Crusader Kings III

Crusader Kings III

KGD: Adventurers Nerfs
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Update: 26 Nov, 2024 @ 7:15am

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)

Update: 19 Nov, 2024 @ 1:58am

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.

Update: 9 Nov, 2024 @ 12:46am

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.

Update: 6 Nov, 2024 @ 4:37am

General:
  • Minor fixes

Update: 6 Nov, 2024 @ 2:38am

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.

Update: 23 Oct, 2024 @ 10:53am

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

Update: 23 Oct, 2024 @ 5:26am

General:
  • Finished updating to 1.13.2

Update: 23 Oct, 2024 @ 4:41am

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)

Update: 20 Oct, 2024 @ 5:01am

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.

Update: 18 Oct, 2024 @ 4:23am

Other:
  • Greatly reduced base cost of hiring people from tavern/garrison, increased cost scale with total skill points.
  • Church healers are now less effective overall, cost more and the chances are now hidden.
  • Church healers are now better at dealing with wounds but worse at curing Cancer or Leprosy.
  • "Inspiration is everywhere": reduced inspiration gain chance.
  • "Worldly Knowledge": effect isn't guaranteed anymore (rerolled for each follower).