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Dev Diary - Dragons
  • Mythos
    Dev Diary 1: Dragons
    Hello, and welcome to the first dev diary for the reborn Mythos: Historical Fantasy mod. When I first played the original mod, I was drawn to the dragons right away, so when I started working on improving the mod, they were one of my first areas of focus.
    While many fantasy creatures come from a single region, like the Djinn, or have a main region for their design to focus on like the Giants, dragons vary quite a bit from region to region, ranging from the winged reptiles seen in most modern sources, to giant snakes, even to multi-headed giant humanoids. however, nearly all show them just as an antagonist, leaving the reasons for their behavior unaddressed. As a result, dragons had more room for interpretation and design than most of the other races.
    Religion

    The dragons follow their own pagan religion, worshiping dragon gods maligned by the human religions. They hold that dragons were created by the Babylonian goddess Tiamat to rule over humans, until the human gods killed Tiamat's husband, Abzu, and drove the dragons westward. Dragons hold that they have souls made of gold, and that possessing gold will in turn strengthen their souls for the new world. As such, hording gold is not just a habit, but a pious duty.
    purity_5.png
    This is represented by the draconic religion's Purity mechanic - a scaling trait which measures how well a dragon is strengthening their soul, through gold, power, and fame, while avoiding bowing to or consorting with humans. As this increases, they will gain more taxes, prestige, and piety. A dragon can take a decision to consult with draconic elders on how to improve their purity.
    SF and holy sites.png

    Upon reformation, it is clear that the dragons can't hold against the Christian, Norse, and Muslim threat without a formal religious structure, as well as a way of appealing to humans. After reforming, a ruler with at least 3 holy sites can grant one of those to the priest there to form the Sapphire Flame, an independent religious head. In addition to calling Great Holy Wars and improving your Moral Authority, the Sapphire Flame has a number of interactions similar to the Catholic Pope's Papal Favors. The Sapphire Flame can grant divorces without having to pay your spouse, disinherit non-dragon heir, grant claims on impure dragonic pagan rulers, bless you to give additional purity, or give you money at the cost of lowering your purity for a time.
    A character can also grant adjacent land to ally with the Sapphire Flame. In addition to this improving their opinion of you, the draconic Theocracy has access to some strong military buildings on holy sites, and the Sapphire Flame can ignore the holy site location restriction, potentially making them stronger that their size suggests.

    The draconic holy sites are Lejre in Sjaelland, Canterbury in Kent, Pruszkow in Plock, Whithorn in Galloway, and Uppsala in Uppland. These specific locations means that they are likely to clash heavily with both Norse Pagans and Catholics.

    Each of the Draconic Holy Sites has a unique building known as the Eternal Flame. To a draconic pagan, these offer additional taxes, prestige, piety, and troops. For other religions, they just offer negative events. However, a ruler of another religion may decide to devote effort to seeing just how "eternal" the eternal flames are. If they succeed in putting one out, the draconic religion will take a heavy blow, and the only way to reignite one requires the ultimate sacrifice...
    Governments
    When ruled by dragons, different forms of the governments will be in place, representing a relatively small number of dragons ruling over the larger human population with an iron claw. Most of these allow raiding, but prevent lowering the tax obligation below balanced.
    However, one particularly different government is Draconic Tribalism. Instead of using the pagan County Conquest to gather land, the small number of dragons lack many conquest CBs and focus on taking tribute instead. They have access to a modified Tribute CB which take a chunk of money up-front. Additionally, when the tribute dies, they will be forced to either continue the relationship, rebel, pay off several years of tribute at once, or swear fealty as a vassal.
    Since they lack options for expansion to reform their religion, dragon tribes have alternatives for adopting feudalism or republicanism.
    tribalerform.png

    Both require you to be at peace, have Absolute Tribal Organization, have your main building fully upgraded, and have 500 gold stockpiled.
    Becoming a Merchant Republic requires 4 tributaries, and upon creation, the other great houses will come from those neighboring nations.
    Adopting Feudalism requires that every neighboring ruler within one sea zone pay tribute to you - harder than it sounds since each death can mean the loss of that tribute, and your death means starting all over. Alternately, if you find this would require forcing someone like Francia or the HRE to pay tribute, you can form a kingdom, though, again, this can be harder than it sounds due to your limited expansion options.
    Flamesworn.png

    The last government of note is the Flamesworn Theocracy. Although not playable, you are likely to interact with them in some way. This government is used by both the Sapphire Flame and by Draconic Pagan theocracies who rule a holy site. They have access to additional military building in their holy sites and make landed members of other religions pay additional taxes, like the Muslim Jizya, so they typically wield more power than other Theocracies.
     
    Dev Diary - Vampires
  • Mythos
    Dev Diary 2: Vampires
    Throughout history, cultures all over the world have held legends of creatures beyond death who drain the life from the living, usually by drinking their blood. Though the details of the myths change with place and time, the idea has stayed in people's minds for centuries.
    Secrecy

    vampire.png
    All vampires are represented by two traits - a general vampire trait that gives them their stats and immortality, and a trait showing whether or not they are known to the world at large.
    Secret Vampire.png
    Every vampire starts off as a secret vampire, known only to other vampires. This secrecy helps them avoiding being targetted while they feed and gain power.
    Known Vampire.png
    However, sooner or later, a vampire will be found out. Be it by a spy, an inquisition, careless feeding, or people slowly noticing that they don't age, they'll be revealed sooner or later. A known vampire is hated by most people in the world, save for Satanist and those who are used to being ruled by vampires. Additionally, they may find themselves facing revolts by monster hunters.
    Hunger and feeding

    Hunger_5.png
    Over time, a vampire's hunger will grow, represented by the icon of an increasingly bloody tooth. As it increases, the vampire will become more likely to get caught, until they lose control and feed on the nearest person, not caring who may see them, likely getting exposed as both a vampire and a murder. Fortunately, a vampire does not need to simply wait for hunger to take over, but can feed on those around them in secret.
    DrinkBloodOption.png
    DrinkSomeBloodOption.png

    A vampire can deliberately feed on a member of their court, either trying to drain them completely or feeding just a bit, with the former sating their hunger completely and the latter just reducing it. Fully draining your victim is more likely to kill them, which also makes you more likely to get caught. However, killing your victim does have advantages - if you completely drain your victim's blood and their attributes are higher that yours, your attributes may increase. Drinking blood in either case has a chance to heal your injuries, even regrowing missing body parts.
    feedinggains.png

    Feeding comes with risks - the most obvious being getting exposed as a vampire or caught in a murder. Additionally, despite vampires normally not catching illnesses, feeding on the sick will spread their disease to you. Likely, if you feed while ill, the illness may spread to prey that survive. Beyond that, survivors have a small chance of becoming vampires themselves.
    Caught.png


    Spreading
    Vampires, being dead, are infertile, which would make continuing the family line difficult if they were to be slain or die of illness. Fortunately, they still have a way of continuing their dynasty.
    OfferToTurn.png

    Should a suitable candidate be found, a vampire can approach them and offer to deliberately turn them into another vampire, potentially adding them to the dynasty as their own son or daughter.
    Blood Court

    Should a known vampire hold a king level title, they may adopt the vampire culture. Any feudal vampire with vampiric culture will use the Blood Court government, where the realm is ruled by group of elder vampires. They will also gain a number of Blood Court minor titles, which act as a voting title, similar to the adviser position. Unlike advisers, the Blood Court position will automatically be filled by the oldest courtier and vassals, typically vampires, though other immortals or long-lived dragons and demi-gods may occasionally take this position for themselves. This can allow more powerful but unskilled vassals into unimportant positions, freeing space in the normal council roles, but at the cost of having many more voters to please, especially as the Blood Court government cannot fully abolish the council.
    Non-muslim Blood Courts always use seniority succession, even if their religion doesn't otherwise allow it.

    What's next?​
    Release should be coming up fairly soon. I expect to write two more dev diaries before the initial release, but the wait should be shorter. The next diary will focus on werewolves, then patch notes for the first release.
     
    Dev Diary - Werewolves
  • Mythos
    Dev Diary 3: Werewolves
    Possessing the ability for a man to change into a wolf, werewolves have long been a part of European superstition and folklore. While some folklores tie lycanthopy in with vampirism or witchcraft, for Mythos' purposes, it is a separate entity.
    Secrecy

    werewolf.png
    Much like vampires, werewolves are represented by two traits - one trait giving the werewolf their abilities, and one representing whether they have remained a secret to the rest of the world.
    secret werewolf.png
    All werewolf start off as secret werewolves. While a werewolf is powerful, humans far outnumber you, and remaining hidden is one of your best defenses. Through spying, hunting apostates, obvious regeneration, or your own overaggressive behavior, you may eventually be discovered
    known werewolf.png
    Once revealed, monster hunters can try to depose you, and until you spread the werewolf culture, the peasants may rise up as well. Unlike vampires, werewolves being discovered isn't a matter of time. Since werewolves age and die like normal humans, they may live their entire life in secrecy.
    Control

    Control_1.png
    Control_2.png
    Control_3.png
    Control_4.png
    Control_5.png
    Control_6.png
    Control_7.png
    Control_8.png
    Control_9.png
    Different werewolves have different levels of control with different effects.
    Control_7.png
    Werewolves with low control are represented by the full and gibbous moon. These werewolves change more with the moon, stress, and rage. They have enhanced personal combat, heal faster, and are better at leading troops directly, but lower martial and intrigue while also being more likely to get caught. Werewolves with low control are also more likely to receive werewolf-specific events of all types, which can be an advantage or a hindrance depending on the event.
    Control_3.png
    Werewolves with high control are represented by the new and crescent moon. These werewolves change by their own will. They've tamed the beast without, at the cost of its power and rage. They have higher martial, higher intrigue, and are less likely to be caught, but restraining the wolf weakens their personal combat and healing while focusing on maintaining control hinders their abilities to lead troops.

    Control changes based on your decisions in events. Some events may give a loss or increase in control at a cost, while others may have the change in control as a part of larger effects.
    Healing
    healing.jpg
    One of the most famous traits of werewolves is their ability to rapidly heal from injuries that would permanently cripple or event kill normal humans. Werewolves will, over time, recover from injuries, lost limbs, blindness, castration, and other similar wounds. This healing occurs more quickly for werewolves with lower control. Werewolves with extremely low control can even heal from being incapacitated. However, healing from an obviously permanent injury will draw suspicion and may reveal your true nature.
    Spreading

    OfferToTurn.png

    Like Vampires, Werewolves are able to spread with a targeted "Offer to Turn" decision. However, werewolves are living creatures and are able to spread in a more natural way.
    pup.png
    Children may be born with a hidden "Wolf-blooded" trait. Children whose parents are werewolves are significantly more likely to receive this trait, though fully human parents may rarely have wolf-blooded children and werewolves may sometimes have human children. Although the trait can't be seen by parents or guardians, they may eventually notice their children's strange behaviors. How they handle this can impact both the child's chance to become a werewolf and the control they will have when they reach adulthood.

    When they reach the age of 16, wolf-blooded children may either outgrowth their strange child behavior or become a full werewolf. Children with werewolf parents and parents who encouraged their behavior are more likely to turn, while human parents and parents who tried to stop the child from turning are more apt to stay fully human.
    If a child turns, their control starts based on the control of their parents and the choices during childhood.
    Challenge
    werewolf_fight.jpg

    In werewolf culture, an unfit ruler does not stay at the head of the pack for long. If werewolf culture is adopted in your realm, lower werewolf vassals may challenge their liege in a fight for dominance under certain situations. Initially, new, young, female, tyrannical, weak, physically deformed, incapable, non-werewolf, and wrong-culture rulers can be challenged for the throne, though additional laws may be passed restricting when challenges can be issued.

    When a challenge is issued, the challenger and the ruler will fight each other in one-on-one combat, handled by a series of events. Child rulers will have a champion, regent, or parent stand in for them, while incapable rulers will be unable to defend themselves, though another werewolf may answer the challenge and fight for the title themselves. Vassals may put their support behind one side in hopes that their support should be remembered if they win, offering a small boost.

    The fights are not necessarily to the death, though death is possible, and heavy injury is common.

    Other DLC
    Werewolves with the Horse Lords DLC may receive some of the wolf-blooded events in addition to other werewolf events.


    I may add one additional Dev Diary before release to give more time for some bug testing and QoL tweaks. The additional diary will cover the changes to the magic system. Most notable, the Magic focus has been fleshed out and 4 new lifestyles are available with their own decisions.
     
    Dev Diary - Magic
  • Mythos
    Dev Diary 4: Magic

    LargeBook.png

    While Magic has been in the game since the original Mythos Historical Fantasy, it has received a significant expansion and rework, especially for users with Way of Life.
    novice_mage.png
    eldritch_scholar.png
    veteran_wizard.png
    arcane_master.png
    The icons for the magic education trait have been completely reworked and a no longer recolors of the diplomacy traits, as well as having had their stats tweaked a bit.

    The Magic focus has been significantly expanded in a number of ways. When first selecting the focus, you will need to choose between 4 paths, 2 of which are available to non-mages. You may change your mind and switch to another path by decision, though doing so will wipe all progress you have gained.
    alchemist.png
    Alchemists study study of altering and purifying both physical and spiritual matter. This path is available to all characters. As an alchemist progresses in their work, they may receive events to try an create powerful substances such as Azoth (a panacea able to cure any disease), Alkahest (the universal solvent), the Philosopher's Stone (Giving immortality to its holder), or to transmute metal to gold. The Alchemy decision is now locked behind this trait, but as such, is no longer exclusive to magic education.
    herbalist.png
    Herbalists study the natural properties of plants. This pathis available to all characters. On this path, characters gain create several potions to aid people in their court. After completion, Herbalists gain improved results from Love Potions. Furthermore, Herbalists can create a rare Panacea, able to heal any illness without side-effect/ Herbalism is planned to have some additional expansion, allowing the creation of several specific potions using special ingredients, though this will not be available at initial launch.
    enchanter.png
    Enchanters are mages specialized in bewitching the mind and ensnaring the senses. Though a novice will simply be performing simple tricks an illusions, skilled practitioners can force loyalty or disloyalty of prisoners, or forcibly change foreign prisoner's religions.
    summoner.png
    Summoners call beings from elsewhere in the world or even other realms into their service. Early summoners can call weak soldiers for armies or garrisons, while experienced once not only get larger armies, but can also summon skilled beings to aid them, including lost souls, demons, dragons, vampires, and werewolves all compelled to be loyal to them. Should they find such a being to still be unpleasant, they are also capable of banishing all summoned creatures from their court.

    While some religions look positively on mages, the Abrahamic religions have a very negative view of them. Fortunately, with a bit of luck, a Christian, Muslim, or Jewish mage may come to be seen as working miracles for God.
    miracle_worker.png
    While not granting any extra power, the Miracle Worker trait does offset much of the opinion penalty mages receive.

    The Tower
    Mages who continue to pursue the magic focus after gaining a lifestyle may being to build a great mage's tower to further their work. This unique building is exclusive to the capital and grants strong bonuses depending on the lifestyle of the builder. While the effects are limited to mages with the lifestyle of the builder, should your heir have a different lifestyle, they can choose to rebuild the tower in their image.

    Changed Spells
    Brew Potion - Now a targetted action, this may be used on any character who is neither celibate nor your rival to improve their desire for you. While it may not make them your lover in one go, continued successful applications can yield strong results. However, should the potion fail, it may have the opposite effect. Herbalists are more likely to have a beneficial effect
    Perform Alchemy - Alchemy has been restricted to the Alchemist lifestyle, but no longer requires a magical education. Instead of being fully gain or loss, the attempt can simply fail leaving you with wasted time, or have a partial effect a clever character may take advantage of.
    Cast Aura - There are now multiple auras available, and success can give auras of different strengths. Enchanters gain stronger effects
    Summon Ethereal Army - Has a stronger effect with the Summoner lifestyle. The type of troop received can vary based on your religion.


    I plan to release the mod next week, along side the patch notes.
     
    Last edited:
    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.

    ##########################################################
    ##########################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

    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
    Release: Version 1.0.1
  • Mythos
    Dev Diary 6: 2.0.1 Bugfix and Patch Notes
    There have been a few bugs and quirks found in the launch, so a bugfix patch is being released to address some of those issues. This also includes a small change in magic, so it can only be taught in religions that allow it, or to characters with magical talent

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    ##########################2.0.1###########################
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    #######
    # 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

    Additionally, the mod is now on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1301762877
     

    Attachments

    • Mythos2.0.1.zip
      12,7 MB · Views: 29
    Last edited:
    Release: 2.0.2
  • Mythos
    Dev Diary 7: 2.0.2 Patch Notes
    While I was originally planning to hold off and made a more in-depth patch with more new features, I've made some bug fixes that are rather important and it seemed better not to delay them. I know I said that the zombie overhaul would be in the next patch, but I'll need to amend that to the zombie overhaul being in 2.1

    This does contain some new features that aren't significant enough to warrant their own dev diary, but should be addressed

    Giants
    Giants now have two additional sets of traits:
    Size: As a giant ages, their size will increase, granting them additional combat skill, health, martial, siege bonuses, and morale offensive
    Subrace - Giants following certain religions or cultures may be born as a Bergrisar (Hill Giant), Hrimthursar (Frost Giant), or Eldjotnar (Fire Giant). What subrace they have is influenced by their parents and the season of their birth. Currently these just adjust some stats, but they are planned to have a greater impact in the future

    Dragons
    Dragons now have an option to personally attack one of their rivals and attempt to steal a portion of their gold, and possibly an artifact. This isn't as in-depth as the werewolf challenge, working entirely behind the scenes, though success is determined by the same traits and stats. Be warned that losing an attack may have serious repercussions.

    Merchant Republics
    Patricians with 200 gold may set aside money for loans. Other rulers nearby may then borrow money from that, paying it back in installments. This opens up opportunities to borrow money for religions which can't interact with the Jews, as well as being a passive form of income for those interested. It's not without risk, however - some people may try to refuse repayment and need more... aggressive forms of collection.


    This update should hopefully also improve stability at the TOG start date, though I can't be sure as I haven't been experiencing the reported crashes on my machine.

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    ##########################2.0.2############################
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    ########
    # 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

    EDIT: Actually attached the file to the post.
     

    Attachments

    • Mythos2.0.2.zip
      10,1 MB · Views: 36
    Last edited:
    Release: 2.0.3
  • Mythos
    Dev Diary 8: 2.0.3 Patch Notes
    This patch fixes some bugs and balance issues found in the last few weeks, as well as reducing some graphical issues on dragon women and children.

    This should hopefully reduce some of the crashing, though I have rarely experienced the crashes, so I don't know how much is still present. The tweaked survival rate of dragon raid and overall effectiveness of alchemy may still need some further adjustment once more people have tried the patch.

    There are still a few reported bugs that weren't tested in time for this patch, so they may still be present. Of note:
    Requesting blessing from the Sapphire Flame not letting you select anyone
    Tribal kings and emperors not being able to upgrade certain buildings
    Vampires dying of old age
    Crashing after gaining a council seat
    Vampire feeding text claiming you tried to feed on yourself

    ##########################################################
    ##########################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

    EDIT: Attached the file
     

    Attachments

    • Mythos2.0.3.zip
      10,2 MB · Views: 30
    Last edited:
    Dev Diary 2.1
  • 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.
    Revenant Head.png

    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.
    Undead Buildings.png

    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
    • 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.
    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.

    Herbalism Changes
    Herbalism 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.

    Necromancy
    Necromancy 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 Apprentices
    Mage Apprentice.png

    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.

    VAMPIRES
    Vampiric Protection.png

    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 Dates
    Recommended Characters.png

    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.

    Others
    There 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.
     
    Release: 2.1
  • 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.

    EDIT: As a quick note, this is not save compatible with previous releases.

    ##########################################################
    ##########################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
     

    Attachments

    • Mythos2.1.zip
      11,8 MB · Views: 66
    Last edited:
    Patch 2.1.2
  • In the process of working on the next version, I have managed to fix a major crashing bug and an issue with blank events in the warrior lodge, so I've decided to release what I have now rather than making those fixes wait for me to complete everything I have planned.

    A few things, such as specific warrior lodge abilities, haven't been thoroughly tested, as this is mostly intended to get the crash fixes out, though any bug reports are, of course, still useful

    ##########################################################
    ##########################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
     

    Attachments

    • Mythos2.1.2.zip
      13,6 MB · Views: 34
    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
      14 MB · Views: 67
    Release: 2.1.4
  • 2.1.4 is here with the updates for CK2 3.1.1, but it also has some nice new features of its own.

    Purity and Hunger
    First off, and probably the most immediately noticable, is that Purity and Hunger have been reworked.
    Purity_Tooltip.jpg

    Instead of Purity fluctuating wildly depending on your current condition, it now builds up or down over time based on those conditions. So, suddenly spending a bunch of the gold you've saved up no longer makes you instantly lose a bunch of purity, but it will make it slower for your purity to grow.
    Additionally, as seen in the screenshot, purity now factors in traits that are considered to be virtues or vices for draconic pagans.
    Since high levels of purity now take longer to achieve, the Sapphire Flame now places a greater emphasis on purity when granting requests.

    Hunger has received a similar rework. Instead of increasing randomly, weighted based off different factors, your hunger now grows by 10% each month, growing slower if you are temperate or are older and learned to control the hunger, but increasing more rapidly if you are gluttonous or injured. Once this hits 100%, you will reach the next level of hunger.

    Bloodlines
    Several new bloodlines have been added to the game.
    Among these are some special bloodlines for Vampires. While a bloodline for a vampire would normally be weaker due to their lack of children, these new bloodlines specifically pass on to vampires they sire. However, these bloodlines often come with a drawback. For example, Highborn vampires will only feed on the finest humans and will become temporarily weakened from feeding of chaff.

    Performance
    A lot of the mod's late-game performance issues were caused by the old implementation of Revenants. They have now been reworked to use a pseudo-feudal government, but receive event troops for having depopulated or devastated provinces. This will prevent them from creating hordes of immortal courtiers and duplicate count-level titles. Additionally, in case they do still end up with a large court, the game will periodically trim some excess revenents from their courts.
    This patch, unfortunately, does not fix the 1st of the month lag that appears for the first few years, as I haven't found the cause of it yet, but the late game lags should no longer be present.


    This new update is not save compatible with existing games. As such, I am only releasing it on the forum for now and will upload it to Steam once the weekend is over to reduce the risk of suddenly breaking ongoing games.

    ##########################################################
    ##########################2.1.4###########################
    ##########################################################

    ############
    # Bloodlines
    ############
    - Added a new historical bloodline
    - Added six new magic-related bloodlines
    - Added three bloodlines for vampires
    - Added a bloodline for werewolves

    ##########
    # Vampires
    ##########
    - Restored the decision to found the vampire empire
    - Vampires converting to satanism now factor in the moral authority of both satanism and their current religion
    - Vampire Hunger has been reworked to build up in a more consistent manner
    - Vampires who reach maximum hunger but can't automatically feed (such as being incapable or in prison) will recieve a stacking health penalty until they feed

    ############
    # Werewolves
    ############
    - Rejection of werewolf offers to turn is now by-region instead of religion

    #########
    # Dragons
    #########
    - Increased prestige gain from draconic tributes to make up for increase prestige costs with the new tribal retinues

    ##########
    # Religion
    ##########
    - Zunists reforming with their unique feature now retain their heavy infantry bonuses
    - Draconic Pagans relighting the eternal flame will now become saint-like
    - Reforming religions with multiple features that alter unit stats will now combine their changes
    - Draconic Purity has been reworked to build up over time
    - Removed Draconic Consultation decision
    - Purity will have a larger impact on the Sapphire Flame accepting or rejecting requests
    - Random worlds should now start with Eternal Flames

    ############
    # Government
    ############
    - Undead hordes are now Fuedal instead of Nomadic and gain event troops in their provinces instead of using manpower. This should fix a lot of bugs

    #######
    # Other
    #######
    - To avoid high health species having ovely extended regencies, incapable characters slowly lose health
    - Incapable characters will no longer receive dragon or werewolf aging events
    - Updated with changes from 3.1.1
    - Extended the effects of council attributes to 40

    ##########
    # Database
    ##########
    - Added new tribal giant rulers of Romsdal and Sunnmore in the Viking Age
    - Fixed Wikilinks on incorrect characters
    - Added a second Shipyard to Faereyar, as they could easily have their army become too large to fit on their ships

    ##########
    # Bugfixes
    ##########
    - Fixed an issue where granting Plock to the Sapphire Flame checked for Sjaelland instead
    - Fixed an issue where granting land to the Sapphire Flame left them with a Feudal capital
    - Fixed an issue where zombie and monster revolts would immediately reinforce when they trigger
    - Fixed monter and peasent revolts firing at the same time
    - Granting land to the Sapphire Flame now only works if they are unlanded
    - Fix the "the Judge of" title diplaying incorrectly
    - Fixed relighting the eternal flame not actually relighting the flame
    - Characters should no longer be alerted about changing bankers for loans they don't have
    - Fixed an issue where gods healed slower than demi-gods or blood of the gods
    - Cleaned up event options icons when gaining or losing hunger
     

    Attachments

    • Mythos2.1.4.zip
      14,1 MB · Views: 74