I do have plans for multiple doctrines that affect how purity works for humans and one that affect virtues/vices
Oh , I didn't know that reforming changed the purity requirements. That's good to know.Currently. humans and dragonborn get a big penalty as unreformed draconic pagans. After reforming, humans work on a different set of purity requirements that focus on them being subservient to dragons. Since Holy Fury is reworking pagan reformation, this may see some changes after the DLC comes out, so I won't be doing much adjusting before then.
EDIT: Fixed typo
Something like a choice between the benevolent Eastern style of dragon and the malevolent Western dragon?I do have plans for multiple doctrines that affect how purity works for humans and one that affect virtues/vices
Mythos
Dev Diary 5: 2.1 Changes
Version 2.1 is going to have quite a few changes, and I plan to release it later this week, so instead of having separate dev diaries focusing on each change, I'm just going to give you one big on covering several of the major changes.
Revenants
"It would not be easy to believe that the corpses of the dead should sally (I know not by what agency) from their graves, and should wander about to the terror or destruction of the living, and again return to the tomb, which of its own accord spontaneously opened to receive them, did not frequent examples, occurring in our own times, suffice to establish this fact, to the truth of which there is abundant testimony." - William of Newburgh
The original zombies have been largely untouched since the original Mythos, always appearing in Mali and growing out of control throughout Africa. A large portion of this patch is focused on reworking them. It's hard to say if they will be properly balanced now, but they should be closer.
View attachment 385559
First, some changes that focus more on the look and feel of the undead. As you can see above, they now have their own portraits. Next, they now have different terms for them, along with different traits, depending on the culture and religion they rise from, with the default term being "Revenants" Additionally, the Voodoo religion has been removed and revenants are no longer linked to Manden culture. Instead, they follow a religion known as "The Damned" and follow various revenant-specific cultures, including Aprgangers, Wights, and Ghouls.
Revenants hate all living beings except Necromancers, and are hated by the living in turn.
Revenants rely little on levies. Instead, the build up Corpses from depopulated or devastated provinces and feeding on the living. These corpses can be used to summon non-reinforcing armies or additional courtiers. For players with the Reaper's Due DLC, Revenants will slowly lose prosperity and gain depopulation over time. Without Reaper's Due, a Devastation modifier will appear on provinces over time. The undead are affected very little by attrition, though it will still affect particularly large armies. The high levels of depopulation and the undead's resistance to attrition can make fighting them in their homelands quite difficult.
View attachment 385564
When revenants conquer provinces with normal holdings, they will not be able to gain any affect from the buildings other than fortifications. However, either over time or by working their living population to death, they can convert the buildings to special buildings designed for their own use. These buildings offer much smaller benefits than those mean for the living, but do still provide them with gold, ships, and small levies. Should a living character regain this lost land, your populace will slowly convert the unusable buildings back to proper buildings.
Revenants have lost their powerful Zombie Conquest CB. Instead, they have gained 3 CBs in its place
These CBs normally have short truces, but if you fully win the war (instead of a white peace), you can force a much longer truce.
- Feed on the Living - A duchy level war which, on success, gives corpses based off the prosperity of the provinces, increases depopulation or devastation, and, in highly depopulated/devastated areas, can convert the provinces to undead cultures or religions.
- Undead Conversion - Should a Revenant encounter another undead realm of a different culture, they can use this CB to forcibly convert enemy land to their culture
- Undead Conquest - This CB can be used when the Revenant borders an province of their own culture, allowing them to claim all provinces of their culture in the duchy.
Herbalism ChangesHerbalism has been one of the weakest magic specializations for a while, so it's time for it to get a bit of love.
Herbalists can now gather ingredients without being members of the Hermetic Society, though they can only gather herbs. Among these are new, higher quality herbs which they can use to brew special potions with effects such as healing injuries, altering werewolf control, or increasing fertility.
NecromancyNecromancy is a new magic specialization, though it can't normally be selected. Instead, various events in the Magic, Scholarship, and Theology focuses can grant the lifestyle. Additionally, it can be taught to your magic apprentice, below.
Necromancers are immune to all diseases and are able to create loyal Revenants bound to their service, as well as being able to compel the obedience of other Revenants they encounter, or even somewhat alter the will of Vampires. It also grants them awareness of vampires' true natures.
Through events in the magic focus, they can also drain the life energy of other people, temporarily reducing the victim's attributes and raising their own.
Magic ApprenticesView attachment 385595
Mages are able to take apprentices, increasing the chance that the AI will use the magic focus, and forcing the apprentice to follow their tutor's magical path. This can bypass the normal restrictions on learning enchanting, summoning, or necromancy.
Apprentices will receive new events, helping them complete their training faster. In exchange, some of the rewards from the events will go to their master.
VAMPIRESView attachment 385603
Landed vampries can now extend protection over one of their subjects. The AI will be much less likely to feed on the protected subject, and if they do, it will be considered a crime, allowing imprisonment and execution.
Be aware, however, that arbitrary characters will feed without caring about your protection, and a particularly hateful rival may feed on them out of spite.
Previously, vampires have had a hard time marrying. Even though their nature was unknown, the AI would somehow be aware that the character was infertile. This has been corrected, and secret vampires can now marry normally, though they still cannot produce children.
Vampires also have access to a Blood Feast decision, allowing them to hold a feast where they sacrifice some prisoners to partially feed all vampires in the realm who decide to attend. This can also be a good place to gain or lose friends and rivals.
Start DatesView attachment 385606
Previously, there have only been characters with Mythos races at the Viking Age start. Now, there are characters with Mythos races at all starts, and recommended characters on most of them.
OthersThere are a few places that were altered that weren't quite extensive enough to get their own category
- The werewolf crashing bug should be fixed
- The traits given by Theology now vary depending on your religion
- Mages teaching a child have an extra event to grant the child better attributes at the cost of their own
- The AI should be less gung-ho about destroying Sapphire Flames
- Djinn now have a "Natural Magic" trait, removing the penalties from their magic education
- Several focuses have new events
- This dev diary is now less ugly than it was right after I posted it.
Sure about that?That's odd - I haven't seen dragon adventurers being any more successful than normal ones, and the game just treats them as normal adventurers with the normal troop distribution - they shouldn't get any dragon cavalry.
Do you know if successful raiders can somehow increase their troop count? Also I think there are several different types of adventurers. Maybe one of them spawns with different army compositions?I double checked the event (as I mentioned elsewhere), and it looks their size and troop distribution is based off their liege.
One possibility I can think of is if most of their liege's troops were wiped out, the units with dragon cavalry are the most likely to survive. If he spawned during that, he'd have a high percentage of dragon cavalry. If more adventurers spawned under him, they'd copy that high percentage.
Yay. I will try it out as soon as I get home (too bad I couldnt complete my current game with the goal of getting a dragon on the dragon throne).Mythos
Release 2.1
This patch provides a major overhaul of the undead, adds Necromancy, expands Herbalism, adds new starts for Mythos races at different start dates, as well as several smaller changes.
After this, I don't plan to add anything else other than bugfixes until Holy Fury comes out - I think if I try to add something else, Holy Fury might release before I finish.
##########################################################
##########################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