Crusader Kings III
KGD: Adventurers Nerfs
Показані результати 11–20 із 30
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Оновлено: 28 січ. о 23:02
автор: Captain Smollett

Game Rules:
  • Camp Building costs: allows to lower the cost of camp buildings by 25 or 50%. Useful for people who like playing with lower contract gold rewards.
Other:
  • Reverted some of the nerfs to travel options, they should be less painful to use now.
  • Still have no idea how to fix inspirations being given out left right and center. Maybe one day...
  • Minor fixes.

Оновлено: 26 листоп. 2024 о 7:15
автор: Captain Smollett

Game Rules:
  • Adventurers army after landing: added an option to make special soldiers inheritable
  • Gold from Contracts: x2 option changed to x1.5, as x2 was too close to vanilla numbers and there's already a setting for that.
Other:
  • Increased the cost of hiring people from tavern/garrison by 5%
  • Rebalanced Wipe Slate decision a bit.
  • Halved the xp gain multiplier from Travels of %Ruler% artifact.
  • Halved the stress gain reduction from Little Things modifier (that one -50% stress gain modifier)
  • Fixed "right-hand" perk modifier being assigned whenever you change camp purpose (with no checks for the perk itself)

Оновлено: 19 листоп. 2024 о 1:58
автор: Captain Smollett

General:
  • Updated to 1.14.1 (or at least i think i did?)
Other:
  • Reduced the cost of hiring people from tavern/garrison by an additional 20%
  • Stealing from a church now has 6 months long cooldown on success.

Оновлено: 9 листоп. 2024 о 0:46
автор: Captain Smollett

Contracts:
  • Heist Treasury: increment is halved
  • Heist Treasury: stress auto-win option is not longer an auto-win, instead the chance of failure scales up per each use of this option (the first use is still 100% success)*
  • Heist Treasury: max haul is more dependent on target's gold, less on their prestige and piety, unless their prestige/piety level is extremely high.
  • Mug Wealthy Citizenry: minimum and maximum gold per citizen is halved. Note: No changes to how it's calculated.

* - this option in particular was targeted because of how easy it is to stack -100% stress gain. Im not hunting down every single modifier to solve that, especially since some of them are not landless exclusive.

Оновлено: 6 листоп. 2024 о 4:37
автор: Captain Smollett

General:
  • Minor fixes

Оновлено: 6 листоп. 2024 о 2:38
автор: Captain Smollett

General:
  • Updated to 1.14
Game Rules:
  • Provisions from Contracts: reverts changes to provisions gain from contracts.
Camp:
  • Camp Perimeter: Changed a bunch of internal buildings, removed advantage bonus. Should be more of a military building now.
  • Barber's tent: Fixed a bug that nullified the plague res bonus if the building was upgraded. May look a bit ugly.

Оновлено: 23 жовт. 2024 о 10:53
автор: Captain Smollett

Game Rules:
  • Adventurers army after landing: Adventurers Men-At-Arms turn into Special Troops on becoming landed.

Оновлено: 23 жовт. 2024 о 5:26
автор: Captain Smollett

General:
  • Finished updating to 1.13.2

Оновлено: 23 жовт. 2024 о 4:41
автор: Captain Smollett

General:
  • Integrated most of the vanilla changes from 1.13.2
Camp:
  • You like nerfing Roaring Campfire, don't you?
  • Roaring Campfire: Removed MAA cap bonuses*. Doubled the knight limit gain, added knight effectiveness bonus.
  • Proving Grounds: Removed knight effectiveness bonus.

* - this nerf mirrors vanilla general MAA cap gain nerf, aimed to specialize military camp purposes more (they are compensated for this same as vanilla)

Оновлено: 20 жовт. 2024 о 5:01
автор: Captain Smollett

Game Rules:
  • Added 2 brand new game rules.
  • Gold from Contracts: options let you half, double or semi-revert to vanilla base gold gained. Yes, now you can feel even more miserable doing contracts for 3 gold!
  • Courtiers consume Provisions: off by default. Turning it on will make your courtier "eat" some provisions each month (you get notified about it yearly). Also includes options to half or double the amount eaten.
Other:
  • Finally tuned down modifiers given by Steadfast camp.