Warhammer: Geheimnisnacht

Black-hundredist

Crusader
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62
Warhammer: Geheimnisnacht


Geheimnisnacht - Известна в Империи как ночь таинств. В эту ночь темная луна Моррслиб бросает свой безобразный свет на мир. Весь год её орбита, а следовательно, и фазы непредсказуемы, и лишь в одну эту ночь она приближается к миру, усиливая колдовские ветра и преображая их в бури, а тёмная магия собирается в незримые скопления и течения. Именно эти потоки пробуждают мертвецов, уродуют младенцев в материнских утробах и заставляют скот пожирать друг друга. В ночь таинств ослабляются преграды между реальностью и Владениями Хаоса, в эту ночь узкие пути становятся большими, а большие – огромными, что позволяет тысячам демонов до самого рассвета сеять гибель и разрушение в мире смертных.

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Особенности:
  • Совершенно новая карта со всеми важными местами Warhammer Fantasy
  • 5 различных рас на выбор, каждая со своими культурами и именами
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  • Станьте вампиром и даруйте другим тёмный поцелуй смерти
  • Станьте вечноизбранным чемпионом и поведите орды на южные земли
  • Станьте культистом разрушительных сил или прогоните их из вашей державы. Будьте осторожны, вы никогда не знаете кто именно является рабом тёмных богов...
  • И многое другое!
Начиная с 2010 года имперского календаря вы можете играть за практически любую фракцию, доступную в Warhammer Fantasy.
Карта от холодного Наггарота и жаркой Люстрии на западе до непроходимых гор скорби на востоке. От смертельных пустошей севера к засушливым пустыням Арабии и Неехары на юге. Будете ли вы бороться с силами хаоса, или подвергнетесь их искушению? Выбор за вами.












 
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Black-hundredist

Crusader
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62
Тизеры к тайным обществам, которые будут в 2.7.1:


Мы - истинные последователи Лорда Черепов
В отличии от наших родичей в диких краях, мы не случайные убийцы.
Нет, мы позволяем другим убивать за нас.
Каждый невинный, попавший в руки наших миньонов, приносит славу Богу Крови
и усиливает нашу силу и влияние.
Не сомневайтесь, мы убиваем тогда, когда это необходимо, и наша злость и ненависть безграничны.
Кровь для Бога Крови, как и всегда, но пусть это будет кровь наших подданных, наших рабов.

"Не чуешь это? Зловоние смерти? Оно всюду.
Зигмар мёртв, а зловоние - гниль его раздутого трупа.
Она распространяется по землям, загрязняя наши реки и убивая наших детей.
Только один может спасти нас от страданий, единственный, кто хочет
не больше, чем предложить нам помощь от смерти.
Обними старика Нургла.
Вскормись, большими глотками пей успокаивающий нектар его чудесного молока..."

"В назначенный час мы выйдем из закулисий.
Хаос покроет землю и мы, избранные слуги Архитектора Судьбы,
возвысимся в Его глазах.
Слава Тзинчу, Изменяющему Пути!
Ньявр'тах 'Лзимбарр Тзинч!"

"Ощущения - это колесо.
Где одно направление - это наслаждение.
А другое - боль.
Пройди по пути наслаждения достаточно долго и ты найдешь боль.
Пройди по пути боли и ты найдешь наслаждение.
Любовь моя, позволь мне забрать тебя на этот путь, чтобы ты ощутил многочисленные удовольствия и боли, что предлагает мой господин.
Позволь мне пробежать языком по твоей спине.
Позволь мне порезать тебя.
Позволь мне дразнить тебя, щекотать тебя.
Позволь мне разрезать тебя.
Позволь мне исполнить все твои нужды.
Позволь мне убить тебя."

"Не бойтесь хаоса, ибо он - наше спасение!
Восславь солнце, что приносит рассвет нашей окончательной гибели,
ведь не разве разрушение - это творение, медленно обращенное вспять?"
 

Black-hundredist

Crusader
Сообщения
62
Версия 1.1 для 2.7.1
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  • Toned down the frequency of Greenskin vassal-liege duels
  • The Greenskin kingdom/empire breakout on it's ruler death will only happen now if the ruler was independent
  • Re-arranged the Arabyan city buildings so that they make slightly more sense
  • Fixed an issue with Centralization law showing up for Greenskin realms
  • Basic implementation of Khaardun, the Everchosen during the start date
  • Lore of Heavens Non Combat, Lore of Heavens Proc events, added hooks for other lores in dueling engine
  • Localisation changes, added passive learning generation to magic power event cycle
  • Settle Grudge CB now takes a part of the defeated party's treasure if they're Greenskins, Skaven or Chaos Dwarfs, instead of killing them
  • Added a bunch of defines modifiers that didn't get moved to the override files from the old defines replace ( MAX_LONG_REIGN_BONUS, MALE_ATTRACTION_CUTOFF and FEMALE_ATTRACTION_CUTOFF )
  • The Seduction focus "age risk" event should now trigger or not trigger properly for certain long lived races or immortal characters
  • The Beastman and Lizardman job action events' chance to trigger should now show properly when highlighting the respective job actions
  • Moved a bunch of on_action yearly pulse events back to less performance heavy MTTH with proper pre-triggers in place ( more to come )
  • Removed Dwarf Tunneling decision ( Obsolete and hardly working )
  • Doom Counter notifier is now actually a notification ( ie. will appear in the top right corner with the rest of notifications )
  • Minor Bug fixes to Magic System, update to magic cooldowns, update to dueling to cover Slann
  • Universities should now work properly for both male and female sons and parents ( except in the Arabyan case, of course )
  • Added Erengrad event chain for Kislev, added the fearfrost trait and event for Tzarina of Kislev to acquire it
  • Fixed the Fingerpori coat of arms to display, was displaying as gray
  • Added fearfrost trait to starting Tzarina, as well as her female predecessors
  • Emperor now gets claims on the King titles of elector counts who refuse his rule during unification
  • General fixes to unification to make it less messy
  • Imperial dynasty flags updated
  • Significantly nerfed Nehekharan castle buildings, mainly the tomb structure
  • Added ships for Lizardman cities and castles, praise the old ones!
  • Black Orc portraits should no longer have helmets clipping through their helmets
  • WAAAGH event troops no longer suffer from attrition ( subject to change )
  • Boosted the number of ships spawned by WAAAGHs
  • Gave tanistry to every owned title in de jure Albion
  • spell resist mechanics added
  • Fixes for Spawning pools
  • Basic Localisation for lore of beasts testing
  • Temporary fix to obscenely unoptimized event
  • Nehekharans, Vampires and Daemons should now regenerate lost eyes, limbs, and other Reaper's Due stuff
  • Buffed temple piety income
  • Item inheritance should work correctly now ( I.E. it should go to the dynastic heir whenever possible )
  • Imperial State Troops are no longer held by adventurers ( hopefully this will stop random game overs and nomad inheritances all over the Empire )
  • Empire will now be elective upon peaceful reunification
  • Successful Grudge Wars against permanently grudged races ( Greenskins, Skaven and Chaos Dwarfs ) will now have a 5 year cool-down period against the executed target's heirs
  • The Underground Invasion CB ( Available for Goblins, Dwarfs and Chaos Dwarfs against Underempire counties ) should now work correctly
  • Switched around dwarf garrison modifiers for walls
  • Buffed all new greenskin buildings
  • Changed Black Orc HI numbers
  • magic balance changes for spell cycles
  • Fixed reference to inexistent government
  • Disease immune races should no longer get Lover's Pox through seduction/tumbling events
  • Added the anti-death IF to some death commands missing it
  • Removed many minor special buildings for performance reasons, these include:
    • Empire: Averheim, Wurtbad, Hergig, and Wolfenburg
    • Bretonnia: Artois, Lyonesse, Gisoreux, and Montfort
    • Border Princes: Akendorf
  • Added new special buildings, these include:
    • Norsca: Olricstaad, Ufsland, and Kraka Drak
    • Araby: Al-Haikk
    • Tilea: Remas and Miragliano
    • Estalia: Magritta and Bilbali
    • Kislev: Erengrad and Praag
    • Bretonnia: Mousillon
  • Minor buffs to existing special buildings for Dwarfs and Tlanqua
  • Greenskins get Mount Gunbad and Azril-Ungol as special buildings
  • Western Dwarf holds of Karak Hirn, Karak Norn, and Karak Izor removed
  • Iron Peak was changed to represent a restored Karak Eight-Peaks
  • Night Gobbos can no longer build both goblin camps and night goblin camps in the same holding.
  • Added descriptions to the Estalian unique buildings
  • Bilbali is now a city and the main holding of the province with the same name
  • Fixed characters studying at universities, returning as hedonists and not getting the Academic trait
  • Dorfs can now get an arty retinue
  • Minor rebalances for Dwarven gunpowder barracks
  • Added localisation to the Al-Haikk special building ( tried to be as accurate to both canon and Silf's fluff as possible )
  • Tweaked some of Araby's title localisations so it makes a bit more sense
  • Only Ormazdics and Kitabids have access to the vanilla Muslim conquest CB now
  • Forest Goblins can no longer colonize a province twice
  • The Warboss leading Black Crag is now a Black Orc
  • Nerfed Black Orc duel stats a little bit
  • Added descriptions for the Tilean unique buildings
  • Localization for Kraka Drak, Praag, Erengrad, Olricstaad, and Ulfsland
  • Heresy icons for the three Imperial faiths were fixed
  • Added missing decision file preventing trade posts from being abandoned
  • Added settlement decision to purge Skaven from surface provinces
  • Settlements decisions to purge Beastmen, Greenskins and Skaven now show up in the "important settlement decisions" pop-up for better clarity
  • Added localization to the Karak Eight Peaks unique building
  • Spreading Skaven or Lizardman cultures through normal means ( the random culture conversion event and the tribal settle tribe job action ) will now also spread the respective race's religion
  • Can no longer spread culture to Skaven provinces through the usual means
  • Miscast rebalance, nerfed high magic non combat
  • The Conclave "spouse offers to sign non-aggression pact" event should now target more sensible characters ( e.g. order races will target order races, and greenskins, skaven, beastmen and ogres are not options anymore )
  • Removed missing buildings from province history
  • Added magical power to Chaos Dwarf Sorcerer-Prophets missing it in character history
  • Bumped the starting age of several Norse Dwarf rulers
  • Ogres can no longer settle as merchant republics
  • Only Zealous AI characters will mend the Imperial religious schism now
  • Prettied up the Duel Engine a bit, localization-wise
  • Fixed an issue where, if your opponent fled a duel you wouldn't be correctly notified or you would get an event saying that you fled from battle
  • Added family to the Erengrad patricians so that the starting houses don't die out so quickly
  • Fixed broken Tobol river
  • Old Magic Engine removed, Lore of Ice (Unlocalized) Lore of Orcs (Half Localized) Lore of Tzeentch, Lore of Slaanesh ( Tomb Kings use light lore, Chaos Dwarves use Fire Lore)
  • Implemented resistance to 9 lores of magic, more rebalances for miscasting items, caster levels, more creature traits for spell casting.
  • Custom CoAs for Bretonnians and Dwarfs, additional CoAs added for others.
  • Cleaned up the muddled yellow trident Bordeleaux flag
  • Added new flag for Red Duke, old one is retained as a .bak file.
  • Added Halfling Pie Week and localisations for it
  • Minor fix for Couronne flag
  • Added CoA for Azalaïs
  • Cleaned up Montfort flag
  • Added Ulrican religion as an alternate trigger to Norscan culture group for becoming a berserker
  • New CoA for Cadai elves
  • Renamed "Blood Pact" to "Midnight Aristocracy"
  • More Nurgle daemon names
  • Fixed some parser syntax errors
  • Fixed a namespace number that went over 99999 ( could cause some event collision errors )
  • Fixed "has_landed_title" being used instead of "title" in a title scope ( has_landed_title only works in character scope )
  • Renamed El Cadavo to the ( only known ) canon Estalian colony, Santa Magritta
  • Added some cultural title renaming to the Cathayan-occupied parts of Lustria
  • Most of the Cathayan lands in Lustria are now feudal
  • Surface Skaven Clan Volkn moved to Fire Mountain ( their actual lore accurate base ), the Dwarfs of Clan Angrund now moved to Volkn's former home province ( Karak Azgal )
  • The holder of Clan Angrund has a strong claim on Karak Eight Peaks now
  • Can now only replace a Conclave dynamic merc band's captain with a character of your same religion group ( ie. no more Nehekharans replacing Tilean commanders in Tilean merc bands, hopefully )
  • Fixed some case sensitive stuff that could cause crashes in Linux OS
  • Fixed a local issue with Urban Militia
  • Also fixed Marcheur lords not getting new title local for BP.
  • Added a check to the independent witch hunter succession ensuring it only triggers for congregation governments ( this will probably end the game over/instant congregation switch bug epidemic )
  • Tweaked some of the ormazdic/muslim traits so that the opinions apply to those of the same religion
  • Moved the independent witch hunter election gov trigger check to an IF limit to avoid certain situations where it should trigger and wouldn't
  • Gave the Marsh terrain a province image pic
  • Imperial retinues(except for the knights) are now all 80 men each.
  • Retinues can be used by any Imperial, regardless of title or rank.(They are still culture locked, and the emperor has access to all, so long as the proper Elector-count is vassalized.)
  • Added back the event that removes RIP depopulation province modifiers
  • Fixed some minor local issues with imperial buildings
  • Buffed free company levy numbers a bit
  • Significantly nerfed Ungol and Roppsman military buildings; On the flip side, buffed Kislevite and Gospodar buildings
  • Kislevites get gunpowder units in exchange for losing their war beasts, and the Kislevite stable has been given extra knights to compensate
  • Changed numbers for Kislevite retinues, also added new retinue shared among the Gospodars and Kislevites
  • Added some new buildings for non-chaos Dwarf merchant republics
  • Dwarf barons can no longer use retinues
  • Modified/Added MTTH modifiers to the Reaper's Due disease removing events that take into account the lifespan of long-lived races
  • Added CD mansion buildings
  • Added Hobgoblin retinue for CD, made the CD retinues similar to their non-corrupted counterparts, and added a Hobgoblin debuff to the Dwarven culture modifier
  • Fixed some Dwarf tech requirements, also made mines buildable on wasteland provinces, and the first three on hill provs
  • Added a more Dwarf renamings to the Darklands
  • Non combat magic menu added
  • Finished Bretonnian building chains
  • Allowed Dwarf mines to be build in the underempire
  • Warpstone mines can only be built by Skaven characters
  • Fixed some technology problems with vampire/grail knights
  • Bugfix to Araby Universities
  • Globadiers and Jezzail dens are no longer auto-built at the start of the game
  • Changed unit numbers for a large amount of small unit retinues, they should withstand combat a bit better now
  • Fixed a bug with Erengrad not appearing in it's holding.
  • Fixed an issue with lizardman city buildings
  • Also fixed an issue with Hochland's retinue
  • Filled out holdings for all provinces
  • Added some triggers to stop certain races ( greenskins, lizardmen, skaven... ) from receiving "female" lovers through some event chains
  • Certain focuses ( seduction, intrigue ) will no longer be taken by the AI if certain game rules are enabled
  • Fixed shrewd and dull not having the proper opposing traits
  • Tentative fix to the duplicate Beastmen clans on inheritance
  • Can now send slaves into provinces through a settlement decision (The AI will still use the old slavery menu method, for compatibility reasons)
  • Tweaked the Beastman liege-vassal duel events to avoid certain weird bugs
  • Chaos Undivided characters now also have access to the Chaos Offering decision that was already available to the other Dark Pantheon religions (They can choose which Chaos God to sacrifice to, but can only offer lesser sacrifices and the reward/risks are much lesser than for dedicated worshipers)
  • Chaos Undivided characters might now ascend to Champion-tier ( but not Chosen or Daemon Prince ) once with a random Chaos God, which Champion trait you gain depends on various factors, such as traits, stats, and favour with each Chaos God
  • Alternatively, balancing favour with each of the Ruinous Powers will instead increase your chances of getting the "Undivided Champion" trait, which doesn't grant as much stat bonuses as the god-specific champion traits but doesn't bring any malus either
  • Chaos Undivided characters with a Chaos God-specific trait might now switch to that god's religion through newly added decisions (Switching religions this way will grant you a large quantity of favour with the religion's god, but will remove that same quantity of favour of the other gods)
  • Mind Influence Spells for Shadow Lore Non Combat
  • New Host of Chaos flag
  • Added mechanics for an AI Everchosen to spawn; if theres no living Everchosen, a new one will be set to spawn ( with a mean time to happen of around 90 years ) in the Chaos Wastes with considerable event troop spawns, he will proceed to blob in the Chaos Wastes and making his way down to the Old World
  • The Everchosen may use the unique "Everchosen Invasion" CB which, on victory, takes all the counties in the kingdom where the CB was declared to, and ones occupied during the war as well (Characters of Chaos or Norscan religions might submit and surrender to the Everchosen through an event when this war is declared against them)
  • The Everchosen now has a unique gfx culture
  • Using the "send slaves" settlement decision will now actually subtract slaves
  • AI Everchosen no spawns with extra money
  • The Everchosen now gets a built-up nomad holding on his first victory
  • The Everchosen now gets the Nurglite disease bonus modifiers
  • The Grand Generaless' demesne should now be feudal
  • Fixed issue with Chaos Spawn retinue not having a proper special troop assigned
  • Ensured all name files are in ANSI encoding
  • More helpful hints and tips
  • Compatch to 2.7 and Monks & Mystics
  • Added 5 secret Chaos Cult societies and removed old Chaos Cult system.
  • Replaced the Geheimnisnatch suspicion system with vanilla's visibility system
  • Added the Order of the Bleeding Heart ( Shallya )
  • Members or rank 3 or higher ( Magus or High Magus ) of any Chaos Cults can attempt to infiltrate secret cultist cells to provinces within their realm
  • The High Magus of a Chaos Cult can start an uprising in their realm, all the provinces with secret cultist cells will flip to the respective chaos religion, you will declare an independence war against your top liege if not independent, and all fellow cultists inside your realm will get a chance to join you in the uprising (Using this decision will cut all your ties with the secret Chaos cult, though)
  • Moved most items from traits to proper artifacts
  • Added specific religious opinion modifiers to some traits ( ie. Grail Knights now get an opinion bonus towards Grail religion characters )
  • Chaos Champion and Chosen of any culture may now also get their respective Chaos armour represented in their portrait
  • Members of Ulrican and Sigmarite holy orders now get Wolf-Priest and Warrior-Priest clothing, respectively
  • Fitted map border model (after being missing for years)
  • Tzeentch recruitment event loc should show properly
  • Added anti-death checks to some of the MnM stuff
  • As a Chaos Cultist, sacrificing someone of an opposing God's cult ( Slaanesh for Khorne, Tzeentch for Nurgle, Nurgle for Tzeentch and Khorne for Slaanesh ) might now yield extra society power
  • Added scripted triggers to a bunch of events in health_events
  • Added some pre-triggers to the most problematic even triggers
  • Removed the standard "ill" trait from all starting characters in character history ( doesn't make much sense )
  • Added triggers to check if a character is a demon and if they can get sick
  • A bunch more optimization pre-triggers
  • performance increase to nurgle's blessings
  • The AI can only use the Elf Courting targeted decision if it's a count-tier ruler or above ( performance improvement )
  • Elven barons and landless courtiers will now court through a bi-yearly on_action pulse random event ( performance improvement )
  • Added clothing specific to members of the Hashisin secret society
  • Moved pig and toad portrait effects from portrait properties to their own conditional overlay
  • Fixed H name search bug
  • Added lore based creation dates to runefangs
  • Fixed spawning of ostermark runefang
  • Added (unknown) creation dates to regalia of chaos created for the AI Everchosen
  • Implemented the Cult of Pleasure as a fully working secret society, available to both Druchii and Asur
  • Pleasure Cultists gain the ability to twist fellow Elves into the Cult of Pleasure at rank 1, and the ability to Quirk people at rank 2
  • Most of the mechanics related to the Cult of Pleasure are the same for the secret society (Being openly exposed as a pleasure cultist means that you leave the society and become an open worshiper of Atharti, independently of being Asur or Druchii)
  • Added some items from the WHFB common lists into the game as artifacts.Pending balance.
  • A random batch of common items will be distributed amongst all landed rulers at the game's start
  • Now only humans, elves, dwarfs, halflings and ogres can become the captains of dynamic Tilean/Estalian feudal mercenary companies
  • Bretonnians now properly get the "true knight" modifier ( ie. vanilla re-localized True Christian Knight )
  • The options in the recruitment ritual for the Chaos Cults no longer care if the ruler is married or not ( unless he's being recruited into the cult of slaanesh )
  • Entering any Chaos Cult or the Cult of Pleasure now actually switches your secret religion to the one related to that cult
  • Set the Chaos Cults and the Cult of Pleasure as the "secret cult" of their respective religions
  • Added more unique CoAs to take advantage of those that are already made but not utilized
  • Added some dynasty CoAs so that various Ormazdic rulers have unique arms that match their realm CoA
  • Added Lizardmen 3d models
  • Fixed some issues with first Khemri royal tomb building
  • Fixed an issue with Druchii being able to build two wall types
  • Added Tomb Kings 3d Models
  • Fixed the wainriders insane attack stat
  • All Chaos Dwarf slave buildings decrease garrison size, numbers aren't final so they'll likely need tweaking
  • Changed all files related to the unit models to use lower case characters to fix CTD for Linux users
  • 85 minute of new music added, composed specifically for the Geheimnisnacht Mod
  • Typographical edits and grammatical tweaks
  • added orc models
  • Dark Elf Models added
  • Made it less likely for elfs to spontaneously join the cult of pleasure
  • Made joining the cult of pleasure even further less likely
  • Bug fix for Nurgle's Blessings
  • Reduced mutation chances for Purple Hand
  • Made nurgle's blessing for leprosy remove entire fertility malus
  • Removed vanilla MnM event that have geheimnisnacht equivalents
  • Society bug fixes for corrupting a priest/prisoner induction
  • Added checks to make sure you can't quirk/twist daemons
  • Fixed issue with gaining cruel from quirking while already cruel
  • High magic effects should no longer automatically trigger
  • Reduction in chance of doom counter by 25 times.
  • Fixed Nurgle's Touch bug
 

Elest

Keeper of the Swarm
Губернатор
Депутат
Сообщения
114
Эх, рандомные вылеты от шастанья по интерфейсу остались; много ивентов до сих пор имеет привязку к максимальному возрасту, несмотря на кучу способов получить бессмертие и изначальное наличие тьмы бессмертных персонажей; работа ивентов по вычищению ереси до сих пор ужасна: например, ледяным ведьмам выскакивает ивент на -30 к отношениям со всеми на 100 лет за дочь с магическим потенциалом, и это стакается. Зато у каждого орка-графа 200к солдат из жопы вылезает, из-за чего спустя какое-то время карта превращается в один большой WAAAGH.
Культы странно работают: очень быстро ты получаешь мутации, из-за чего тебя просто убивают по ивенту собственные телохранители. Возможно, этого можно избежать, если отказываться ото всех заданий культа, но так повышения не получишь. Если ты все-таки успеешь поднять восстание культа, то тебя ждут только минусы: из культа ты просто выходишь, и всем его сверхъестественным силам ты можешь сказать прощай. Взамен, впрочем, дают вечный модификатор на +2 к благочестию в месяц.
Магию переделали, мискасты вроде бы чаще: мне первая же попытка произнести заклинания дала мискаст и трейт "недееспособный". Клево, чо еще сказать. Экспа до сих пор получается через рандом, поэтому можно даже на первом уровне мага остаться на сотню лет.
Музон, впрочем, впилили, избавились от очень старых багов: играть приятнее, несмотря на вышесказанное.
 

Black-hundredist

Crusader
Сообщения
62
много ивентов до сих пор имеет привязку к максимальному возрасту
Дайте, пожалуйста, список событий, напишу разработчикам в тему багрепортов.

Зато у каждого орка-графа 200к солдат
 

Black-hundredist

Crusader
Сообщения
62
В следующем релизе разработчики обещают новую систему магии, дуэлей и державы вне карты (по типу Китая из ванилы).
В качестве бонуса выкладывают то, что сделали с торговыми путями:
Вместо 14 путей в Старом Свете, теперь существует 12, покрывающих весь мир.
Некоторые даже имеют уникальные механики:
  • Торговые пути Люстрии дают ящеролюдам благочестие и позволяют быстрее перемещать войска.
  • Рабы в торговых путях тёмных эльфов уменьшают стоимость и время строительства.
  • Доступные только дворфам подземные проходы, уничтожаемые если контроль над ними потерян.
Ссылка на дневник
 

simpleguy

Ехидный колобок
Депутат
Сообщения
256
В следующем релизе разработчики обещают новую систему магии, дуэлей и державы вне карты (по типу Китая из ванилы).
В качестве бонуса выкладывают то, что сделали с торговыми путями:
Вместо 14 путей в Старом Свете, теперь существует 12, покрывающих весь мир.
Некоторые даже имеют уникальные механики:
  • Торговые пути Люстрии дают ящеролюдам благочестие и позволяют быстрее перемещать войска.
  • Рабы в торговых путях тёмных эльфов уменьшают стоимость и время строительства.
  • Доступные только дворфам подземные проходы, уничтожаемые если контроль над ними потерян.
Ссылка на дневник
Скопипасти блевник, плез, у меня КК пиратский, аккаунта нема...
 

Lorandicus

Старожил
Модератор
форумных игр
Сообщения
248
Вау, помню на Стратегиуме смотрелся тускло и блекло. Текущие скриншоты более симпатичнее и глянцевые, что мне по душе
 

Black-hundredist

Crusader
Сообщения
62
Hello everyone! I'm Komioski, or Komi if you prefer, a relatively new addition to the team. We know many of you are curious what the plan is for Jade Dragon, and this announcement will hopefully answer any questions you might have for us.

First, yes we will be releasing a compatch as soon as we possibly can for all of you. After that you can almost certainly expect a full release utilizing the off-map powers, a new magic and duel system, and more! Sadly I'm not currently able to talk about that. Second, due to the changes to the steam workshop we will be releasing the mod there in the near future, this should make installation and updating easier for everyone as well as allowing the mod to reach more players. For those of you who prefer the manual installation we will still release on these forums as well. And our final bit of news for today, dev diaries are back!! I will be posting updates and the occasional sneak peak on what we are doing as often as I can.

As a bonus Ive decided to post part one of the Dev diary for the trade system overhaul, :-) this was one of the things I was personally excited to see get some attention from paradox with the new DLC, and was the first thing I decided to work on when I joined the team. This first part will focus on the routes themselves, while I will explore the new mechanics in a later diary.

Here's a sneak peek of the end result:


The original trade routes were a mess, some were missing and others were just plain broken. We had 14 routes barely covering just the old world, therefore, the first step was rewriting our trade routes in an efficient way. I also wanted to see the norscans represented as traders as well as raiders, so adding new routes was the secondary objective. In the end I managed to cut down to 12 routes covering both the old and new world. I will explore each in-depth in the next diary but for now I will list them for you with a quick explanation of any unique mechanics.

1. The Empire Trade Network
2. The Sea of Claws
3. The Khyprian Road
4. The Silver Road
5. The Gold Road
6. The East Roads
7. Old World Coastal Route
8. The Underway: a unique trade system built for the few remaining dwarf holds still connected to the deep roads. This will only be accessible to the dwarf culture. If a hold falls to the orcs or any other culture the underway entrance is destroyed.
9. The Chill Road: a unique trade system for the Druchii, it represents the use of slaves as the foundation of dark elf society they are the miners, farmers, and builders of the dark elves and therefore the largest modifier will be building time and cost reduction.
10. Ulthuan Interior
11. Ulthuan Exterior
12. Lustrian Jungle Paths: a unique trade system for the lizardmen, granting piety and movement speed boosts.

That's it for today! Thank you for your support and feedback, and we hope your as excited for the next release as we are!
 

Black-hundredist

Crusader
Сообщения
62
Новый дневник про торговые пути
Hello again everyone!
Sorry about the delay, the recent and upcoming holidays slowed down the release of this second part just a bit. I'm not going to go to in depth with this diary as I don't want to spoil all the surprises, and you don't have much longer to wait to try it yourself anyway as I am happy to announce the compatch is ready to be released! So keep an eye out for that, you should find it on steam or these forums as soon as illathid has put the finishing touches on the new version, have fun with the new systems and make sure to inform your local witch hunter of any bugs you might find. ;-)

Now then, on to the Trade System!

First Up is Ulthuan, the asur actually get two routes in order to simulate both the inner and outer kingdoms. Each route has access to separate (but similar) building chains.

1. The interior applies the usual tax modifiers as well as a significant boost to siege defense
2. The exterior applies the usual tax modifiers (somewhat reduced) and a boost to supply limit.



The Druchii have access to the Slave Road, while not as economically profitable this route boasts several unique bonuses which can have a powerful impact on dark elf gameplay. These include build time and cost reductions and a movement speed boost.

The slave road has four unique buildings:
1. The Slave Pens: applies a boost to tax income, this is where your slaves are kept.
2. Slave Wharf: increases garrison size and trade wealth, this is where slaves are unloaded.
3. Slave Mines: decreases build time and cost but also tax income (for slaves lost in the mines)
4. Slave Fields: increase supply limit and levy reinforcement rate but reduce tax income
(for slaves who die working the fields)

Note: beyond level one, the slave mines and fields are mutually exclusive, so you must choose which path to focus on before advancing any further.



The Jungle Paths are a representation of the unique power the Lizardmen wield in Lustria's jungle environment. This route applies no bonus on its own, but it allows any Lizardman province with a trade post to build Ritual Totems. This unique building grants a powerful boost to temple tax, supply limit, garrison size, local movement speed, and monthly piety gain.



Now for the Old World!
Unfortunately due to the size and complexity of some of the routes involved I can only show a broad overview of the finished trade map, you'll get a closer look for yourself soon enough though.



Empire Trade Network: applies the usual tax modifiers and has the vanilla trade buildings.

Sea of Claws: applies the usual tax modifiers and has the vanilla trade buildings as well as a unique whaling village building which applies local build time and cost reductions as well as a trade route wealth boost.

The Khyprian & Silver Roads: wealthy trade routes originating in Tilea and Estalia which apply the usual tax modifiers and vanilla building chains as well as access to merchant enclaves.

Golden trail: land route through Araby with the usual tax modifiers and vanilla buildings as well as a unique caravan guard building with a boost to local movement speed and garrison size.

Spice Route: Coastal trade route of the old world with major hubs in Erengrad, Marienburg, Sudenburg, and every major coastal city in-between. This is the wealthiest route in the old world, with the usual tax modifiers and buildings.

Grimway: The land routes in the east, mostly trade between the chaos dwarfs (hence the name) which applies the usual tax boosts as well as a monthly piety gain.

Ungdrin Ankor: A unique network for the Dawi, this is not a route or road but a collection of hubs which grant access to the Underway. This allows the dwarfs to build guild keeps which will reduce build time, local movement speed, and some small tax boosts.

All of the routes will feature several event chains, especially the underway, which shall be a small game system in its own right. For now however, I will say no more, sadly none of the event chains will be included in the compatch as they are still in the final stages of polish. You can expect them in the first proper update after this release.

the team thanks you all for reading and for waiting so patiently for any news, see you next time!
 

Elest

Keeper of the Swarm
Губернатор
Депутат
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114
На днях мод обновился под патч 2.8.1.1, чейнджлог:
  • Fixed repopulating provinces
  • Fixed Fuyyusia tournament being avaliable to everyone
  • D6 Mechanic for magic implemented
  • Fixed Silfae's noncombat spells
  • Gave stat penalty compensation to all nurgle's blessings
  • magic mechanics update
  • Block Commented out the vanilla artifact events for the moment
  • Doom counter now has 1% chance of incrementing on going to war rather than 100% chance
  • Fixed Nagashi despising vampires
  • duel_engine.txt fixes
  • utf-8 Fix
  • Fixed overlapping CoA item
  • duel engine mechanics update
  • magic cooldown for ai
  • Made some changes(Read: Nerfed pretty hard) to the ruins of Azril-Ungol and to the Black Crag (They shouldn't be as insane anymore)
  • Fixed missing god name
  • Magic System Updates :Scaling spell costs
  • Fixed the Norscan shipyards being unable to be upgraded past lvl3
  • Also fixed Kislev's gunpowder retinue, it now has it's special unit set properly
  • Fixed the kislevite barracks allowing it to be upgraded beyond level 3
  • Trade System 1.0 Implemented
  • Basic validator/bugfixes and localisation
  • fixed the cold ones not excluding the other building chain properly
  • Edit Greenskins' Gov to allow them to build tribal holdings
  • Fix for training grounds
  • Kislevite and Ungol names from Realm of the ice Queen added
  • Ataman/ka rank added
  • Wikipedia Links for most of the characters
  • Fixed a typo in common/event_modifiers/warhammer_modifiers.txt line 1584: combat_modifier should have been combat_rating
  • Added efffectFile parameter to some portraitTypes that were missing them
  • Reworked Witch Hunter succession structure to hopefully solve Congregation bug for good
  • Alphabetized event pictures
  • Portrait Fixes, new artifact images
  • removal of old swords as traits
  • Added whaling village to trade post buildings in Ildelver
  • White Whale event chain / White Whale localization / White Whale event modifiers
  • New CB types
  • updates for Skaven Magic
  • Changes to Chaos Champion Nomads in Chaos Wastes: Retinues cost prestige instead of gold so imbalance is corrected
  • gave asur colonies starting buildings if funded
  • Maintanance multiplier changes - Chaos Nomads
  • Spelling / Bracket changes - Chaos Nomads
  • Major change to Dwarf buildings: Tier one can be build in all provinces but after that the terrain in the province must be either hills, mountains, impassable mountains, wasteland, or in the underempire for the other tiers to be built.
  • Added new temple buildings for those following Myrmidia
  • Dwarfs of both the none spikey and spikey variety have new trade buildings
  • Tlanqua is no longer a special title, it is still titual however
  • Lizardman localisation added for all provinces and duke+ titles in the Southlands
  • Added a final decision for the Southland lizardmen (This grants them a new shiny empire-tier title plus all the pomp and circumstance surrounding it)
  • Significantly reduced techpoint gain from Dwarf guild buildings
  • Added Some Wonderful new loading screens from some contributors
  • Removed Kislev's gunpowder troops completely (Currently replaced with pikes but might be subject to change)
  • Tilean, Imperial, Estalians, and Kislevites all tolerate each other's buildings, thus they wont be deleted upon conquest, but will be deleted still upon culture conversion
  • Warrior cult now checks for the holder's religion, not the province's religion
  • JD compatibility
Ничего крутого вроде бы нет: торговая система, чистка багов и всякая мелочь.
 

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