crusader kings 2 мод warhammer geheimnisnacht русификатор

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WH:Geheimnisnacht [v1.3.43]

AT THE HEART of the Old World sprawls the Empire,
the largest and most powerful of the human realms.
Known for its engineers, sorcerers, traders and
soldiers, it is a land 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 Imperial throne.

BUT THESE ARE far from civilized times.
Across the length and breadth of the Old World,
from the knightly palaces of Bretonnia to ice-bound
Kislev in the far north, 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. There are rumours of
rat-things, the Skaven, emerging from the sewers
and swamps across the land. And from the northern
wildernesses there is the ever-present threat of
Chaos, of Daemons and Beastmen corrupted by
the foul powers of the Dark Gods.
As the time of battle draws ever near,
the Empire needs heroes like never before.
————————

Set in the year 2010 IC, over five centuries before the reign of Karl Franz and the familiar events of recent Warhammer canon such as the Storm of Chaos or The End Times.

Warhammer: Geheimnisnacht lets you play as nearly every faction in the Warhammer Fantasy world. featuring a massive map that extends from chilly Naggaroth and sweltering Lustria in the west to the impenetrable Mountains of Mourn in the east; From the deadly Chaos Wastes of the north to the blistering deserts of Araby and Nehekhara to the south.

Will you fight the forces of chaos, or will you succumb to their cloying temptation? The choice is yours.

The «Winds of Magic” update is finally here, this is the largest coded mechanic I’ve ever produced! Please, check the changelog for the full details as well as the updated roadmap. I can not stress enough the importance of the changelog especially in open-beta, some things aren’t broken they just are still being worked on and are not yet ready to be included.

At the start of legacy we ripped out the entire magic system, in order to start from scratch.

Later, we implemented the automated battle magic system to take the heavy lifting of combat magic off the players and AI. We implemented mana pools tied to your magic traits and we starting uncoiling the «teach yourself magic decision». We created magic laws to allow players to legalize spellcasters and we created dynamically named colleges of magic. Allowing legal realms direct access to trained spell casters. The biggest goal however was the ability to cast spells directly.

Many magic systems created for CKII are clunky, obtuse, and unreliable at best when it comes to the AI. When designing the chaos offmap powers I learned first hand that the AI are extremely willing to use offmap decisions if scripted correctly and the currency generation is very malleable. I worked up a unique GUI and slowly incorporated the various systems and effects into a single resource. For now its a solid framework designed to be modular and easily modified or added too.

Spells are designed to match lore and complement playstyles, some are auras, applying modifiers. Others deal damage, some heal. These are all normalized effects, but some lores get some truly strange things. Almost all lores get 4 spells, except for a few outliers such as the lore of Tzeentch. Necromancy was voted as the #1 favorite lore from our discord community so a very special spell is in the works to expand that lore to 5. The lore of the deep is waiting for pirate societies and the lore of vermin is split in 4 and a bit of a different project but should be done soon!

You can expect polished effects, more localization and more informative tooltips based on your feedback.

With the release of v1.3.42 we shall try to continue our tradition of hosting a major multiplayer campaign on the community Discord server, our record so far sits at 28 players, and I hope even more join us moving forward! For not just Ck2 but Ck3 as well, so make sure you grab a @multiplayer heretic role so you can get your invite, and keep an eye out for more information.

If you love what we do and want to show some support please consider joining our Patreon. This Project has been in development since 2012. I’ve enjoyed the years of development, and formed a clan of talented individuals. From artists & 3D modelers, to scripters and one very suave soundtrack designer. This has become a full time job, and many of us devote countless hours of free time to this project. However its often thankless work, with nothing but pride in our craft to show for it, I’d love to be able to continue to reinvest in both the ck2 and ck3 branches of development. As well as future indie game projects. For that we need your help.

*! | Its Important to note that the steam version is only compatible in multiplayer with other players using the steam version. The soundtrack is hosted separately to help lower the mod size and draw attention to a talented composer.

Also, updates require a new version to be hosted so will happen less frequently on Steam. The steam branch is in some ways its own version. We recommend joining the DISCORD to stay up to date. Enjoy!

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Warhammer: Geheimnisnacht


















Мод на Crusader Kings II по Warhammer Fantasy







Warhammer: Geheimnisnacht
Начиная с 2010 года IC 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.











Warhammer: Geheimnisnacht
Начиная с 2010 года IC 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.











It is now time to mention some exciting upcoming changes to the way that magic is dealt with in the mod. These changes, the culmination of five months of coding and experiments mark a significant enhancement to magic and its effects.

For this first Diary I am going to talk about The Magic System, Dispelling, Miscasting and High Magic.

The Magic System.
To begin with magic is being revised to ensure 4 spells for each and every lore. These spells are able to be cast through any mage in your realm. Yes this means that you no longer need to be a mage yourself to cast magic, and instead can direct your vassal mages to cast spells for you. You can also exploit this to ensure that you have 4-5 mages deployed into battle casting spells to dominate and decimate an opposing army before your armies themselves ever meet in combat.

Casting on your Vassal

The requirements then to use magic in this way is to have a magic lore, to have at least magic power 1, and to be in command of a flank or an army. An A.I character can cast magic on their own vocation, and a player may use any Vassal Mage to cast a spell. Your Magic Power Level determines both how much you can cast and how powerful a spell you can cast. When you begin a magic phase, your Magic Power Level is converted to an equal number power points.

Each spell has its own spell power value, that is a required number of power points to cast it. You can actually cast spells until you have used all the power points your mage has, so if you wish to, you can cast a magic missile style spell with a spell cost of 1 four times on your level four mage, or instead cast a single high power spell with a cost of 4 once. After you finish casting your spell, your mage goes onto a cooldown, determined by their magic potential. In this way, both of your magical stats are always going to be relevant.

Dispelling
Dispelling represents one of the unique innovations in the magic system changes. Dispelling works by providing a saving roll for any army you have against an offensive spell cast. Note the saving roll occurs when the spell is cast not when your army is affected, so any effect over time spells can only be dispelled when they are being cast. Dispelling tests the magic power level of the casting mage, against the highest level mage in your army, and depending on how that adds up causes the spell cast to fail. The casting mage can attempt to cast a spell again if they still have power points. Also, a dispelling mage cannot be on magic cooldown, so to use your mage to defend against magic, you cannot be using him/her to attack with magic.

Miscasting
Each spell has a required number of power points to be cast, this determines the power of the spell. More than simply restricting the number of spells that can be cast, the power of the spell also determines the difficulty of casting the spell. This difficulty is modified by your mage’s Magic Power Level. If your mage fails at casting a range of affects can occur, this includes losing a Magic Power Level, requiring them to study to regain it, dying, suffering an increased cooldown, or even triggering random mutations. Miscasting exists to provide the mage with some kind of hesitance towards actively casting, the negative effects while random, can be pretty nasty at the wrong period of time.

This is it for the changes to how all magic will behave, now onto the first lore that has been adapted and completed in this system.

High Magic.

Drain Magic.
High Magic is the primary magic of the High Elves, and represents a lore dedicated to the paradigm of magical domination. High Magic achieves this by possessing a paradigm spell called drain magic. This special spell inflicts a modifier on a province that prevents other spell casters from casting, and chooses one random enemy spell caster and puts their magic phase onto cooldown. This spell has a spell cost of 1.

High magic’s next spell is Soul Quench, a direct damage spell effect. This spell is a simple damage spell that targets an army owned by a character you are at war with, which is in the same province as the spell caster, and then inflicts a percentage of that armies maximum size as damage. This spell has a spell cost of 1.

Apotheosis.
High Magic’s third spell is Apotheosis, a powerful healing effect. Using this spell will regenerate lost troops in your army and help restore morale. This spell does not summon extra soldiers, more it restores up to the maximum amount your armies units naturally can have. It has a spell cost of 2.

In conclusion the substantive focus of the overhaul has been on two elements, to open up the ability for a magicless liege, to wield magic through his subjects, and to make magic casting significant in of itself. Choosing to cast a spell or not to cast a spell can and should potentially make differences to your success on the battlefield. Furthermore it is a design aim of the system to give each lore its own significance and flavour.

Настало время отметить некоторые грядущие изменения в моде, а именно – магия. Это кульминация пяти месяцев кодирования и экспериментов, улучшение магии и её эффектов.
Первый дневник будет о магической системе, антимагия, высшая магия и неудачные заклинания
Магическая система
Для начала: предусматривается обеспечить каждый лор четырьмя заклинаниями. Они могут быть сотворены любым магов в вашем государстве. Да, это значит, что вам больше не нужно быть магом и самостоятельно читать заклинания. Вы также можете использовать это для преимущества в бою, чтобы 4-5 ваших магов уничтожили армию противника ещё до того, как она встретится с вашей.

Каст на вассалов

Требования для использования лора – как минимум магическая сила, равная единице и командовать флангом. ИИ может использовать магию на своё усмотрение. Ваш магический уровень определяет мощность и количество заклинаний, которые вы можете сотворить. Когда вы начинаете произносить заклинание ваши магические силы преобразуются в то же число очков мощности.

Каждое заклинание имеет свою стоимость в очках мощности. Вы можете произносить заклинания пока у вас есть сила – четыре заклинания по одному очку или одно высококлассное за четыре. После того, как вы закончите произносить заклинание, ваш персонаж уйдет на отдых, длительность которого зависит от его магического потенциала. Так обе ваши особенности будут учитываться.

Антимагия
Антимагия – одна из инноваций в системе. Это спасет вашу армию от агрессивных заклинаний оппонента. Антимагия тестирует магическую силу читающего против сильнейшего мага в вашей армии и даёт вероятность того, что заклинание не получится прочитать. Читающий может снова попробовать произнести заклинание, если у него остались очки. Также, вы не можете использовать заставить мага одновременно использовать магию и антимагию.

Это общие черты в магической системе, а теперь мы рассмотрим первый лор:

Высшая магия

Высосать магию
Высшая магия – основная для эльфов, а лор является примером магического господства. А достигает она это с помощью высасывания магии. Это заклинание накладывает модификатор, предотвращающий другие заклинания и уводит одно случайное вражеское заклинание на перезарядку.

Это было сделано для того, чтобы человек, не знающий магию, мог использовать её через своих вассалов. Выбор «сотворить заклинание» или «не сотворить заклинание» может отразиться на вашем успехе в битве. Кроме того, это особый дизайн для уникальности каждого лора.

The Lore itself is comprised of four spells, Foresight, Portent of the Heavens, Chain Lightning and Comet of Cassondora.

Foresight works by giving your mage a modifier, this modifier, lasting for a short duration enables a moderate all around tactic to more or less always trigger whenever your in battle. Unlike other tactic buffs, the foresight buff is solid in defense, offense and pursuit, and is designed to always give you a stable reliable outcome. Whereas other tactics can be more volatile, with foresight you always know your army is going to preform reasonably well, not the best, but not the worst either.

Foresight also triggers a positive modifier for the Spells Chain Lightning and Comet, making those spells much more reliable.


Portent of the Heavens.

A powerful buff Portent of the Heavens enables nearby armies to move at an increased rate, much improving your ability to reinforce your armies, However, such a bonus can also be used by your enemies to move faster as well. Consider this spell a representation of both Knowledge and calming of the weather to better improve your logistics.


The First of your offensive spells in the Lore of Heavens, Chain Lightning is mechanically unique, in that it has a chance to trigger the full spell multiple times after the first casting. Doing a flat damage to your enemies armies, Chain Lightning is one of a very few spells with the ability to obliterate an opposing army, albeit with a very minimal chance of that occurring. Use this spell alongside Foresight to get a higher chance of damage effect re-triggering.


Comet of Cassondora

The final and most powerful spell in the Lore of the Heavens, this spell brings a mighty celestial object from the heavens crashing down on the location that your caster is at, any time during a 10 day window, striking a random army and killing up to 60% of its forces. It is the single most powerful direct spell effect, however it is also the single most chaotic and dangerous spell effect. It also has a high chance to miscast and a decreased dispel value. Using foresight can make this spell more reliable, but you still will need a Lord Level Mage to cast it. Use it at your own peril.


«Привет вам, жалкие человеки-кислевиты.Понимая, что большинство из вас не смогут понять-осознать величайшего из всех скавенов (да-да!), великого мудреца и новатора, правителя Скванеблайта и моего хозяина-повелителя,я решил донести до вас, тупых-недалеких человеков, его слова.Конечно же, ваш северный язык сильно-сильно отличается, поэтому мне пришлось адаптировать названия и из-за этого некоторые великолепные фразы моего господина немного теряют свое великолепие(а вовсе не потому, что я бездарная крыса-крыса, да-да!).»

Alright, after the Skaven, another dev diary regarding some of the things that have been added in the last update.

Since this update, Elven youth lasts longer, so don’t be surprised if you see that you cannot arrange marriages with 16 elves. The new status is represented by the Elven Maiden/Scion traits, who are assigned on adolescent and removed at about 45 years (or if a marriage happens before that).
These traits prevent elves to arrange marriages during their first years of maturity and encourage the AI to search spouses somewhere else other than young landless courtiers.

I’ve coded a new mechanic that allows elves to court each other, a long event-based process that can allow you to find a spouse in a more dynamic way, taking into account a lot more variables.

Once you start the process, you have a few options to woo your prospective partner, with more made available depending on the traits of your character. Otherwise, you can sink money and prestige, trying to win his favour. The courting process can go on for months, depending on your approach and your success, with each attempt taking a randomized amount of time that can go from 50 to 250 days before receiving notification of failure or success.
The result of the attempt at courting depends on the character’s culture and personal traits (so a Druchii might be less swayed by your gardening skills compared to an Asrai).

The more successes one obtains, the more the fiancée is likely to accept your proposal (though, mind you, if your fiancée is not a ruler himself, his liege is the one that gets the last word); if you obtain at least one success, the fiancée will gain the «courting» trait, which prevents other suitors to harrass him, but, if you fail to impress him, he could be open to other offers.

Once you think you’re ready, you can stop the courting and propose to your fiancée, picking which kind of marriage are you asking for.
At this point, a lot of variables will be taken into account to determine whether the fiancée accepts or not.

In this example, the suitor wasn’t really good at courting, but the fiancée, her liege, owned her a favour for supporting him in a political matter, so he felt compelled to accept the matrilineal marriage.

You might have noticed now Ulthuan is more lively after Conclave update. The Asur culture has been made permanently decentralized, which means the council has always full power in Ulthuan, granting you a lot more ways to plot and gain political influence in the white blob.
In addition to that, there’s the new supercourtiers mechanic.

Granting a minor title is no longer an afterthought for the Phoenix Prince. Doing so will create a titular temporary title for the courtier (if he isn’t landed already), thus increasing your number of influential people at your court.

In addition to this, your vassals (and even your colonies, if you are interventionist) will ask you to take their sons and daughters into your court, giving them additional influence and the supercourtier status. This costs them of course, but refusing it incurs in opinion penalties.

Окей, кроме скавенов ещё кое-что было добавлено в последнем обновлении.

Начиная с этого обновления не удивляйтесь, если увидите что не можете связать себя узами брака с шестнадцатилетними эльфами. Новый статус, представленный эльфийской девой/ эльфийским юношей, который пропадает в 45, или раньше, если до этого произошёл брак. Это не позволяет ИИ устраивать брак в течении нескольких первых лет и поощряет искать супругов в другом месте, вместо поиска их среди молодых безземельных придворных.

Я закодил новую механику с длинным эвентовым процессом, позволяющим искать супруга более динамично, с кучей вариаций.

Как только вы начинаете процесс, у вас есть несколько вариантов, чтобы добиться вашего потенциального партнера, в зависимости от ваших черт характера. Также можно использовать деньги и престиж для покупки услуги. Процесс ухаживания может продолжаться месяцами, в зависимости от ваших успехов. С каждой попыткой проходит случайное кол-во времени (от 50 до 250 дней), после чего вам заявляют о удаче/неудаче. Результат зависит от культуры и трейтов (Тёмные эльфы не так любят садоводство, как высшие).

Чем больше успехов, тем вероятнее что предложение примут (учтите, если потенциальный супруг безземельный, то последнее слово за его сюзереном). После первого успеха избранник получает трейт «ухаживания», препятствующий другим ухаживать за ним, однако он пропадёт если вы не справитесь.

Как только будете готовы, вы сможете прекратить ухаживания и предложить брак и его тип. На данный момент на это влияет куча факторов

Тут не очень хорошо ухаживали, но благодаря услуге за помощь в политическом вопросе он был вынужден принять брак.

Ультуан стал более живым после конклава. Он постоянно децентрализован, что означает полную власть совета, что даёт вам больше политического влияния в большой белой капле.
В дополнение этому мы вводим новую механику суперпридворных.

Раздача придворных титулов теперь важна для короля-феникса. Создаётся титулярный временный титул для безземельных персонажей, тем самым увеличивая число влиятельных людей при дворе.

В дополнение этому, ваши вассалы (и колонии, при соответствующей политике) могут попросить взять своих детей к вашему двору, даруя им влияние и статус суперпридворного. Это стоит им, а отказ понизит ваши отношения.

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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