warhammer vermintide 2 crash uploaded to developers but faile to diplay info in launcher
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THIS IS A DARK age, a encarmine historic period, an age of daemons
and of sorcery. It is an age of battle and death.
and of the world'southward ending. Amidst all of the burn,
flame and fury it is a time, too, of mighty heroes,
of bold deeds and corking backbone.
~
AT THE HEART of the Old World sprawls the Empire,
the largest and near powerful of the human realms.
Known for its engineers, sorcerers, traders and
soldiers, it is a country of great mountains, mighty
rivers, dark forests and vast cities. It is a land
riven by uncertainty, as three pretenders all vye
for control of the Regal throne.
~
BUT THESE ARE far from civilized times.
Across the length and latitude of the Old World,
from the knightly palaces of Bretonnia to ice-bound
Kislev in the far northward, come rumblings of war.
In the towering Worlds Edge Mountains, the orc
tribes are gathering for another assault.
Bandits and renegades harry the wild southern lands
of the Border Princes. In that location are rumours of
rat-things, the Skaven, emerging from the sewers
and swamps across the land. And from the northern
wildernesses in that location is the ever-present threat of
Chaos, of Daemons and Beastmen corrupted by
the foul powers of the Dark Gods.
As the fourth dimension of boxing draws e'er near,
the Empire needs heroes like never before.
-----------------------
Set up in the year 2010 IC, over five centuries earlier the reign of Karl Franz and the familiar events of recent Warhammer canon such as the End Times.
Warhammer: Geheimnisnacht lets yous play every bit almost every faction in the Warhammer Fantasy world. featuring a massive map that extends from chilly Naggaroth and sweltering Lustria in the due west to the impenetrable Mountains of Mourn in the east; From the mortiferous Anarchy Wastes of the north to the blistering deserts of Araby and Nehekhara to the south.
Will you fight the forces of chaos, or volition y'all succumb to their cloying temptation? The choice is yours...
FEATURES
- A beautiful map with every important location in the Warhammer Fantasy World
- Well-nigh every race is represented and playable, each with their unique mechanics
- Get a wizard and control the winds of magic
- Become a Vampire and bestow the Dark Kiss of unlife on others
- Become the Everchosen - Champion of Chaos and lead an invasion of the soft lands of the south
- Become a cultist of the Ruinous Powers or endeavor to remove them from your realm. Careful though, as you never know who exactly may be a thrall to the Dark Gods...
- And much more than....
With the worldwide pandemic this year, development was put on hiatus for a few months as I adjusted to working from home. This meant that my initial planned release window of summertime for the main co-operative of the modernistic would have to be pushed back, making it more than than 2 years since a public version has been made available to the community.
Therefore I decided to set aside some time to rework a personal project of 1 of our Lab Rats @ManuSwaG, which compiled the erstwhile 1.ii version of Geheimnisnacht with my current development version into a "playable" (it didn't CTD at to the lowest degree) version of the mod. Compatible with CK2 v3.3.3.
I spent a calendar week recruiting a host of new Lab Rats and put them to piece of work rooting out the well-nigh obvious/game-breaking bugs
most of which I managed to prepare. The released version is Technically Unsupported and may or may not receive hereafter development.
Please understand that the official overhaul is my priority this is not. (though there is a #critical-problems-report channel on discord for any game-breaking bugs)
Eventually, this project will be fabricated obsolete past the release of the main co-operative. Until Then Savour!
New Hotfix applied! Some other coming soon. If you didn't know:
Bring together us on Discord!
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CHANGELOG
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WH: Geheminisnacht - legacy uses Komioskis official v1.3.17 as a base.
The legacy version has been built on that.
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Features
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- Completely Restored Geheimnisnacht 1.ii
- Restored original earth map
- Added events back in
- added decisions dorsum in
- Added CBs back in
- Restored proper colours of the realms
- Stock-still province flags
- added a new building for the Lahmians
- fixed CoA
- uses Komioskis empire buildings
- uses Komioskis empire rework
- uses Komioskis cartography decisions and brief brotherhood decisions
- Mod will utilize Holy Fury Duel system
- Modernistic uses some reworked bloodlines.
- And everything else we could fit from behind the scenes
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Known Bugs / Balance Problems
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- Bugs from Warhammer ane.two are to be expected
- Events are not optimized.
- Determination are not optimized
- Cults/Societies are not optimized
- Dwarf holdings not optimized. (attack/siege/attrition)
- Ork size unbalanced. Besides fast from small to huge Orc from battles
- The player tin can elect anybody equally the Emperor of the Empire (I doubtable something in scripted_triggers)
- Bloodlines not finished
- Magic System is broken (Y'all can use bones magic. raising undead and summing demons from prisoners.)
- Skaven cannot assign an education focus
- the Grail and knightly quests are merged into ane line until they tin can be expanded
- Cathay as our first offmap power (replacing vanilla china) is savage and incomplete
- Severly limiting diplomatic range of people's republic of china failed (they should only exist interacting with araby/ulthuan world_regions)
I suspect "cathay_diplo_interaction_trigger" in scripted_triggers and "diplomatic_range" in offmap_cathay
- Recruit Doctor bewitched. Nothing happens when you recruit them
- Holy fury events need to be Optimized (Localization) exa ( HF.24006)
- Clicking on the mini-map does zip
- tzeentch sacrifice doesnt kill prisoners.
- Elven courtship may have several problems
- Bretonnian Questing event options need descriptions beyond "no effect" its misleading
- Vassalizing holy order makes yous lose the decision to donate/borrow money from them
- The issue for seduction target being too old makes no sense when it activates for/against vampires.
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More info/testing
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- Cannot plough my temple vassal into a vampire
- Pressing claims on kingdoms (Playing every bit Empire) Doesnt fully destroy faux empires and doesnt fully conquer them.
- Maletkih isnt incapacitated after losing a duel. He goes on as of nothing happened. This also happens when you "kill" Malektih in a plot.
- nomination for Loftier kingdom of Norsca, which doesnt be
- Mists of albion may now exist permeable past some CBs, this is unintentional
- Old Gods Blot Events
- Smith Events May need to exist updated/repaired
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Legacy_v1.0:
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- @Mitsu can no longer impale tomb kings in a duel
- Removed developer tools: wake slaan/challenge to duel decisions
- Merged duplicate Go Celibate decisions
- Removed all that extra claret Finubar was running around with
- All flavors of Aelves should now exist immune to mutations (though I believe this was a feature not a issues)
- Numerous portrait repairs made (Halflings and Amazonian Men shouldnt be so "pale" anymore)
- Orks are less mysterious nearly their size trait
- Your sick fetishes tin can now exist realized! (allowed to bring together cult of pleasure over again)
- The Crimson Duke has a slighly better chance at winning his war, though he's unsure if he'll crash the game if he does
- Orks should no longer contract a crabs disease
- Renamed both "vales of florida" to the "floridian vales" which fixed the cut off
- Repaired the champion minor title, This was conflicting with the Emperors Champion small title, which I too repaired and
Counterbalanced allowing the champion to be given the drakwald runfang/removing it if he is no longer champion
- Chief of elephants restricted to region = world_greater_araby
- Roman events removed, they were only kept for inspiration on reformation mechanics
- Removed duplicate decisions and localized "use magic detail"
- All flavors of Dawi should now exist immune to mutations
- Removed some excess GFX
- Removed the extra witchhunter council position as it was unused
- Fixed a few parse errors
- Stopped Druchii usurp spam
- checked schaos.99 and daemon prince requirements
- removed old souvenir artifact decisions
- Repaired chaos dwarf sorceror trait
- Sacrificing prisoners should now requite anarchy favor (nevertheless there are all the same many things that should give favor that dont)
- Removed tribal/nomad requirements from the anarchy raid CB
- Investigated several broken issue chains before "nopeing" correct out of there. Those fixes volition come in time
- Boosted the piety and prestige gained from Vlads Subjugation CB (both win/lose) from 100 to m
- Fixed Ghal Maraz localisation
- Repaired all intermarriage links in the wh_religions file
- Stock-still succession realm collapse for chaos/norscans
- The precluding succession upshot that fires warning of unworthy heir converted to a bi-yearly pulse on_action instead of a monthly MTTH
- Stock-still more than missing trait icons (Skaven, Goblins, Damsels, etc.)
- Immune Ruler Designer, not all WH traits are bachelor and definetly not balanced... simply its there if you desire it.
- Mortensholm inverse to Mortensheimr
- Sylvania no longer has admission to the imperial gunnery school
- Relocalized "china"/"chinese" to "prc"/"cathayan"
- Buffed Beastman "Gather Army" decision from 80 troops to 500
- Immortal characters using the kid portrait repaired in history (investigation into event for long term required)
- "Ensnared" opinion modifier now lasts 3 months (Jade Vampires)
- The Clone wars have ended! The Greenish Knight will now ride dorsum into the mist from whence he came.
- As a advantage he has been given the "Green Knight" trait, a buffed version of Grail Knight, along with some descriptive localization for flavour
- Restored Miyan Halfling retinue
- Replaced all instances of "Ursun" with the proper "kislev_gods"
- Ice witches will no longer dice out in a single generation
- Back down to 2x starting horde for the Red Knuckles (Instead of 3x)
- Applied conversion of MTTH to on_actions supplied by @justyn
- Removed the infertility issue
- Instances of chinese culture changed to oriental_group
- Removed govenor portrait from the off_map screen
- Removed state troops (*over again*) @ManuSwaG snuck them back in at that place on me
- The Children of Doom Guild no longer requires you to exist kind, simply also not kind.
- First pass at limiting the edifice of wonders ( no beastmen, orcs, etc)
- Localisation fix for the "Brazen Bull" event
- Constituent Leagues now have an choice to decline (Volition apply a cooldown stance modifier that will exclude you from leagues for vi months)
- Ai Constituent leagues moved to yearly on_action
- "Bloodthirsty Games/Mass Cede" should now work properly including traits for all Khorne, Chaos, Norscan Gods, Cytharai
- Fixed Malekiths government type. At game start, in case multiple governments are eligible, the commencement eligible 1 volition be taken. I placed the malektih government above the druchi government in the files. That seems to have stock-still it
- Skaven no longer get galleys in their building chains only through a special outcome (this should help not only performance but too the skaven financial crisis)(decision requires gfx icon)
- Lizardmen no longer get galleys in their building chains only through a special result (decision requires gfx icon)
- Lizardmen cities no longer take access to vanilla ports
- Skaven "Breeding Pits" now cost less prestige to hopefully make game-overs a little less common
- "Nurgles Impact" now limited to the proper religions
- Arms retinues buffed to terminate them being eradicated easily in battles
- Diseases and Mutations should at present be properly limited
- HF duel engine plugged into bretonnian quests and orc/beastman supremacy fights *SHOULD* work (duelengine.1 removed replaced with HFP.10095 etc.)
- Fixed province modifier icons (added twoscore new ones from vanilla and shifted WH modifiers downward past 40) still need a bit of cleanup on the fine art (some are off center) but its workable for now.
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Legacy_v1.01:
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- I modified the Legacy religion files to allow for certain religions that by all reason SHOULD allow for women to take consorts, to do then
- Updated some of the traits for new combat rating scale (Chaos, Daemons, Vampires)
- "Aztec Sacrifice" conclusion now gives 0.2 favour instead of 1. Needed a nerf and it should also now apply favor to you lot and not your sacrifice
- Z_magic_effects.txt, Z_magic_item.txt, Z_magic_power_calculations.txt, z_magic_resist_test.txt, Z_magic_setup.txt, Z_miscast_test.txt, z_spell_process.txt. -Removed from scripted_triggers
- Characters birthdate/landed_titles files stock-still. Deadmen deceit hold titles
- Province: 158 - Straghov.txt | 172 - Sepkuzy.txt | 179 - Krasicyno.txt | AND 196 - The Bane.txt were duplicate and removed.
- Fixed Greenskin traits
- Constitute the COA issue: d_webba_weavahrs.tga - should exist d_webba_weavahs.tga
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Legacy_v1.13:
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- Added ai_check_interval to all WH decisions, which will assist performance also equally the frequency of greenskin/beastmen duels etc.
- "Empire Unification" determination made more difficult to achieve until it can exist updated completely
- Updated map/terrain/"colormap" with new effects for the vortex static model
- Updated map/terrain/"colormap" with new furnishings for Kislev/Norsca/Troll County
- Updated map/terrain/"colormap_water" with new effects for the vortex static model
- Updated map/trees for an overall improve map
- Imported Vortex Model and Shader **credit: Arasakes**
- Imported Aureate Mine Models around the erstwhile globe
- Updated Green Knight portrait/trait with customs version
- Repaired missing Bretonnian on_actions for knight errant trait
- Repaired and separate the grail knight and questing knight event bondage (non perfect but until the overhaul it will work 100%)
- Compressed GFX files
- Quick and dingy removal of mass conversions
- Anarchy cult uprisings correctly requite demon upshot troops and a demon commander to the leader, besides cultist leaders who are contained rulers are more willing to declare their truthful faith.
- Beastmen are no longer acceptable marriage material for everyone
- Updated the worship trait icons in gfx in case we utilize them
- Added some Druchii artifacts to principal characters
- Added Modern GFX for Druchii artifacts
- Removed Galleys from Skavenblight
- Capped Skaven convenance events file. **REQUIRES MORE TESTING**
- Daemon Prince reinforcements from the Warp now final longer
- Fixed mutations. I removed the brackets from the culture_groups. culture_group = goblin_group instead of culture_group = { goblin_group }
- Resized custom government icons
- Kislev now gets its ain government type: "Tzardom" with unique charframes and more!
- Chaos now gets its ain government types:
"Chaos Horde" for nomads
"Chaos Host" for tribals
"Chaos Court" for feudal
- Unique Anarchy charframes and more! (perhaps darken/tweak charframes in the future)
- Arkhan the Black is now properly recognized by his peers as a beau Tomb King and not a Liche Priest. His portrait remains the same though.
- e_cathay_west_governor title added so the game doesnt go along incessantly creating new versions of it for the offmap power.
- ai_cleanup_events has been restored which should enable the post-obit
Demand Religious conversion decision at present works.
Dwarf traits at outset cleanup
Elven maturity
Court cleansing for Khemri Servants and Skaven Breeders
Dwarf babies should non be born old already
Elven youth trait assignment
Everqueen inheritance
Gratis mage_apprentices and pet_consorts on decease of Primary
The Blood-red Knuckles is dead, destroy the special title
Big Akghan succession
Martek Scholar succession
Destroy Samurs Witch Hunter Chapter
- Merged RD_Trait distribution arrangement from FaolDeTeine
- Added and localized the Ruler Designed Vampire trait for people who want to start equally a vampire
- Fabricated information technology much harder to get the Everchosen
- Sacrificing prisoners for necromantic power as Vlad at present lasts 4 months instead of 1
- First of the warpstone overhaul!
For now you can consume warpstone for magic ability but like sacrificing prisoners
Vlad starts with 5 Clusters of Warpstone that his minions gathered from mordheim
More to come!
- Changed WH_Defines to allow consorts to be dismissed
- Unlocked the Everchosen events for players, with some restrictions
- Adjusted the winds of magic and its impact on the earth
- Chaos Marking traits added and localized
- Stock-still a modest graphical error on a loading screen
- Cleaned upwardly and overhauled the landed titles binder (should likewise set up realm colors instead of renaming the files)
- Ostrosk history file repaired no longer an instant game over
- Changed **EVERY Unmarried** file to ANSI - CRLF - Windows 1252
- The King of Bretonnia now starts with the brave trait to stop him from occasionally starting chicken
- Bretonnia buildings changed into local culture checks
- Same treatment for
Araby
Tilea
Estalia
Kislev
- Skaven Congested province modifier nerfed to -5% from -50% since its stackable
- Repaired Localization everywhere
- Temp gear up for greensking buildings bug, not a proper fix but volition stop the capital being nuked atleast if we cant detect the root cause
- Added recent_county_uprising to a agglomeration of revolt events, all the non vanilla adjusted ones didnt stop additional rebellions triggering.
- Added a likely fix for the salvage corruption result acquired past beastmen, less chance it will incorrectly link two nomad beastman titles together and cause the relieve to brick.
- Added decision icon for grail quest
- skaven_foreignconquest cb requirements relaxed to allow dukes to use information technology, but at a cost of 1500 prestige
- Updated the Circlet of Iron so that you need magic potential to employ it.
- Replaced Neueslander Gunnery School with Pistoliers
- Removed the duplicate files and fixes the castle wall requirements for halflings
- Cleaned tooltips and added scripted triggers
- Quick ready for the holy state of war CB problems
- Increased the amount of consorts immune across all applicable religions
- Changed magic polymorph to properly alter your gender and give appropriate traits
- Updated have consort decision to allow to take male - male concubines and female - female concubines
- Cleaned up employment decisions and allowed you lot to hire council positions
- Beginning of the Trade organization overhaul:
New Routes
New Buildings
New Balance
Reworked systems from vanilla
Aureate(Empire, Bretonnia, Border Princes, Araby)
Fabric(Estalia)
Salt(Kislev)
- Removed all trade posts at game start from the old organization
- Placed new Trade Posts at Game Offset
- Akendorf unique building restored
- Restored Vlads Subjugation Localization
- Loosened Building restrictions for Sudenburg
- Shared portrait properties overhaul (bloodsplatter/hairlip/blackeye)
- c_calxi no longer believes its a desert or ocean. Ive informed information technology of its jungle status
- Smoothen Sylvanian Buildings
- Nehekharan removal submod created
- Reworked Khorne blood tournament to use HF calculations
- Reforming Myrmidia will now give you byzantine elective
- Stock-still Enactic Succession
- Removed duplicate Halfling buildings
- Orcs can no longer be elected to rule Bretonnia, in fact most races should now be excluded properly from elections
- Made the ship-creation decisions for lizardmen and skaven easier and checked more often and so they dont take to walk effectually the world (May too do this for orcs)
- Fixed Bloodline for Anarchy Dwarfs and the localization for the Empire Bloodline
- Stock-still Warpstone antiquity Loacalization
- Extended Trade Routes all the way offmap
- Added GFX for new employment decisions
- Made Grail Quest a Loftier Priority conclusion
- Repaired on_actions file with updates from vanilla, Sway/Antagonize should now piece of work
- new_character_effect adds actress age to elves and dwarfs between the ages of sixteen and their respective ages of majority so only a few randomly generated characters are as well immature to ally or concur land
- fixed a broke else_if in the new_character_effect breaking the system for non humans and removed a dupe extra age from wh_setup.5 for tomb kings
- Added a new decision (Render to the Sometime Ways if y'all are Hung/Kurgan, Become Chaos Horde otherwise) that lets not nomadic anarchy worshipers convert to Chaos Host gov if their realm is entirely inside the chaos wastes region. Hung/Kurgan are much more probable to exercise this
- Added GFX for this decision
- Fabricated a champion for the each of the chaos gods out of the four norscan brothers (three of whom are in the border princes expanse)
- Fixed localisation error for the modest title "Champion" in the empire.
- Added can_use_retinue_trigger to every retinue
- Elector Counts at present outset with state troops
- Sudenburg now starts with raised retinues
- Reworked the corresponding chaos chosen of each of the ruinous powers to actually represent their god a scrap more in traits, didactics, and base stats.
- Also gave The Chosen of Khorne a fleck more land to see if he does annihilation when not limited by his tributaries
- Added Cold I Mountain GFX
- Made the PTSD upshot HFP.11019 have dissimilar options and descriptions for some cultures/religions that dont heed killing
- Fixed an infinite while loop caused by old magic calculations
- Changed the chaos champions to be effectually their 20s, Added a wife for nurgle champion from the khagan of Khursaze
- The Fay Enchantress is now human, but retains her beauty forever, as it should be
- Fixed history files. Birth, spousal relationship, and age stuff. Missing = in trait assignments. removed one-time unused traits. Fixed mountain for the red duke. Nickname fixes
- Khalida artifact and new face mask(Needs to exist practical to khalida)
- Added Generic Druchii artifacts
- Gear up to Drakenhof starting with a city as the capital and fixed the drakenhof unique buildings
- Tribals can concur castles if the county civilization is the same, some tribals east.g. amazons cant go feudal, and then if their state was taken and upgraded to a castle it becomes useless to them if retaken
- Disinherited Neferatas and Ushorans brother and his children then if they die we dont end upward with a random tomb male monarch in the badlands/mountains
- Fixed crash with pick_main_deity, past coincidence a large number of ai took the decision at once, but because the modifier that stopped them taking the decision again was done after the events chain they seemed to pick it hundreds of time in a row
- Merged Malekith expiry and overthrown empire devastation event. At present when Malekith loses his empire or dies e_naggaroth is destroyed
- If Malekith held e_ulthuan likewise and the the heir to e_naggaroth gets both empires and is not in the asur_group so e_ulthuan is destroyed too
- Malekith will also permanently lose access to his unique government if he is overthrown to prove his say-so has been cleaved across repair (Not sure on this alter specifically may adjust)
- Added decision for reclaiming e_naggaroth if you take the whole capital kingdom and either a large enough realm size or completly control 2 other kingdoms in Naggaroth
- Chaos Dwarfs too get some actress age for adult characters spawned by events. So they can potentially exist made commanders
- Removed the trait addict from Valka. Aficionado gives you events where yous lose base stats currently
- First wonder in the Anarchy wastes, the Inevitable Metropolis, notably give big population max and popular growth to chaos nomads forth with other minor boosts, no custom upgrades right now
- Added anarchy cult sleeper agents:
The ai can attempt to recruit even when the society has reached the max membership limit, if they succeed in the result concatenation the recruited target will not join the total society and instead simply alter secret religion and be flagged a sleeper agent.
Every 5 years the sleeper agents will check if the society has dipped in membership below the limit and join automatically if it has, when a general cultist uprising happens any sleeper agents volition convert, leave any not chaos societies and join in alongside the normal lodge members.
People the player recruit will always join the society bypassing the limit aforementioned as earlier.
rank 3 members of the cult can at present also declare an insurgence, as the cults are global and members in realms other than the rank four member were substantially useless
the ai volition not currently declare an uprising if the histrion is in the same realm every bit a rank 3 or 4 member.
- Added lots of flavor to the greenskin-specific events
- First laissez passer at Clean Upwardly\Rebalance of Chaos traits
- Added our first minor race: The Fimir
This is but the framework, they will exist polished and expanded on in future patches.
- Fixed "Get Stonemason" decision
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Legacy_v1.15:
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- Malekith should now exist incapacitated properly just like a tomb male monarch in combat and from murder plots instead of just continually walking abroad unscathed
- Restored some of the unique buidlings removed in the past as others accept become wonders
- Added chaos faith icon for Mapmode and topbar
- Added greenskin faith icon for Mapmode and topbar
- Updated khorne_berserker trait to exist **Ruby-red**
- Adapted the new chaos character frames
- Fixes to the Assign Racial Trait system
- Gear up so the ai wont back out of the convert to chaos horde decision
- Added a prestige and is_adult requirement to reestablish_naggaroth determination
- Stock-still Arabyan castle buildings
- Added a max limit of thousand/500 to a bunch scaled_wealth commands in prosperity events and claim fabrication
- Stock-still find court physician doing nothing
- The ai can now just assign a courtier with a matching faith and culture as their court tutor
- Empire Elective is now fixed
- Fixed fill-in event to kill characters built-in of incompatible parents or races that shouldnt reproduce which only checked the father scope non true_father, so hidden bastards could still be born
- The Duel against the Green Knight on your grail quests are to the death!
- Fix for weak_warboss modifier being permanent with no style to remove it, now winning a challenger duel volition remove the modifier, also fabricated sure orc duels are to the death
- Fix custom tooltips for the laws to reduce the overall size of the tooltips.
- Fixed a dynasty (33098) which random Lowborns of all cultures where being randomly given to, dynasty had no name in the files
- Munzig was one of the provinces that is supposed to have a golden mine in it, but wasnt 1 of the provinces that allowed a tradepost
- Dissabled the blocking of internal vassal wars for Druchii
- You can now take the forge bloodline ambition multiple times provided you havent already forged a bloodline with that character, prestige cost to take the appetite scales up from 20000 > 40000 > 50000 > 60000 and capping at 75000 once you lot have four forged bloodlines
- Freebootaz and Pirates take begun to go some love:
Seagit(goblin pirates) and Freeboota(orc pirates) cultures and portrait gfx added
Freeboota regime implemented
Finished Pirate Armada government equally well equally some alterations to account for it
spritetypes file set for Pirate Fleet and Freebootaz government
localisation file for Pirate Fleet and Freebootaz governments
- Restored the "Enforce Realm Peace" Button. Though its yet up for debate wether to just remove information technology completely
- Gear up for the child portraits, elves and dwafs who achieve 16 should accept the correct portrait
- Fixed Hellebrons Dark Fire amulet not showing its gfx correctly
- Night Elves and High Elves no longer lose opinion from having troops raised likewise long
- Added a random event that can trigger every decade or then when you are old globe religion ruler and border an openly chaos realm or across across a short sea from one.
A group of cultists will enter the realm and move to random realm lords court and join an appropriate cult society if able.
This outcome has a higher take chances to trigger if bordering a realm ruled by a demon prince or chosen.
The cultist have a college chance of beingness defenseless depending on your state intrigue (unless you spymaster is a secret cultist).
Realms that accept expelled the witch hunters will always fail to take hold of them.
- Fixed it and then the hunt apostate lord spiritual action gives people burnt at the stake the burned portrait aforementioned as those burnt past witch hunters.
- Added Warpstone Meteors and Veins
- Overhauled Warpstone System
- Added Black Marketplace
- Increased Vlads starting forces for both the player and the AI
- Overhauled Vampire Retinues
Undead Horde, summoned troops with a 100% offensive and 50% morale bonus
Dire Wolves, summoned troops with a x% offensive l% morale bonus
Crypt Ghouls, light infantry with a twoscore% offensive and 20% defensive bonus
Cairn Wraiths, pikemen with a xl% offensive and 20% defensive bonus
Grave Baby-sit, heavy infantry with a 20% offensive and 40% defensive bonus
Hexwraiths, lite cavalry with a 40% offensive and 20% defensive bonus
Black Knights, heavy cavalry with a xx% offensive and xl% defensive bonus
Vampire Knights, special troops, with a 70% offensive, 30% defensive, and 50% morale bonus
Corpse Carts, chariots, 50% defensive and fifty% morale bonus
Crypt Horrors, war beasts, 50% offensive and 100% defensive bonus
Vargheists, war beasts, 100% offensive 50% defensive bonus
- Vlad Von Carstein at present starts with a Big Retinue Army to match the other Elector Counts
- Fixed Daemon Portraits
- Fixed a bunch of minor bugs
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Legacy_v1.xvi:
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- Added vampire religion icon for Mapmode and topbar
- Fixes for some GFX - Fixed the witch hunters having 0 mercs
- Added an selection to ruler designer to start with magic
- Some fixes to the warpstone stuff (no longer shall the world descend into habit and expiry)
- Limshof now has a holder - Mausoleum temple building should be fixed for Vampires
- Increased maintenence cost for Vampire Retinues
- Added a Game Rule for the Vampire Wars:
Default: ~55K troops for Vlad
Stronger: ~100k troops for Vlad (great for multiplayer in The Empire)
Off: The wars will not be scripted
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FREQUENTLY ASKED QUESTIONS
--------------------------------------------
```
Q: Are you going to add together annihilation from the Age of Sigmar/The End Times?
A: Curt answer: No. I have plenty of work overhauling the current bookmark for now.
```
```
Q: Why can't I play a Half-Elf/One-half-Dwarf/Half-Orc/other hybrid grapheme?
A: Because they don't exist in Warhammer. Humans, Elves, Dwarfs, Orcs, Lizardmen etc. are not biologically compatible. If you take an Elf/Dwarf/etc. as a lover or concubine, any pregnancies will merely result in stillbirths, and that's just considering the game engine won't let united states of america completely preclude interbreeding.
```
```
Q: I'one thousand having trouble with the Ruler Designer!
A: The Ruler Designer is non explicitly supported for Warhammer: Geheimnisnacht. Nosotros've done some work to fix its worst bug simply it is still unbalanced and incomplete. Use at your own risk.
```
```
Q: I understand you lot don't support the Ruler Designer, but how practice I go around the bug?
A: Utilise the admin console to add your race trait if it doesn't appear subsequently a few months of in-game time. This can help you avert several problems like the matrimony, divorce and miscarriage problems, the lack of long life every bit an elf or dwarf, the lack of immortality as a vampire or Tomb King, and so on. Most of the time when nosotros get a report of an issue with the Ruler Designer, it'southward because of race trait issues. Don't add together your race trait in the RD itself - due to a hardcoded outcome, it causes some traits (similar any with the Immortal tag) to not function properly.
```
```
Q: What DLCs do I demand to play this mod?
A: Yous can play Warhammer: Geheimnisnacht with nothing but the most barebones basic version of Crusader Kings 2 with absolutely none of the DLC activated except for Charlemagne which is required for our 3-D models. Nevertheless, all major DLCs are highly recommended, as they are either needed for race mechanics or to fully enhance the experience. Most importantly: Horse Lords - Many races, such as Claret Dragon Vampires and High Elfs utilize HL mechanics Legacy of Rome - Many powerful retinues that remainder certain races are contained here The Republic - In that location are many different merchant republics scattered across the globe The Old Gods - Norse flavour and events for the Norscans and Kislevite pagans Jade Dragon - off-map Powers for Cathay and the Anarchy Gods Holy Fury - Bloodlines, warrior lodges and More! No music, unit, or portrait packs are needed, equally Geheimnisnacht uses its own music composed by Steve Gernes, custom 3-D models, and handmade portraits fabricated by Silfae.
```
```
Q: How practice I learn/use magic?
A: The Magic system is one of the big systems in demand of a rebuild. In its current state, I'thou non sure what works and what doesn't. Hopefully, I can finish it soon.
```
```
Q: Why can't Khornates or Blood Dragons learn magic?
A: Lore restriction, Khornates and Blood Dragons practise non use or learn magic under whatsoever circumstances. This besides ways that it **won't** be implemented. Sorry, that's simply how the lore works.
```
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Q: Why is the Empire not unified?
A: Warhammer: Geheimnisnacht begins in IC 2010, over five centuries before the reign of Karl Franz and the familiar events of recent Warhammer canon such as Total State of war: Warhammer, the Storm of Chaos campaign, the End Times, etc. Three centuries before Magnus the Pious reunited the Empire in 2304 the Empire was in a state of ceremonious war, as multiple Electors fought over the Majestic throne - and on the night of Geheimnisnacht in 2010, the day the mod begins, Vlad von Carstein of Sylvania revealed himself as a vampire and threw his hat into the band by summoning a smashing undead host. This appointment was called because the divisions and events taking place at the time made for better gameplay than the more than unified and - so to speak - more stable Warhammer world of the 2500s. Imagine trying to play a entrada when near every faction is one giant blob!
```
```
Q: Are yous going to expand the map to Cathay?
A: Short respond: No. Long respond: Very little information exists on Mainland china, Ind, Nippon and the rest of the lands across the Mountains of Mourn in the Warhammer setting. We have nothing to work with, no idea how to properly put their factions together, what mechanics to give them, aught. Not to mention that the game is already rather laggy with the electric current earth map - expanding the map further and adding at least three new major kingdoms, not to mention all the other factions we'd have to put in, would likely make Geheimnisnacht unplayable on all but the strongest computers. We have, however, compromised and added some Cathayans to a colony in the Southlands. And with Jade Dragon introducing off-map powers nosotros have begun work on representing Cathay in some style.
```
```
Q: Is there any End Times-style content? Like the world ending?
A: Something to that event is planned, admittedly, but non nonetheless fully implemented.
```
```
Q: I got killed past a Halfling in a minor skirmish!
A: Such is life in CK2, consider hiding in your keep if you're agape of death.
```
```
Q: I want to assistance out! How can I bring together the Geheimnisnacht team?
A: It'south as piece of cake as making something we can implement into the modern! Put together an event, some lawmaking, a guide, etc. and contact @komioski, the current developer, or ping him in #general-word. If your content works, fits the setting and lore and doesn't possess our computers with daemons from the Anarchy Realm, you will likely exist recruited to the team! ...If it breaks everything, melts our PCs, overpowers the game or contains Warcraft references, you will probable not exist recruited to the team. Please test your work earlier sending it to united states, exorcising our offices and computers and replacing devoured team members can seriously delay work on updates.
```
```
Q: Is this mod dead? Why oasis't I heard any news in a while?
A: Be Patient, I have a Development Plan/Roadmap, and I'm constantly active if you haven't heard anything it means I'm working hard on the side by side update! Trust me, you'll exist informed if we ever stop development.
```
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Q: Are there any plans to create a modern for CK3?
A: Yep nosotros programme to expect into the viability of such a thing upon release in September, we will allow y'all know when nosotros take something to share.
```
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Q: How do I get a tester/Lab Rat? What's the point?
A: Anyone who meets the requirements (over 100hrs of playtime, all DLCs, and lore knowledge) can join the lab rat plan. Nosotros recruit in waves and the #admissions channel opens with little warning just if you manage to brand it in information technology can be a lot of fun! Perks include sectional sub-mods, access to Dev versions, multiplayer games with the Dev, and a gamble to earn a seat on the Council of Thirteen. An exclusive group of contributors with some ability over development.
```
```
Q: Does this mod accept donations or have a Patreon?
A: Nix official at the moment, I take a Patreon for my game development projects simply it's not linked to this project at this fourth dimension. Perhaps in the future.
```
```
Q: What is WH: Geheimnisnacht - Legacy?
A: With the contempo worldwide pandemic this year, evolution was put on hiatus for a few months as I adjusted to working from home. This meant that my initial planned release window of summer for the main branch of the modernistic would have to exist pushed back, making it more than 2 years since a public version has been made available to the community. Therefore I decided to set aside some time to rework a personal project of 1 of our Lab Rats @ManuSwaG, which compiled the old 1.two version of Geheimnisnacht with my current development version into a "playable" (it didn't CTD at least) version of the mod uniform with CK2 v3.3.3. I spent a week recruiting a host of new Lab Rats and put them to piece of work rooting out the most obvious/game-breaking bugs most of which I managed to fix. The released version is Technically Unsupported and may or may not receive future evolution (though there is a #critical-problems-report channel for any game-breaking bugs). Somewhen, information technology will exist fabricated obsolete by the release of the chief branch whenever it may be ready. Until And then Enjoy!
```
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DOWNLOADS & COMPATIBILITY
------------------------------------------------------
WH: Geheimnisnacht - Legacy is compatible with version three.iii.3 of CK2.
Charlemagne DLC required
All DLC
recommended
Using the packaged installer is
stronglyrecommended, but the .zero files take been provided for those that adopt a manual installation
Y'all can Download the Legacy version of the mod here:
-----------
Installer
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WH: Geheimnisnacht - Legacy_v1.16 | MIRROR
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Zip File
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WH: Geheimnisnacht - Legacy_v1.sixteen | MIRROR
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Sub-mods
-----------
All Sub-mods are currently incompatible
If yous aren't sure how something works this might assistance:
Dev Diary - Alphabetize | Features may or may not be outdated -----------------------------------------------------
CREDITS
-----------------------------------------------------
Active Team Members:
---------------------------------
Komioski - Lead Developer / Slave Driver
Gamasara - Businesswoman of Bad News
Lemmings - Discord Director
Quango of 13 - Contributors
Stormvermin - Minor Contributors
Lab Rats - Testing Group
Loading Screens:
---------------------------------
Hammk - https://www.deviantart.com/hammk
Soundtrack:
---------------------------------
Steve Gernes - https://soundcloud.com/sgcomposing%2Fsets%2Fck2-warhammer-geheimnisnacht-ost-vol-i
Former Team Members
---------------------------------
This mod has been in the works for a long time at present and has had many contributors over the years. Beneath is anybody that has contributed at least something to the mod. If I've forgotten anyone let me know and I can add yous to the list.
illathid - Former Squad Pb
Shadeoses - Map and Flag Maker
Silfae - Character Portraits & Event Scripting
DarkReborn
Zarathustra_the
Captain Melons
GrandiSlayer
Arsakes
Finally, thanks to anybody who has supported the modern team with your encouragement and well wishes. I couldn't take done this without you.
- Komioski
Atomic number 82 Programmer | WH: Geheimnisnacht
--------------------------------------------
malonefatichaddent.blogspot.com
Source: https://forum.paradoxplaza.com/forum/threads/warhammer-geheimnisnacht-legacy-v1-16-release.1392048/
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