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Things like making sure that revenants and gods spawn, that eternal flames aren't in irrelevant sites. I'm also considering setting up randomized vices/virtues tied with randomized religions. I also need to make sure that Satanism ties in with Vampires, Draconic Paganism is somewhat dragon related, and The Damned stays undead related, or a lot of stuff with them stops making sense.
 
Things like making sure that revenants and gods spawn, that eternal flames aren't in irrelevant sites. I'm also considering setting up randomized vices/virtues tied with randomized religions. I also need to make sure that Satanism ties in with Vampires, Draconic Paganism is somewhat dragon related, and The Damned stays undead related, or a lot of stuff with them stops making sense.

fair enough then.
 
Not sure how relevant it still is as you want to rework the gods anyway, but I got the option to betrothal a god to my grandson

Asgard.png
 

Attachments

  • Lithuania896_05_17_asgard.ck2
    6,9 MB · Views: 1
That's pretty normal - you can usually get a marriage to an unmarried goddess right at the start. The game doesn't treat them any different from other random courtiers.
 
That's pretty normal - you can usually get a marriage to an unmarried goddess right at the start. The game doesn't treat them any different from other random courtiers.
Just a note - if that's not desired behaviour, I think you can use the "ai_flag_refuse_marriage" character flag. Saw that in the changelog at some point.
 
Being able to marry them is intended, but it being easy is not. However, with the rework, it should become a decision that requires high whatever-their-grace-gets-called.
 
Release: 2.1.3
2.1.3 is here, including the changes for the Great Works update and a functioning Random World.

There are currently two issues to be aware of with this new update. First, there is a bit of a delay at the beginning of each month, but this only lasts for the first few years of play, then it goes away. Also, monster revolts sometimes immediately fail right after declaring. I am looking in to both of these issues.

This update should not require a new save, but if you are playing as draconic pagans, the game will see all your eternal flames as missing.

##########################################################
##########################2.1.3###########################
##########################################################

#################
# Alternate Start
#################
- Alternate starts will no longer generate provinces with no religion. Generation may take longer than normal, though.
- Eternal Flames do not exist initially, but can be built on draconic holy sites
- Sinec wonders cannot be destroyed, no other wonders can be built on draconic holy sites
- Draconic pilgrimages should funtion properly in random worlds
- Relighting Eternal Flames should now work in random worlds

############
# Werewolves
############
- Changed text where a werewolf is challenged for their titles to clarify why they can be challenged.
- Fixed an issue where characters could not set werewolf laws

##########
# Vampires
##########
- Diseased vampires now have a chance to lose one of their diseased when they infect someone
- It is no longer possible for vampries to gain or spread cancer when feeding
- Vampires can no longer spread food poisoning when feeding and can only gain it from feeding in certain, rare circumstances.
- Vampires who feed on diseased or supernatural creatures will now gain a temporary health penalty.
- Vampires who are caught spreading disease while feeding will suffer an additional opinion penalty
- Characters killed while feeding should now show up in the kill list
- Vampires can no longer offer to turn zombies
- Removed the ability for force characters into a blood bond
- Newly turned characters automatically have a 50 year bloodbond with the character that turned them
- Blood bonded characters cannot take many hostile actions against their sire and cannot offer to turn other characters

#########
# Dragons
#########
- Eternal Flames are now wonders instead of temple buildings
- Eternal Flames do not start out built in random worlds but can be built in draconic holy sites

##########
# Religion
##########
- Added Flykirate crowns for Mythos pagans. Current images are placeholders
- Removed Regnal names from Jotnar Fylkirate
- Added holy sites for reformed kemetic pagans
- Reformed kemetic pagans now have a flag for their religious head
- Added an inquisition chamber upgrade for some Great Temples
- Satanists now have access to their own version of the Great Cathedral

#########
# Balance
#########
- Gods can no longer be sacrificed to themselves
- Secret satanists and members of Lucifer's Own are more likely to accept offers to become vampires
- Attempting to turn someone to a vampire or werewolf will now give tips for how likely they are to accept and warn if they might expose you
- Added a settlement decision to destroy all buildings in the holding that produce special units
- Pregnancy Strange Cravings event is now less common and gives non-congential versions of traits
- Additional pregnancy events are available for characters with close ties to enchanters and herbalists
- Monster revolts can now occur for any race that's considered a monster by it's populace
- Gods will never be considered monsters by their worshipers
- After monster rebellions, provinces may lose rebel modifiers or even convert to a non-rebelling culture. This is more likely if they are fully defeated

##########
# Bugfixes
##########
- Fixed an issue where the trait breeding game rule had no effect on trait inheritance
- Fixed several cases where the game checked for the Gigantism trait instead of Mythos's Giant trait
- Characters that resist or are immune to disease can no longer get rabies from an event
- Fixed an issue where diplomacy didn't make characters more likely to accept requests to turn
- Inappropriate characters can no longer become vampires simply due to being married to one
- Fixed an issue where werewolf could challenge their liege despite being limited to one challenge per lifetime
- Fixed an issue where werewolves could shapeshift multiple times in one fight
- Fixed cases where humans could shapeshift in a werewolf challenge
- Fixed Monster Hunter Revolts also triggering peasant revolts, forcing them to fight over who hates their liege more.
- Implemented a new way of adding race traits, which should fix some corner cases of characters not getting their race trait right away
- Fixed typo when having a disappointing pilgrimage
- Mage Apprentices can no longer change their area of study
- Fixed a minor display error in the conditions for Gift of Shemu
- Fixed an incorrect description displaying for secret muslims visiting a house of worship
- Corrected description errors in Kemetic and Druidic lodge abilities
- Fixed an issue where a Flyting result would display incorrectly
- Fixed several text errors in Flyting
- Fixed a bug where Mercury wasn't checked when determining if a potion is healthy or unhealthy
- Fixed a bug where the health levels of ingredients aren't calculated properly
- Fixed an error where inheriting the philospher's stone would not grant immortality
- Fixed some scope issues in weather control and illusionary defenders
- Fixed an issue where opinion modifiers weren't applying in a random event
- Fixed a Horse Lords werewolf hunting event not factoring in control
- Vampire blood feast should now properly grant friends and rivals
- Werewolves at blood feasts should now be exposed properly and not flag the host as a known werewolf
- If a child's mother will not defend them in a werewolf challenge, the challenge will now be unopposed instead of endlessly spamming the mother until she agrees.
- Prosperity gain now properly considers heavy rain
- Hellenic pagans should once again be able to gain their crusader trait
- Fixed description of The Damned
- The draconic leader trait now properly gives an offensive bonus to dragon raiders
- Fixed an issue which would allow plays who owned Holy Fury but not The Old Gods to try and convert to Zoroastrianism, giving themselves a game over
- Not believing an accusation that someone is a werewolf or vampire no longer makes exposes the character as a werewolf or vampire
- Fixed an issue where all voluntary loan payments were the same size
 

Attachments

  • Mythos2.zip
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Awesome! Time to once again menace Europe as a Vampiric dynasty.
*merrily deletes the Luciferian-decision, then starts.*
 
2.1.3 is here, including the changes for the Great Works update and a functioning Random World.

There are currently two issues to be aware of with this new update. First, there is a bit of a delay at the beginning of each month, but this only lasts for the first few years of play, then it goes away. Also, monster revolts sometimes immediately fail right after declaring. I am looking in to both of these issues.

This update should not require a new save, but if you are playing as draconic pagans, the game will see all your eternal flames as missing.

##########################################################
##########################2.1.3###########################
##########################################################

#################
# Alternate Start
#################
- Alternate starts will no longer generate provinces with no religion. Generation may take longer than normal, though.
- Eternal Flames do not exist initially, but can be built on draconic holy sites
- Sinec wonders cannot be destroyed, no other wonders can be built on draconic holy sites
- Draconic pilgrimages should funtion properly in random worlds
- Relighting Eternal Flames should now work in random worlds

############
# Werewolves
############
- Changed text where a werewolf is challenged for their titles to clarify why they can be challenged.
- Fixed an issue where characters could not set werewolf laws

##########
# Vampires
##########
- Diseased vampires now have a chance to lose one of their diseased when they infect someone
- It is no longer possible for vampries to gain or spread cancer when feeding
- Vampires can no longer spread food poisoning when feeding and can only gain it from feeding in certain, rare circumstances.
- Vampires who feed on diseased or supernatural creatures will now gain a temporary health penalty.
- Vampires who are caught spreading disease while feeding will suffer an additional opinion penalty
- Characters killed while feeding should now show up in the kill list
- Vampires can no longer offer to turn zombies
- Removed the ability for force characters into a blood bond
- Newly turned characters automatically have a 50 year bloodbond with the character that turned them
- Blood bonded characters cannot take many hostile actions against their sire and cannot offer to turn other characters

#########
# Dragons
#########
- Eternal Flames are now wonders instead of temple buildings
- Eternal Flames do not start out built in random worlds but can be built in draconic holy sites

##########
# Religion
##########
- Added Flykirate crowns for Mythos pagans. Current images are placeholders
- Removed Regnal names from Jotnar Fylkirate
- Added holy sites for reformed kemetic pagans
- Reformed kemetic pagans now have a flag for their religious head
- Added an inquisition chamber upgrade for some Great Temples
- Satanists now have access to their own version of the Great Cathedral

#########
# Balance
#########
- Gods can no longer be sacrificed to themselves
- Secret satanists and members of Lucifer's Own are more likely to accept offers to become vampires
- Attempting to turn someone to a vampire or werewolf will now give tips for how likely they are to accept and warn if they might expose you
- Added a settlement decision to destroy all buildings in the holding that produce special units
- Pregnancy Strange Cravings event is now less common and gives non-congential versions of traits
- Additional pregnancy events are available for characters with close ties to enchanters and herbalists
- Monster revolts can now occur for any race that's considered a monster by it's populace
- Gods will never be considered monsters by their worshipers
- After monster rebellions, provinces may lose rebel modifiers or even convert to a non-rebelling culture. This is more likely if they are fully defeated

##########
# Bugfixes
##########
- Fixed an issue where the trait breeding game rule had no effect on trait inheritance
- Fixed several cases where the game checked for the Gigantism trait instead of Mythos's Giant trait
- Characters that resist or are immune to disease can no longer get rabies from an event
- Fixed an issue where diplomacy didn't make characters more likely to accept requests to turn
- Inappropriate characters can no longer become vampires simply due to being married to one
- Fixed an issue where werewolf could challenge their liege despite being limited to one challenge per lifetime
- Fixed an issue where werewolves could shapeshift multiple times in one fight
- Fixed cases where humans could shapeshift in a werewolf challenge
- Fixed Monster Hunter Revolts also triggering peasant revolts, forcing them to fight over who hates their liege more.
- Implemented a new way of adding race traits, which should fix some corner cases of characters not getting their race trait right away
- Fixed typo when having a disappointing pilgrimage
- Mage Apprentices can no longer change their area of study
- Fixed a minor display error in the conditions for Gift of Shemu
- Fixed an incorrect description displaying for secret muslims visiting a house of worship
- Corrected description errors in Kemetic and Druidic lodge abilities
- Fixed an issue where a Flyting result would display incorrectly
- Fixed several text errors in Flyting
- Fixed a bug where Mercury wasn't checked when determining if a potion is healthy or unhealthy
- Fixed a bug where the health levels of ingredients aren't calculated properly
- Fixed an error where inheriting the philospher's stone would not grant immortality
- Fixed some scope issues in weather control and illusionary defenders
- Fixed an issue where opinion modifiers weren't applying in a random event
- Fixed a Horse Lords werewolf hunting event not factoring in control
- Vampire blood feast should now properly grant friends and rivals
- Werewolves at blood feasts should now be exposed properly and not flag the host as a known werewolf
- If a child's mother will not defend them in a werewolf challenge, the challenge will now be unopposed instead of endlessly spamming the mother until she agrees.
- Prosperity gain now properly considers heavy rain
- Hellenic pagans should once again be able to gain their crusader trait
- Fixed description of The Damned
- The draconic leader trait now properly gives an offensive bonus to dragon raiders
- Fixed an issue which would allow plays who owned Holy Fury but not The Old Gods to try and convert to Zoroastrianism, giving themselves a game over
- Not believing an accusation that someone is a werewolf or vampire no longer makes exposes the character as a werewolf or vampire
- Fixed an issue where all voluntary loan payments were the same size



A suggestion for the luciferian lack of content problem.
I suggest you make it a unreformed religion mimicking Bön or West African and then just let the player reform it to his hearth content
 
Satanism as a pagan religion doesn't work out conceptually - it's meant to be a twisted reflection of Christianity, Judaism, and Islam, none of which are pagan. The ability to choose how the religion works would also undermine this design.

It would also be weird mechanically. It has little in common with the pagan religions, so they should see Satanists as infidels, not just another pagan religion. Additionally, characters with sympathy for pagans wouldn't necessarily feel the same about Satanist who would be actively trying to undermine their religion, especially once the closer ties to Lucifer's Own are added. The ability to chose leaderships other than Heirocratic would also created development issues down the line, as there are plans that require it.
 
I don't think the lag problem comes from time played.
Game runs perfectly smooth for me after some time, even each months lag go away.
However, when I save game and load it, the performance drops drastically with fps drops and month lag comes back. I do not know if I should play it, or if the save games are broken.
 
I don't think the lag problem comes from time played.
Game runs perfectly smooth for me after some time, even each months lag go away.
However, when I save game and load it, the performance drops drastically with fps drops and month lag comes back. I do not know if I should play it, or if the save games are broken.

Can report similar issues but it is sporadic. Sometimes it lags at start, sometimes it does not.
No idea what could cause it beyond startup-events that fire after reload, too?

In other news, after I vamped for another century or so, Inspiration struck me and I started a pack of werewolves in the Sahara.
Now, I am mostly curious why Pagans woul be -more- likely to say no to being turned into a rampaging bestial warrior? Not that I doubt many would, but it strikes me as odd that pagan faith in itself is given as a "reason for rejection" when my vampire was biting christians left, right and center.

Also found a draconic werewolf, which I found somewhat odd.

Also-also, the bloodline granted by divine blood has no inheritance-law enabled, is that intended? My character is female.


Aaaaalso-also-also, I just took out the damned in Songhay... and got 900-something prisoners. Executing them netted me the 'suspected monster'-modifier 98 times, for a total of -980 opinion. Might need some looking at too?
 
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In my testing, I haven't had the lag appear after reload. If it was from a script running at launch, it would just appear once immediately after loading, not at the beginning of each month.

A lot of stories of werewolves as monsters come from Germanic and Slavic areas, while I found far fewer in Arabic or Indian areas. Christians should also be listed as less likely to accept - was it not listing them as less likely?

Any idea how the dragon became a werewolf? There might be one event where I forgot to exclude them.

That's deliberate. The divine blood bloodlines are passed on by a script instead. They pass on to your genetic offspring, so bastards will get them but cuckold children won't. Additionally, they won't always pass on, and a character can only have one of them at a time.
 
In my testing, I haven't had the lag appear after reload. If it was from a script running at launch, it would just appear once immediately after loading, not at the beginning of each month.

A lot of stories of werewolves as monsters come from Germanic and Slavic areas, while I found far fewer in Arabic or Indian areas. Christians should also be listed as less likely to accept - was it not listing them as less likely?

Any idea how the dragon became a werewolf? There might be one event where I forgot to exclude them.

That's deliberate. The divine blood bloodlines are passed on by a script instead. They pass on to your genetic offspring, so bastards will get them but cuckold children won't. Additionally, they won't always pass on, and a character can only have one of them at a time.


The bloodline makes sense, then. No idea on the Dracowolf, but he was landless and in a dragon court - maybe the "random peasant-werewolf"-event?
Christians in my vampire game were not listed as less likely to turn to a beast. Monstrous stories do make sense, but would probably apply to every culture we have in the european map in some way or another.
The lag also resurfaced after some time playing, but may have had an alternate reason in that the army of the damned had started to -try- and land under-clans that immediately vanished. Which was why I decided to break my own "no-cheating"-rule to make sure they stop, by wiping them the everloving crap out.
At that point, the Archzombie had 2200 courtiers and rising. So that might cause things to overclock a bit.
 
Yeah, I might want to make that more by-culture than by-religion.

The undead have some weird issues I haven't figured out - when you saw that, did they also have a ton of duplicate count-level titles?
 
Yeah, I might want to make that more by-culture than by-religion.

The undead have some weird issues I haven't figured out - when you saw that, did they also have a ton of duplicate count-level titles?

I did not check the titles, admittedly. I acted when I saw the Archzombie create khan-level vassals that instantly vanished the next day, cuz I remember similar issues with the Tomb Kings in Warhammer (namely, immortals creating vassals-Vassal turns out to be ineligible-loses title-repeat) and that it caused tremendous lag over time. Don't recall what we did to fix it, admittedly, and the root cause was another, but still.
 
For clarification, was it a dragon with the werewolf trait or a werewolf following the draconic religion?
The former is not supposed to happen.


So far I haven't encountered any bugs. Good work.

It was a dragon with draconic culture, draconic religion and a dragon portrait, but the werewolf trait. I do not recall seeing a dragon-trait on him.
He also had -10 on his draconic purity because apparently, he was human.
 
Was this in a normal world or an alternate start?
Also, did he gain the dragon trait or change portraits within a few months? There should be a maintenance event that fixes those.
Also, if he's still around and you aren't playing in Ironman, can you use the charinfo console command and let me know what flags he has?
 
Was this in a normal world or an alternate start?
Also, did he gain the dragon trait or change portraits within a few months? There should be a maintenance event that fixes those.
Also, if he's still around and you aren't playing in Ironman, can you use the charinfo console command and let me know what flags he has?


Normal world, Charlemagne-start. Was in the court of the demi-god-dragon thing, Davokonus I think?
I can check tomorrow if he's still there. I rarely play ironman, entirely so I can console-fix stuff like the damned.


Edit: Guy is dragon-portraited, draconic culture, draconic religion and werewolf. Lacks the dragon-trait.

4K4UvvW.jpg



Also no tags beyond the checked-race one, and no change after a wait.

uJL2fRJ.jpg
 
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