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I hope release for monday !

Otherwise for the next updates. A system of mummies as in warhammer that would be great!

this mod has a real potential! really thanks for the update !
 
Release: Version 1.0.0
Mythos
Dev Diary 5: Patch Notes and Release
So, the big day is here. The mod is finally ready for the public. There's been a lot of work and change on the way, but I suspect you're here for the patch notes and the download I mentioned in the title, so I'll get right to them.

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##########################2.0#############################
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# Magic
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- 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

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# Dragons
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- 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

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# Vampires
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- 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

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# Werewolves
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- 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.

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# Minor Features
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- 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

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# Balance
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- 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

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# Interface
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- 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

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# Database
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- 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

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# Bugfixes
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- 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

The mod itself is in the attachments to this post, and should be on the front page and Steam shortly.
 

Attachments

  • Mythos2.zip
    12,7 MB · Views: 114
some bug that I met while playing vampire with Vlad:

impossible to have a non-vampire courter he is instantly kill by a vampire of the court

the vampires can feed on other vampires if the hunger is max

I have a courtier who has all the blood court title

the council is not established with the vampire government

the revolts are too regular when the county is not luciferian
 
I'll double check and tweak those, with one exception:

Vampires that feed automatically from having their hunger get too high may feed on characters that can't normally be fed on. However, when this happens, they will get sick.
I may make some changes to this to make sure accidentally feeding on a vampire or similar creature won't give large stat boosts that would offset the penalty.

EDIT:
It looks like the revolts had a flat 25% chance to fire as long as you held a single bad province. I'm making a few changes to fix that:
1. I'm lowering the base chance (currently 10%)
2. The chance will scale up and down with control, hunger, and suspicion
3. Instead of selecting a wrong culture/religion province, it will select any province, then only fire if it's the wrong culture/religion, causing the chance to scale down the more of your provinces have the correct culture or religion.
It will also now only care about the direct holder, so you can avoid issues by handing the province to a non-vampire/werewolf (or at least an unknown one).

I also put in tweaks for the rate AI vampires feed to see if that helps with courtiers. I'll need a few days to test everything while I also check on the government/title issues
 
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I found that dragons have the same problem as the previous Mythos mod: they start in an impossible position. You can play for a couple of years at most before some Norse king with many, many times your troops comes along and conquers you.
 
Quick question, is it possible to become immortal through being a mage?
Also, how bad is giant devolution. Give 3 generations will they still be giants or is it percent based?
 
I found that dragons have the same problem as the previous Mythos mod: they start in an impossible position. You can play for a couple of years at most before some Norse king with many, many times your troops comes along and conquers you.
Which dragon start are you using? I've reformed the faith as CM and TOG Faroyar and CM Kola. Faroyar starts off with ships now, so you should be able to expand to the British Isles as soon as you get a claim.

Quick question, is it possible to become immortal through being a mage?
Also, how bad is giant devolution. Give 3 generations will they still be giants or is it percent based?
Alchemists with the magic focus have a change to get an event to try and create the Philosopher's Stone. It's difficult, but if you succeed, you'll be immortal as long as you own it.
Giants who breed with other giants will always produce giants*.
Giants + half-giants have 50% giant children, 50% half-giant children.
Giants + humans have all half-giant children.
Half-giants + humans have 50% half-giants and 50% humans.
*Barring a rare occurrence when breeding with gods. People familiar with Norse Mythology might recognize what's going on there.

the mechanism to feed and hunger can not be reserved for the rulers ?
I don't want to completely restrict it - having a vampire in your court should be a bit dangerous. I am, however, re-tuning it, since having a lot of vampires in your court might be a bit too dangerous.
 
Which dragon start are you using? I've reformed the faith as CM and TOG Faroyar and CM Kola. Faroyar starts off with ships now, so you should be able to expand to the British Isles as soon as you get a claim.

So far I've been using the TOG Faroyar start. After multiple attempts, the only time I've managed to survive past two years was to immediately, before unpausing at the start of the game, send a gift and my chancellor to improve relations to the king of Ostlandet, as he's the ruler most interested in conquering you right away. That, and luck, got me past the two year mark.
 
I'll take a look at that. What CB is he using? My test as TOG Faroyar was before Jade Dragon, so the new CBs might be giving him an option he didn't have before or made him more aggressive.
If it's just a claim, I could easily remove his claim. If it's De Jure, that might need a more creative approach.
 
I've noticed Faroyar get eaten by the Yngling king too, wouldn't have realized it if the dragons from there didn't migrate to my land after losing their territory (I was playing as the Dragon in Malta).

So quick question, how does dragon/human breeding work? Is it always a dragonborn result? I tried to breed with a goddess and so far have gotten two dragonborn demigod children. Similar question is for the god and demi god trait, since I start as a demigod and I mated with a goddess, will I always only get demigod children?

I'm trying to see if I can breed up in power, if not oh well, just wondering how it works so I can plan ahead.
 
Dragon breeding is similar to giant breeding, though the numbers are a bit different and depend slightly on which species the mother is.
Divine breeding on the other hand can only go down, not up. Two gods will have god children, but mixing in a mortal will produce a demigod, and eventually just blood of the gods.
Blood of the gods will tend to last a few generations, but eventually the benefit will breed out unless you get new divine blood in the dynasty
 
I'll take a look at that. What CB is he using? My test as TOG Faroyar was before Jade Dragon, so the new CBs might be giving him an option he didn't have before or made him more aggressive.
If it's just a claim, I could easily remove his claim. If it's De Jure, that might need a more creative approach.

The war title was "conquest," as I recall.

After some additional experimentation, I found the answer: just ignore the obvious 867 Mythos bookmark. Instead, play Faroyar from the 769 start date. This is a vastly superior start, for two reasons:

1. The Norse won't just step on you immediately.
2. The 769 ruler can summon ethereal armies. It's not obvious at first, but that turns out to be vitally important. Once you've not been killed by the Norse, you need the means to press a claim, and the ethereal army is the only way to make it work in a reasonable time frame. Your levy is too small to beat anybody, and you can't either strengthen it through buildings or hire mercenaries because you won't have enough ships to move them without getting higher shipbuilding tech (indeed, it's possible to trap yourself on your island by building a militia training ground). With the 769 start, you can move your pathetic levy to your target and then summon an ethereal army, giving you enough troops to beat a single independent county with no allies.
 
I'm having problems with the arcane master trait. Whenever I load the game, it disappears. I got my trait using the console, but I have seen it happening with the AI too, no console involved.
Btw, this is exactly the mod I was expecting, great work!
 
The description text for dragon government says they can choose from several succession laws, but it appears they're stuck with gavelkind. Granted, they can switch to agnatic-cognatic and absolute cognatic gavelkind, but that's hardly a good thing. Is there some requirement that I'm missing to get any other succession laws available?

Addendum: I also found a bug with the "Strengthen the Draconic Religion" ambition. Converting a county to the draconic religion using magic doesn't count as one of the tasks, although converting a county is supposed to be one of the possible tasks.
 
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The several succession laws is the same as Fuedal since Draconic Feudal doesn't restrict succession laws. However, all of the dragon starts are unreformed pagans, which are restricted to gavelkind. Once you reform, you can use the same succession laws as reformed pagans.

I'll try to look in to Arcane Master. Is this a specific start, or using the character customizer?