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.

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Hexenstag

News

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:

  • Just like in Dawi Kiss, the Chaos Dwarf Empire is united. But we've taken advantage of new scripting possibilities to add Chaos Dwarf Sorcerer mechanics and an electoral law to perpetuate their twisted rule. They also have the hobgoblin underlings they always needed!

Don't let it happen to you!Some of the new Chaos Dwarf Sorcerer mechanics aren't always entirely to their advantage


  • An even better version of the Engineer's Guild awaits, along with a dark mirror - the Mad Inventors. Don't you want to carry out reckless experiments and unleash fiendish war machines on the doomed heads of your doomed enemies?
  • The great cities that were teased here a while back have been implemented, along with special Dwarf Hold Great Works. Human Cities can go up to 8 levels with up to 27 upgrades - 3 of those due to interactions with the Engineers Guild - while the Dwarf Holds go up to 10 levels and 33 upgrades, if you've got the time and gold to build them! While there are plenty of Holds and Cities that represent the famous locations of the Old World, we've given you the freedom to build up your own favored settlement to be the greatest Hold or City in the world.

Dwarfs can dig and do lots of things

A peak at what Zhufbar has to offer, and just three of the many mining upgrades available to Dwarf Holds.


  • Plus reworked building lines, Bull Centaurs, new mercenaries, a new holy order, Karak Vlag and its proud warrior-king, the Miracle of Miragliano, killer Tercios - nd, of course, there's been a lot of work on optimisation and bugfixing of legacy script so that your gameplay doesn't needlessly slow down. The war on lag never ends.
Dawi Legacy

Dawi Legacy

News 1 comment

A quick note on the shape of the sub mod going forward.

Developer Diary 2: Old World Religion

Developer Diary 2: Old World Religion

News 2 comments

Some words on Old World religion in Warhammer and how it can be implemented in Crusader Kings 2.

Developer Diary 1: Why we're here.

Developer Diary 1: Why we're here.

News

A quick introduction to the Dawi Kiss submod, explaining its purpose and ambitions.

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WH DawiLegacy ImperialFounders

WH DawiLegacy ImperialFounders

Other 1 comment

A small submod to add thirteen bloodlines from the founding of Sigmar's Empire to your Geheimnisnacht games.

dawiKiss demo 010818

dawiKiss demo 010818

Demo 7 comments

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...

dawiKiss 0 1Alpha310518

dawiKiss 0 1Alpha310518

Demo

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...

Post comment Comments  (20 - 30 of 66)
Guest
Guest - - 700,259 comments

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?

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DREasy Creator
DREasy - - 28 comments

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).

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Guest
Guest - - 700,259 comments

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

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DREasy Creator
DREasy - - 28 comments

OK. That sounds like its working as expected. (The portrait decision had issues so it was disabled.)

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Guest
Guest - - 700,259 comments

Spell casting in the base mod feels rather OP, so i'm glad to see it toned down a little.

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dedjustded
dedjustded - - 36 comments

EDIT: nvm i got an answer, sorry

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DREasy Creator
DREasy - - 28 comments

Glad you got help somewhere, but if it's something we should explain in the readme do let me know what your problem was!

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DREasy Creator
DREasy - - 28 comments

An updated demo was due today, but there were a few more problems than expected. Should have it to you guys for the weekend.

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Satanicum
Satanicum - - 3 comments

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.

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DREasy Creator
DREasy - - 28 comments

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.)

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Satanicum
Satanicum - - 3 comments

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?

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DREasy Creator
DREasy - - 28 comments

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.

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King_Lan10
King_Lan10 - - 14 comments

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.

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DREasy Creator
DREasy - - 28 comments

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.

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King_Lan10
King_Lan10 - - 14 comments

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.

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DREasy Creator
DREasy - - 28 comments

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.

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King_Lan10
King_Lan10 - - 14 comments

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. :)

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DREasy Creator
DREasy - - 28 comments

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. :)

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