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Witchcraft provides a new camp purpose, but you are probably using another mod that changes camp purposes. Set Witchcraft to the end of the mod loading order. If you are using After the End, use the comp-patch.
https://gtm.steamproxy.vip/workshop/filedetails/discussion/2837844350/603043051218440901/
I've had two witch hunters basically on other sides of the continent come after me for some reason. I wasn't too bothered the first time but the second time some king i've literally never seen at the edge of the map abducted me and made me a eunuch lol. I was super confused
I think the quality of the texts is decent, but if you have any suggestions for improvements to specific events, I would be grateful if you could start a thread on the forum and share your thoughts.
My knowledge of English is more communicative than fluent, but I wasn't the only one working on the English localisation, which was revised many times. Perhaps there is still room for improvement here.
@instantgaming
Let me know if you find anything. Uniform clothing could look good at the Grand Rite.
Thanks for the reply, I will investigate if it is possible to "color" the black capes of the spies and transform them into red.
@MESSIAH
Well, if you think it's wrong, do it yourself.
On top of that, they make a mod for the rest of us to enjoy, and you complain about nonsense. Make your own mod, lazy kid.
Hey, I don't know, not every witch looks good in red ;p What you're talking about would probably be possible, but I don't know how to do it. Besides, I think special clothing would only be appropriate for special occasions.
Is it possible to add red cloaks to witches, wizards, or necromancers? Something similar to the CK2 mod that adds red hoods to Satanists. That would be great.
Ty for your work.
You get the legend seed in the same place where all the other legend seeds are. Perhaps you don't have the DLC that's related to it?
If you have any suggestions or ideas, you can start a thread on the forum, although there are no plans to update the content at this time. However, something may change in the future...
Good job :)
I wound up doing it myself. I tested it, made sure it worked, then published it so anyone else can also roleplay being a post-apocalyptic Salem witch or whatever.
Thanks for your great work. This mod is phenomenal and I love it to bits.
If you want to link to it I'd be much obliged but don't feel the need to do so!
Thanks a lot, good luck :]
@Rust-Clad King
Yes, theoretically, all you need to do is create a file containing camp purposes and include the changes from witchcraft (01_magic_laws.txt) and the second mod.
Somehow it scratches all the right mental itches I had for coming to CK3, like you had a premonition of my mind or something.
TLDR: great mod, hits just right, keep up the good work
Oh, cool, you found a mod that causes collisions. As far as I know, the only way to fix it is to prepare a comp-patch. Well, changing the mod loading order will probably help too, but it has its drawbacks...
Unfortunately, Paradox does not always allow you to add new objects within mods – sometimes the only way is to overwrite them. To add a new camp purpose, you have to overwrite all the others, and this means that only one mod at a time can modify them, because each subsequent mod will overwrite all previous ones ;/
There's only one way to find out :> But I think there's a good chance.
The cause has never been determined, except that it is probably some kind of strange mod collision. You can try changing the order in which the mods are loaded. Place Witchcraft at the end or at the beginning.
I am running agot mod with it as well
Yep
Yes, you are unlikely to encounter anyone more dangerous than Abdul, Asmodeus or Mimmy.
Regular gods do not appear directly in the game. Which is good news, because at least no one will kill you with a snap of their fingers.
Aside from that love the mod! I'm at the point where I've noticed that the ultimate spell and necronomicon throw around the idea of gods, but I have yet to experience anything like that outside of fighting "minor gods" in the mage arena, and that seems to be the highest mage level.
Some characters in the game may be infertile. Also, remember that children are born randomly – from time to time, you will encounter a character who is unlucky in this (or other) respect. Just in case, check the character's traits and modifiers, maybe there will be some explanation there. Demons themselves have no reason not to have children.
You can obtain the source just like other genetic traits, by inheriting it. You can also sometimes get it as a result of a pact with a demon, magical research, an 'unknown potion', consuming children (with the source), and so on.
You can become a demon as a result of magical research (special project). Or you can adopt a demon and make it your heir.
Hmm, I see. Perhaps it's time to upgrade your hardware then. I've done a lot of things to improve optimisation, and at the moment I don't have any more ideas on how to improve the mod at this level. However, I can advise you on the classic methods: reinstall Windows, update drivers, resubscribe to the mod, reinstall the game, run a virus scan, clean your disks, and so on. Perhaps something will help.
Perfect :>
@leonpoi
Thanks for the info. I try to make sure the mod is well optimised, but there are additional mechanics, characters and scripts that run every year and can slow down the game - though not so much that it becomes unplayable. Nevertheless, thanks for the info, I'll make sure it doesn't get any worse.
I could maliciously end my answer right here :D But the truth is, Hecate was wrong about one thing - and (hopefully) that could be deduced from the rest of her statement. Astaroth has one weakness, and that weakness is Hecate herself. Characters with the Quick, Intelligent, or Genius trait are able to exploit this information when confronting Astaroth. In other words - if you don’t have those traits, the day Astaroth comes for you won't be a good one... Alternatively, being the Chosen One unlocks the ability to break through antimagic and face him in a duel, but let's be honest - it's probably easier to be intelligent than to be chosen. Of course, an event like this, where survival depends on having a specific trait, might not seem fair... but life isn't fair.
Some demons may be marked as dead if they've returned to hell. But demons almost never truly die, and sometimes they can come back.
'Astaroth is an anti-mage, able to suppress magic around him with his will. (...) So, you won't defeat him with a spell. You won't defeat him with a sword either, as he is a master swordsman with a thousand years of experience. You won't surprise him because you won't find him - he will find you. And that will be your end. He is unbeatable and unstoppable, without any weaknesses.' - Hecate, when Bael arrives on Earth.
Thanks in advance.
I know, a general definition is displayed instead of information about a specific element - such information is only available during a mage duel. This is intentional. I didn't want to confuse new players who, when looking at mage trait (or other things), would constantly find strange references that they wouldn't be able to understand without knowing the full context – and the full context only appears during the duel, which is also the moment to study the mechanics involved.
So this vague information in the tooltip is simply a message along the lines of: 'Look, this thing is related to mage duels, you'll learn the details at the right time, don't worry about it for now.'
A different approach could have been used here, but I chose this one – at the time, it seemed quite reasonable.
Sometimes I change certain modifiers/parameters if I find that the effect is too strong, too weak, or should be changed for the better/more interesting. Sometimes I also reverse certain changes if I conclude that they do not meet my expectations or create new problems.
I should probably publish a detailed changelog, but as a lazy person, I would experience too much stress in that case... ;)
These are changes to numerical parameters or adjustments to certain effects. For example, in 2.06 update, the Thorn Walls spell has a slightly weakened modifier, but it can slightly damage the army that is in the selected province at the moment the spell is cast. In addition, the learning roll has become a bit more difficult when countering spells when the caster has a magical catalyst. This effect already existed, but I increased it a little because it wasn't very noticeable. These are the only changes to the balance, as far as I can remember. The main goal of this update was to fix the lifestyle interface and remove a bug related to the soul transfer spell. And upgrade the mod version so that the luncher does not display a warning about the version not matching the game version ;p
As far as I know, yes, it works.
An explosion is a random event - from what you've written, I gather luck wasn't on your side. There are two things you can do:
1) Use the AS only when absolutely necessary. Every use of the Singularity (whether as a spell or to win a battle with its help) can damage it and potentially trigger an explosion. The chance of malfunction is low, but if you use the AS frequently, a malfunction is bound to happen sooner than later.
2) You can upgrade the AS to the MKII version. That makes it reliable and immune to overloads. To do so, you'll need to unlock and complete the next special project.
Magic is a powerful and dangerous tool, sometimes even for its user, so be careful :>
Good to know, gl ;]