

Also, there's an on-birth effect to make sure characters have proper racial traits.
 
So, they're gaining both as a child? The code for changing traits on adulthood has been rewritten. On adulthood, they should become a werewolf and lose the fledgling trait before it gets a chance to upgrade it to vampire.

Also, there's an on-birth effect to make sure characters have proper racial traits.
That sounds like it should solve it then :D
 
Progress Update for 10/2/2017!
[No images due to lack of time, sorry.]
A glorious amount of work was done last month, and soon(ish) it shall be ready! :D

I have a short time to cover anything, so i'll only mention this major change.
We plan to introduce custom governments for every "race". The vampires will have their own governments, and so will the werewolves, and the dragons shall have custom governments for every part of their society - even the puny humans!
We plan to expand the custom governments to others in later patches, but for now it will be the zombies, werewolves, vampires, dragons, and perhaps some others that we find inspiration for.