This is a non-profit, fan-made series of submods (or mod mods) for Geheimnisnacht, an unofficial Warhammer Fantasy conversion mod for Crusader Kings II. The project is not a standalone mod, but seeks to add options for players. The project logo is the work of the excellent CMSteel (search for the artist on DeviantArt if you want to see the original). "Warhammer" is a trademark of Games Workshop and no challenge to their commercial rights is intended by this work.
The main Geheimnisnacht group recently split. One group, keeping the Geheimnisnacht name, are carrying on with the old, too ambitious map. The other group, calling their project Hexenstag, are building a more focused mod set in the Old World only. That's pretty much the Dawi Kiss premise, and the Hexenstag people reached out asking to join forces.
There was only one possible answer. Dawi Kiss as an independent project has come to an end, but its best ideas will live on in Hexenstag. You can see the first fruits of our collaboration in the newly-released Hexenstag 0.1.3. Some highlights:
Some of the new Chaos Dwarf Sorcerer mechanics aren't always entirely to their advantage
A peak at what Zhufbar has to offer, and just three of the many mining upgrades available to Dwarf Holds.
Some words on Old World religion in Warhammer and how it can be implemented in Crusader Kings 2.
A quick introduction to the Dawi Kiss submod, explaining its purpose and ambitions.
A small submod to add thirteen bloodlines from the founding of Sigmar's Empire to your Geheimnisnacht games.
An updated demo for Dawi Kiss. You still need Crusader Kings 2 and Geheimnisnacht 1.2 to play, and the Horse Lords and Monks & Mystics DLCs are strongly...
This is a playable alpha version of the Dawi Kiss submod of the Geheimnisnacht mod for Crusader Kings 2. You need Geheimnisnacht 1.2, Crusader Kings 2.8.2.1...
Hello, I'm just curious if this mod does anything with magic, even after a decade I can't cast combat spells/crafting. Is this intended?
You shouldn't be able to cast spells - the way that feature works in the base mod is very expensive - but I'm surprised that you can't craft items.
If you give me some more information about your save I'll see about fixing the crafting problem in the next demo version (due at the end of the month).
I'm able to craft items via decisions (using gold) but unable to create them by right clicking my portrait. It's a relatively new save, I was more concerned I installed incorrectly
OK. That sounds like its working as expected. (The portrait decision had issues so it was disabled.)
Spell casting in the base mod feels rather OP, so i'm glad to see it toned down a little.
EDIT: nvm i got an answer, sorry
Glad you got help somewhere, but if it's something we should explain in the readme do let me know what your problem was!
An updated demo was due today, but there were a few more problems than expected. Should have it to you guys for the weekend.
Hey! Really nice idea and mod!
Can you guys fix the problem with the arabys merchant familys dont get any heirs? this got ****** up in the new version so you loose when your character dies even tho you have children they dont get a proper heir status.
Thanks!
The fix is pretty simple and I've just added it to the developer version. If you're keen to play Arabyan Merchants before the next demo comes out, take the file at Pastebin.com and drop it into ~\mod\dawiKiss\common\laws\. (You'll need to create the laws folder.)
Oh nice!
But the pastebin link dosent work anymore :)
And btw, when do you think the new version of this mod will be out to the public?
Another demo is kinda premature because I was watching the World Cup fairly avidly rather than working on the mod. :P But as the developer version now has some important fixes that people would want to play with, I'll tidy it up and put out an updated demo by the end of the month. (Problems with complex systems like dueling won't be resolved, but Chaos Undivided nomads will be able to hire ships, Arabyan Patricians will have heirs, etc.)
It's way too soon to give a timeline for a full version but I'll be sure to keep you guys posted.
A quick question for this mod's devs, have you guys though about adding back in the special buildings removed for certain famous cities?
This is the list of them I believe
Empire: Averheim, Wurtbad, Hergig, and Wolfenburg
Bretonnia: Artois, Lyonesse, Gisoreux, and Montfort
Border Princes: Akendorf
Patch 1.10 removed them and I honestly liked the lore flavor that they brought, since I knew very little of the Warhammer lore when I first got into geheimnisnacht.
Yes, but Akendorf probably won't get a special. The Border Princes was left as a loose and wild place in its WHFRP supplement "Renegade Crowns" - the book has no gazetteer for settlements and instead gives instructions for randomly generating the lay of the land with a pair of 10-sided dice! CK2 can do something similar, though writing those scripts isn't high on the agenda.
Alright cool. :)
Bit saddened that Akendorf might not be getting some love, but it's good to hear that the others are a yes.
One other thing dev sir, it does seem that the tomb kings and the greenskins, primarily the ones in the badlands, are incredibly powerful. They usually end up killing the Araby people and the border folks respectively. I do sometimes see them killing each other but the orcs are usually beaten during those conflicts
Perhaps a nerf to the Tomb Kings special cb so they dont kill everything around them? I'm not sure how one would prevent the Greenies from murdering the Border Princes without making them wimps though.
Some work to boost Araby has already been done and the Tomb Kings are getting nerfed.
Properly restraining the Orcs is a bigger problem. One way to slow them that's being considered is moving the Dwarf religions into the Old World group (along with Grail, Sigmarite, Myrmidian, etc.) so that men and dwarfs will join the same defensive coalitions against threatening realms. That feels like the right behaviour but it hasn't been tested.
Glad to hear the tomb Kings are getting nerfed, I like the whole mummy thing going on but they're OP.
I understand blancing the orcs is a bit more troublesome, they are suppose to Waaagh and kill things...like Solland. I do like the idea of having the Humans and Dwarves allying, but if they're in the same religious group wouldnt that introduce inter marrying between the two species? I'm not sure if I wanna see stillborn babies.
And thanks for replying dev bro. :)
Dwarfs and Humans being in the same religious group won't get intermarriage because there are events to annul such unions. However, it is a fair bit of work to implement due to the way that religions and religious groups get used when scripting decisions and events. We're looking for lazier solutions. :)