Patchnotes - AllisonNil/Elder-Kings-2-Wiki GitHub Wiki

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Elder Kings II v.0.15.0.1 "Arnand the Fox" (April 7th, 2025)

New:

Partial integration of the Alternate Arms submod:

  • New CoA emblems for the Nords / Akaviri / Orcs / Goblins / Nedes / Ayleids
  • New coats of arms for Skyrim titles (county through empire)
  • New generated CoA designs for Nords, Akaviri, Orcs, and Goblins
  • Updated colors and emblems for CoA generation for Imperials, Nords, Reachmen, Akaviri, Orcs, and Goblins
  • Updated coats of arms for several dynasties, houses, and titles across Tamriel

Other CoA:

  • New dynamic coats of arms for the kingdom of the Reach and the duchy of Silgrad

Other:

  • New tradition for Etarani - "Children of the King"
  • Added a Challenge House Head interaction for cultures and faiths that can duel for title claims
  • Added a few new historic and mythological mount names
  • One travel event related to the skeever pet story
  • Added new EK specific "Difficulties" listed when selecting a character at game start (like "No player heir", "Cannot have children" etc from vanilla)
  • MVP Russian localization compatch to EK2 0.15.1
  • Added Russian translation to most of the travel events

Changes

Valenwood:

  • Renamed Boiche to Morathi, Cyroboiche to Cyrobosmer and Salaboiche to Salabosmer
  • Changed ethos for bosmer cultures. Morathi (old boiche) is now communal instead of spiritual, cyrobosmer is egalitarian instead of bellicose, etarani is communal instead of courtly
  • Removed boiche/morathi parent from all bosmer cultures. Added new culture history for all of them, now it links to heritage.
  • Reworked Salabosmer culture, removed pirate tradition, replaced it with urban and maritime traditions
  • Reworked Cyrobosmer culture, removed urban and maritime traditions, replaced with "swords for hire"
  • Removed ruling caste from Etarani (replaced with core) and cutthroat politics (also replaced with core). Added new tradition - state ransoms.
  • Cut Bosmer heritage text in half
  • Valenwood terrain can now build Forest Fort buildings instead of Watchtowers
  • Reduced faith hostility between faiths with the Aedra and Green Pact pantheons by 15
  • Green Pact followers will no longer get a bad nickname because of cannibalism

Court Positions:

  • Added court position tasks to our court positions
  • Replaced the Instruct Court Mage interaction with a court position task
  • Clan Mother court position is now unlocked by simply being Khajiiti heritage, not by tradition
  • Court Mages, Royal Housecarls and Shadowscales are now considered powerful agents
  • Prettied up some court position requirements

Legion:

  • Vampires, lycans necromancers and undead can no longer join the Imperial Legion if the Legion holder sees them as criminals
  • Mindless characters such as undead can no longer join the Legion
  • Locked the Akolouthos (Grand Marshal in EK) court position behind the Imperial Legacy tradition

Admin:

  • Gave Alinor Limited Administration bureaucracy law and War Declaration Restricted provincial war law, curbing their world conquest a bit
  • Prevented some cases of AI admin realms changing all of their vassals into admin gov, regardless of their old type
  • Blocked demanding military order, academy and hierocracy vassals to become admin

Localisation:

  • Renamed "Orsimer" heritage to "Orcish"
  • Replaced most mentions of Orsimer with Orcs
  • New Orcish heritage text
  • New Mountain Orc text
  • Shortened Malapiit culture, Nord heritage and Argonian heritage descriptions
  • Renamed Nibenu namelist from "Old Nibenese" to "Nibenu"

Other:

  • Restored the old vanilla way to display the final mastery perk of lifestyle trees. This makes it so EK magic lifestyles don't only display an empty trait instead of listing its effects
  • Added a character flag to select characters to prevent faith conversion
  • Disabled Deqhan (Decentralised Taxes) tax jurisdiction
  • Slighty nerfed the Staff of Worms buff for the Raise Undead Horde spell
  • Some discriminating nicknames will be handed out more sensibly
  • Moved the bonemiser nickname into the special necromancy nickname event
  • Fornication is no longer considered by the adultery crime doctrines
  • Equipping a dragon priest mask now makes you wear a hood
  • Trinimac faiths now dislike Lorkhan

Fixes:

  • Fixed Blood Price event not wounding prisoners in some cases
  • Fixed Leki's Blade SB being completely unavailable due to no longer being a holy site. It is now valid for Yokudan religions
  • Fixed "low fertility" requirement in cloning decision requiring that you had less than 1000% fertility instead of 10%
  • Fixed inheritance of lifespan and other bloodline traits for clones
  • Fixed Secure the Heartlands decision also counting unlanded domiciles as holding land in the Heartlands
  • Fixed Khajiit II and Khajiit III ethnicities not being visible in Ruler Designer
  • Fixed Imga II and Imga I ethnicities being listed in the wrong order in Ruler Designer
  • Fixed Landless camps seeing a lot of succession types they cannot use anyway, which broke the GUI window
  • Fixed feudal, autocratic and admin gov not being able to hold Hist holdings
  • Courtiers granted Hist holdings will now become theocracies
  • Baron tier vassals holdings Hist holdings will now properly be theocracy gov
  • Fixed event chain to become a necromancer not working for landless characters
  • Fixed characters with infamous traits (vampire, lycan, etc.) sometime being unable to host grand activities
  • Fixed the AI casting "Burden" as a benevolent spell
  • Fixed Akolouthos (Grand Marshal) spawning Tsaesci culture Legionaires
  • Fixed Repurpose Knowledge decision being available when busy
  • Fixed Repurpose Knowledge decision not accounting for Wanderer lifestyle
  • Fixed Seize Realm scheme not working against autocratic realms
  • Fixed AI Conquerors being very unlikely to spawn (edits to their frequency/distribution in EK pending player feedback)
  • Fixed Glacial Tundra terrain not having any valid fort level building
  • Fixed game start event for Ruler Designer Dwemer not reviving them when starting as landed
  • Fixed applying Cultural or Religious rights for non-feudal vassals having no effect
  • Fixed some issues where various governments couldn't gain cultural or religious protection when swearing fealty
  • Fixed some issues with skeleton models
  • Fixed a texture issue with fur loincloth clothing used by goblins, wood elves and argonians
  • Fixed said contract rights not being visible when interacting with republic and theocracy vassals
  • Fixed Green Pact being able to build Forestry buildings after all
  • Plugged our AI war values into admin cbs
  • Fixed Coin and Sword tradition not being visible in the core traditions list
  • Fixed many decisions being unavailable for admin gov
  • Added new trigger for Cyrodilic empire, consisting out of e_tamriel, e_cyrodilic_potentate and e_cyrodiil. Previously some places were missing e_tamriel
  • Fixed missing pavillion art for Ilniviri and Westholder laamps
  • Fixed travel events being stuck for 90 days in multiplayer
  • Corrected governments in bookmarks
  • Fixed county level academies not using the academy banner shape
  • Disabled events with islamic references (e.g. vassal flogging)
  • Removed islamic references in sinful tax collector event (inshallah)
  • Fixed broken "Coldwind" mount name
  • Fixed pet skeever modifiers not being properly removed
  • Fixed a message claiming that a camp follower gained a new nickname when in fact they did not
  • Fixed the secret lycan laamp starting without a lycan secret
  • Alik'r Desert (vanilla Sahara) modifiers should now be applied to the whole desert, not only to the coastal regions
  • Fixed some missing or faulty localisation

Known Issues:

  • Some textures display incorrectly
  • Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
  • White Gold court appears when it shouldn't

Elder Kings II v.0.15.0 "Arnand the Fox" (March 22th, 2025)

New:

-Government:

  • Added religious tolerance law for Administrative realms
  • Enabled co-emperors for Cyrodiil and Potentate, renamed co-emperor to High Chancellor
  • Added noble family titles for Chorak and Lex dynasties, made Potentate and Heartlands admin in history files
  • Imperial Legacy tradition now unlocks adopting Administrative Government as a king
  • Ceremoniarchy government has been replaced with Administrative. Without DLC, Alinor is now feudal
  • Adapted formerly Ceremoniarchy mechanics (Praxis, succession laws, various government decisions) to work alongside both Admin and Feudal, depending on DLC
  • Reverted Feudal government to for the most part work like in vanilla
  • Autocracy government is now for the most part vanilla Clan, with tax but without house unity
  • Added two types of cultural tax types, Moonsugar for Khajiit and Bardmont Prefects for cultures with Imperial Legacy
  • Added icons to our governments

-Knahaten:

  • Adds 1 Knahaten-related event to Black Marsh
  • Adds Altmeri Relief for Elsweyr eventline (4 events)
  • Adds 3 Knahaten-related events to Elsweyr, revolving around the Stricken
  • Adds the Stricken trait - survivors of the Knahaten, who aren't infectious but still marked by the disease
  • Adds 2 Knahaten-related events to Hammerfell (Systres & Alikr)
  • Adds 2 Gwylim Broadcasts, one about a race dying from the Knahaten, another about the Knahaten leaving Elsweyr after prolonged infection
  • Knahaten Modifier Icon, added to some Knahaten related modifiers

-Magic:

  • Adds the Study Self-Replication and Clone Myself decisions, allowing the creation of clones
  • Cloning is unlocked by the final Restoration lifestyle perk
  • Mage characters at game start will now start with half their magicka pool filled
  • Added Ward, a new tier three Alteration ritual which prevents being targeted by hostile spells
  • Added texticon for Warded
  • Added option for Repurpose Knowledge decision to simply remove a perk point
  • Magic and Dark Arts perks now display the effects of the spells and rituals they unlock
  • Added Arcane Education option for the Visit University activity, with 17 new events
  • Added two new magic Special Buildings: Tel Aruhn Tower and College of Sapiarchs
  • Added spellbook artifacts
  • Added four new outcomes for the Experimentalist stress relief events
  • Added magic-focused Admin dynasty house specialization
  • Added icons explaining how magical ability unlocks various event options

-Legends:

  • Added legends for forming important titles like Tamriel, Reach, Aldmeri Dominion etc
  • Added legends for following dynasties: Rielle, Deleyn, Nisewan, Brae, Camoran, Auriel, Xarxesar, Rilis, Phynastris, Syrabanis
  • Added holy legend for followers of Sixth House
  • Added holy legend for nedic-nordics with capital in Bangkorai region

-Valenwood:

  • Added Axes Among the Woods core cultural tradition to Wood Orcs, replacing Practiced Pirates
  • Added Orc Headhunter MaA for Wood Orcs
  • Added The Bluff and Stronghold of Barkbite special buildings
  • Added Graht-Manors building as a replacement for Manor Houses for Green Pact followers within Valenwood
  • Added Pact Provisions building as replacement for Farms & Fields for Green Pact followers within Valenwood
  • Added starting event for Queen Nilwen of Eldenroot
  • Added seven new Special Buildings: Rootwater Grove, Woodheart Sewers, Velyn Lighthouse, Gil Var Delle Ruins, Starstone Lane, Arenthia Citadel, Redfur Trading Post

-Cyrodiil:

  • Added nine new Special Buildings: Ontus Quarry, Weatherleah Hunting Lodge, Gottlesfont Priory, Skingrad Vineyards, Abbey Bazaar of Zenithar, Fort Redmane, Imperial Marketplace, Imperial Sewers, The Arboretum
  • Added new CB to dismantle the Bridges of Leyawiin, reworked related decisions some
  • Added new stages to Garlas Agea and Chapel of Arkay SBs Redguards:
  • Changed faith setup for Hammerfell. Ruptga is now the primary faith of both Crowns and Forebears. Redguard Creed is now only used in certain Cyrodiil adjacent areas and Hew's Bane
  • Split the Satakal faith into two: the new Satakal faith of the Alik'r and the old (renamed to) Yoku Spirits for Yokudans
  • Added new Satakal monolatrism for Satakal faith
  • Yoku pantheon now also includes Leki and HoonDing patrons (icons WIP)
  • Added new Ra Gada pantheon for Ruptga faith, consisting of Ruptga, Morwha, Onsi, Diagna, Leki, HoonDing, Arkay, Kynareth and Zenithar
  • Added new tenet "Ancestral Starstones", used by Ruptga, Satakal, Yoku, Herd-Mother and Redguard Creed
  • Added Oracles of Tall Papa Head of Faith to Ruptga

-Culture:

  • Added new core cultural tradition to Balfieri, "Adamantine Stewards", Dremora, "Daedric Oath-bonds" and Alik'r "Air and Sand"
  • New cultural MaA for Goblins and Imga, they now follow the same setup as Khajiit and Argonians
  • New culture history loc for Corelanya
  • One new cultural name for Kothringi, new CNs for various Valenwood titles

-Faith:

  • Added 22 unique formable holy orders
  • Added 16 generic names for Daedric holy orders
  • Added Ontus as new Holy Site for Iron Oaths

-Art:

  • Added holding illustrations for the Magyar Holding Set (used by Colovians), made by Scratch / MHG
  • New illustrations for Goblin MaA
  • Added new background illustration for Ashlanders
  • Becoming a lycan now gives light gold eyes and more body hair
  • Updated the visuals for vampiric eyes

-Coat of Arms:

  • Added three designs for Ayleid CoA templates
  • Added three designs for Dwemer CoA templates
  • Added Nedic CoA variants for Horwalli and Kothringi
  • Added three new CoA patterns, 13 new emblems
  • Added 23 Dwemer themed emblems
  • Added dynamic Dwemer CoA to high kingdoms of Skyrim and Hammerfell
  • Head of faith and holy order CoA now generate with appropriate emblems
  • Adjusted the CoAs of Summerset duchies to give each a unique color scheme, rather than inheriting the colors of their de jure kingdom
  • Overhauled the random colors of Altmeri and Balfieri CoA templates / added two new possible background patterns for generated Altmer CoA
  • Added new title CoA for counties in Yokuda and Black Marsh, as well as certain baronies across Tamriel
  • Added new CoA templates for Hist holdings, Altmer baronies and Divines/Tribunal temples

-Events:

  • Added event chain for Cazuras, heir to the Potentate, to flee Cyrodiil as a LAAMP should the Potenate start losing their war with Attrebus
  • Added event chain depicting the Kvatch Bread Riots
  • 8 new travel events
  • 2 new murder events when targeting undead targets
  • Added ruler designer cultural revival event for Atmoran culture
  • Added ruler designer cultural revival events when starting as an adventurer

-Other:

  • Added ~30 LAAMPs at game start, spread across the 2E 440 and 450 dates
  • New travel Points of Interest for intrigue, magic and dark arts, reworked some existing PoIs to use these
  • Negative year dates now display ME (Merethic Era)
  • Added decision to choose the capital of Skyrim
  • Added new cultural triggered desc for all de jure empire reunification events
  • Added new Sibyl of Dibella trait, replacing the existing modifer + devoted trait combo
  • Added new event from when a travelling Sibyl enters your court
  • Added decision to unite the Barsaebic Ayleids and form the high kingdom of Barsaebica
  • Added decision to restore the Nedic Confederation high kingdom
  • Added Lyranth as a rare summonable Dremora
  • Characters that revive their culture through the ruler designer start event, now gain a full court of their culture+faith
  • Enabled starting event for Yashnag
  • Court Mages are now named Clever Men for Nords
  • Court Mages are now named Field Mages for adventurers
  • Lorekeepers are now named Vateshran for Reachfolk
  • Edited some court position effects
  • Russian localization files updated
  • Various history additions

Changes:

-Landless:

  • Adapted the Crimeboss and Plunderer perk trees to work for adventuers
  • Allowed landless mages to cast spells
  • Removed our old "Abstain from Elections" decision, implemented the Gallivanter trait instead
  • Adventurer Contracts renamed to Quests

-Crisis Factions:

  • Streamlined the design of the crisis factions down to a single crisis faction, just as how vanilla has one populist faction instead of a different one for each faith/culture combo
  • Added crisis faction subtypes for vampires, necromancers (replacing current undead faction), lycanthropes, daedra
  • Added game rules to control crisis factions

-Redguards:

  • Replaced Maritime Mercantilism and Quarrelsome traditions with Seafarers and Martial Admiration for Forebears
  • Replaced Dryland Dwellers, Quarrelsome and Staunch Traditionalists traditions with City Keepers, Seafarers and Ruling Caste for Crowns
  • Replaced Dryland Dwellers and Forebear core with City Keepers and Crown core for Abeceans
  • Reworked Sword-Meeting cultural tradition, and removed it from Horsefolk and Alik'r
  • Way of the Sword MaA has been cut
  • Expanded Crown core – added legalism parameters to it
  • Reworked Forebear core
  • Switched Sentinel to Forebear culture
  • e_hammerfell is now called "Republic of Hammerfell" when admin government
  • Most description snippets related to Redguard and Yokudan culture rewritten
  • The Redguard Pantheon of Redguard Creed now consists of Akatosh, Arkay, Kynareth, Zenithar, Morwha, Onsi, Ruptga and Reman
  • Rewritten descriptions of all Redguard/Yokudan faiths, as well as Yokudan patrons
  • Various doctrine setup changes for Yokudan/Redguard faiths
  • Various edits to faith localisation
  • Redguard Creed and Ruptga now have Heritage Identity instead of Cultural, Yoku gains Cultural Identity
  • Cut Leki's Blade Holy Site, added Sutch as HS to Redguard Creed, and Mount Hattu and Asil Yelir to Yoku

-Culture:

  • Atmoran culture is now Migratory
  • AI rulers of dead cultures revivable by event who are setup using ruler designer will now always choose to revive their culture
  • Killed off a lot of Men-of-Kreath characters who were generated as part of Lamae Bal's court at game start. Gave Lamae a preset priest.
  • Cut Men-of-Karth culture, which was currently unused and impossible to revive anyway
  • Cut Nede culture, which was currently unused and impossible to revive anyway
  • Commented out Jaegi culture, which is currently unused and impossible to revive anyway
  • Assigned Chimer as parent culture to Dunmeri cultures, updated culture history origin loc to match this
  • Revived dead cultures now adopt the language of the culture that revived them (nobody just suddenly relearned the lost Rontha language after all!)
  • Cut some confusing tooltips from nativity region innovations, instead explaining how regions are gained and directing you to see the nativity regions map mode
  • Changed colours of several nativity regions to increase contrast to neighbouring ones, increasing visibility/accessibility
  • Combined the Tenmar and Pellitine nativity regions
  • Moved the duchies of Ontus and Dirich from the Gold Coast nativity region to Colovian Highlands, duchy of Shardrock to West Weald region
  • Streamlined scripts checking for Pariah or Daedric Race status for interactions, war and more
  • Reachfolk and Bosmer are now only specially tolerant of Orc heritage Pariahs, not Pariahs in general
  • Decision to Reintegrate Orsinium will no longer automatically assume Orsinium was founded by Mountain Orcs, instead checking the actual culture of Orsinium's holder
  • Simplified acceptance modifiers for activity guests in relation to Pariahs a little, as it would be too complicated to maintain
  • Enabled breweries for Nord cultures
  • Replaced Eye for an Eye and Stand and Fight traditions with Bloodport and Deep Strike for Dremora
  • Pellitinian is now Egalitation ethos, not Spiritual
  • Replaced Priest Kings and Jungle Warriors traditions with City Keepers, Jungle Dwellers and Maritime Mercantilism for Pellitinian
  • Reworked Moonsugar Plantations tradition
  • Speaker court position reworked to Clan-Mother
  • Cut existing Clan-Mother interaction and innovation, instead unlocking this through traditions
  • Killed all the camels in Anequina
  • Consolidated the various Isolationist cultural parameters into one to reduce parameter bloat in traditions, same with Sorcerer Kings
  • Added modifiers to encourage AI to learn various languages
  • Bjoule now speak Bretic, not Old Bretic; Salaboiche now speak Bosmeris, not Altmeris; Cyroboice now speak Cyrodilic, not Bosmeris
  • Edited some cultural tradition setups

-Faith:

  • Reviewed effects of 32 patron traits, increasing variety and balancing them better
  • Enabled clerical marriage for Two Moons, limited Mane marrying in a different way
  • High Velothi faith now use the Mummification burial doctrine
  • Burial doctrine now affect the background of dead characters
  • Replaced the faith map mode icon with the symbol of the Eight Divines
  • Moved Worm Cult Holy Site from Falkreath to Sancre Tor
  • Replaced Tax Non-Believers tenet with Prosperity Worship for Adamantine
  • Replaced Ascetism tenet with Exalted Heroism for Reman Mysteries
  • Reworked Reman Mysteries and Nord Pantheon doctrines somewhat
  • Rewritten Nord Pantheon description
  • Reworked Dawn Court faith/god loc somewhat
  • Yokudan religion renamed to Spirits of Yokuda

-Magic:

  • Mend Wound spell now heals both Brutally Mauled and the Infected Wound modifier
  • Mend Wound spell now cannot be cast if the target has no mendable wounds
  • Changed Fortify Walls spell into Fortify Buildings with more economic then martial effects
  • Renamed Mind Mending spell to Mind Bending
  • Prettied up Repurpose Knowledge decision requirements
  • Unleash Lesser Daedra spell renamed to Unleash Daedric Horde, now triggers a Daedric Invasion type Crisis Faction
  • Casting Restless Dead or Unleash Daedric Horde now also gives negative opinion with the top liege of the target county as well as the local liege
  • Turned Herbalist into a tiered trait that can be increased into Alchemy (later to be expanded upon)
  • Removed the mages/spellblades max size -2 innovations that were causing issues with hybrid cultures, and moved those MaA to cultural traditions instead
  • Arcane court type makes arcana education easier to access
  • The third Arcane Blood dynasty legacy perk now allows you to specialise your dynasty within a school of magic

-Other:

  • Reworked birthsign traits for greater variety and more interesting effects
  • Added Dwemer names for birthsigns
  • Furstock and birthsign traits will now be listed as such in their trait type
  • Enabled Hist holdings as a valid holding type for Feudal, Autocratic and Theocracy. Hist holders will by default be Theocratic.
  • Changed map colour of the Pellitine high kingdom
  • Streamlined effects to split and reunite empire tier de jure titles (Skyrim, Cyrodiil, Elsweyr)
  • Streamlined effects of some de jure altering decisions (Nordic Empire, Reach)
  • Added legitimacy to all playable EK governments
  • Nerfed starting legitimacy and gain rate for pirates
  • Halved piety gain penalty from refusing to become Sibyl
  • Reworked lifespan trait inheritance chances a little
  • Secret traits like Secret Vampire are no longer equated with its disguise trait, allowing them to stack
  • Created undead characters now link to their "original" character, similar to reincarnation
  • Relocalised Cannibal for Green Pact faiths into Meat Mandate
  • Disabled elderly_health as this doesn't play nice with our age setup
  • Made titular abbeys de jure vassals of Cyrodiilic kingdoms/high kingdoms
  • Empire formation decisions now copy title history from previous title
  • Hegemony legacy can now be unlocked after completing certain major decisions
  • Removed Hegemon legacy unlock from first Direnni Hegemony decision, now it's only unlocked with second one
  • Reduced some increased requirements for legends down closer to vanilla again
  • Disabled Orchards for Green Pact followers within Valenwood
  • Disabled Forestry for Green Pact followers within Valenwood
  • Disabled duchy drift decision from legend because it breaks empire reunification and great houses
  • Mai'q encounter is now a travel event, instead of a yearly event
  • Further tweaks to Knahaten spread speed & infection rate
  • Further tweaks to area of Elsweyr that is longer affected by the Knahaten
  • Removed "Organic" Knahaten/Black Death Occurence (vanilla) Game Rule, because it actually doesn't do anything
  • Refactored Direnni Hegemony decision a little
  • Changed prestige level requirements for some legends
  • Populist factions can no longer force a ruler to embrace a different heritage culture
  • Rebalanced some Valenwood SBs
  • Rebalanced some Cyrodiil SBs
  • Existing Dwemer CoA have either received an update or overhaul with the new emblems
  • The leader of the Aldmeri Dominion is titled Aran(a) Aldmeri, changed from Eagle Primarch
  • Reworked various titles for rulers and religious characters, particularly for Redguards
  • Rewritten some Important Character descriptions
  • Rewritten building descriptions for Mage Towers and various Special Buildings
  • Various history edits and changes

Fixes:

  • Fixed some patron traits following inconsistent naming conventions
  • Added a race compatibility check to some effects that could generate spouses for barons and courtiers
  • Cut various commented out and unused code
  • Gave Argonian cultural names to all Argonian cultures, not just Hleel
  • Fixed Repurpose Knowledge decision not properly removing excess Diplomacy perk points
  • Fixed one Repurpose Knowledge option claiming it was available due to having high Stewardship skill
  • Fixed broken important action notification from having available Dark Arts perk points
  • Fixed Academies not being upgradeable for Argonians
  • Fixed a crash caused by Orc succession - hopefully
  • Fixed Gaenor taking away non existing gold, plunging realms into serious debt
  • Fixed Glamour ritual not concealing Disfigured
  • Fixed "Integrate Systres" decision being available after forming the Kingdom of the Isles
  • Fixed various missing loc strings
  • Fixed assorted errors, typos and minor bugs

Known Issues:

  • Some textures display incorrectly
  • Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)

Elder Kings II v.0.14a 'The Crimson Ship'(August 4th, 2024)

Changes:

  • Modified the pool management effect for wanderers to include a chance that nothing happens. The higher the lifespan of a character, the higher the chance. This somewhat aligns with their reduced lifestyle XP
  • Capped the number of traits that can be acquired by this effect. A wandering character with 12 or more traits will no longer receive new ones
  • Added new traits to the effect for greater variation. Wandering characters can now become adventurers, travelers, athletic, disrupted, and skooma drinkers
  • Blind Argonians and Khajiit will no longer get the clipping blindfold; they get white eyes instead
  • Re-enabled picking the Warrior Queens tradition
  • Removed blocker preventing the use of non-hostile province spells without being present in the county, as this didn't work as planned
  • Added Cultural/Heritage identity requirement to Mystical Birthright Head of Faith (otherwise you'd get Nord Manes etc)
  • Removed inheritance blocker from Clan-Mother trait

Fixes:

  • Fixed cultures that died but were revived during the Post-Knahaten events still being considered dead
  • Fixed tutorial getting soft-locked when being prompted to click on your own character
  • Fixed wrong type of building for the tutorial
  • Fixed some remaining vanilla loc strings in tutorial & added EK2 specific tutorial screenshots
  • Fixed hunt activities invalidating in some cases. Re-enabled hunt event option disabled as a band-aid fix for 0.14
  • Adjusted some Elsweyr & Black Marsh duchy/county title colors to not be the same on map
  • Fixed the Council screen not explaining how Feudal councils work
  • Fixed Medium Illusion Ritual Perk giving the wrong ritual
  • Fixed characters killed by an elemental spell not showing a killer in the case they died instantly
  • Fixed Ruler Designer characters randomly gaining extra arcana and Hist faith traits at game start
  • Fixed missing/faulty vassal contract assigning for some historic Orsimer
  • Fixed vassals not having vassal contracts if they swapped government due to changing culture
  • Fixed vassals not having vassal contracts if they swapped government via decision while being unable to alter vassal contracts
  • Fixed two cases of being given Feudal Government without checking if you qualify
  • Fixed Magelord Elective not considering Supreme Magus magical education for candidates
  • Fixed Heavy Infantry being unavailable to cultures of Altmeri heritage
  • Fixed "Restore Kingdom of Darloc Brae" decision not recognising that you fulfill the requirements
  • Fixed inconsistent and wrong triggers for funeral buildings
  • Fixed necromancers being able to "rebuild" a defiled graveyard
  • Made Moon Gate of Anequina special building enabled for those who consider it holy site
  • Fixed Radiant Perk not giving an extra level to 'Powers of the Stars' modifier
  • Fixed Power of the Stars modifiers not giving arcana
  • Fixed Forgotten Gods referring to the Daedric Princes in singular
  • Fixed Cult of Meridia faith referring to Meridia as male in some situations
  • Fixed Power of the Stars Mage 0 giving learning 1 instead of reducing it by 1
  • Cut the Imperial City special building modifiers, which just further buffed the IC at a very high performance cost (~50 event calls per year)
  • Fixed our addition of the witch trait into the pool management effect not working
  • Fixed the get_random_magic_perk_effect to include rituals. It is now also used by wanderer pool management as the AI rarely uses the magic lifestyle XP they got until now
  • Fixed many effects being distributed into the wrong categories of the pool management effect, so they used wrong triggers
  • Fixed a broken culture effect for summoned skeletons
  • Replaced some overlooked instances of magic perk distribution in the history files with a new effect
  • Fixed Ghost Hist having forgiving as sin, while Ku Vastei tenet makes it a virtue
  • Fixed Cyrodiil being unformable by an Ilniviri Potentate who successfully defeats Attrebus and then reunites all of Cyrodiil
  • Fixed Hira Free Port SB not givings its bonuses to county holder
  • Blocked faiths that cannot use Holy Site buildings anyway from building these in the first place
  • Fixed Disinherit interaction saying it is blocked by the Mystical Ancestors tradition when it is blocked by Until Life Does Us part
  • Fixed Matriarchial tradition checking for vanilla African heritages, instead checks for Tsaesci
  • Fixed some Elder Council tasks for Attrebus not showing correctly in the decision list
  • Fixed extreme lag when using the bypass_requirementsconsole command caused by the Skull of Corruption artifact generating notifications to remind you to use it on every single character in the game
  • Specified in tooltips that only Argonians of a Hist faith can use the Hist Communion activity
  • Fixed pirates being unable to Contract Assitance (if you own Fate of Iberia)
  • Holy Site buildings will not state you may use them for University Visit if Wards and Wardens is not owned
  • Fixed Tsaescence personality event not displaying which trait you're gaining, only which you lose
  • Fixed Castle Wayrest starting with a tradeport while not being coastal, given farms instead
  • Divine Purity tenet now explains that also children of Impure parents will be considered Impure
  • Disabled one Wards and Wardens event that could spawn a university building slot, which are unused in EK
  • Fixed Quarrelsome tradition not properly reducing control growth
  • Fixed Wild Magic tradition not being available when Witchcraft it Virtuous to your faith
  • Fixed important action about holding too many duchies showing when at 3 (in EK the limit is 3, not 2)
  • Fixed the Witchmother's Bargain travel event letting you attempt to become vampire or lycan when you were immune to it
  • Fixed Restore Mane decision not forming a new HoF for custom faiths
  • Fixed various missing loc strings
  • Fixed assorted errors, typos and minor bugs

Known Issues:

  • Mac and Linux players experience problems playing the mod
  • Some animations may not play or display incorrectly
  • Curse of Undead spell does not work when used on a county held by a vassal ruler
  • Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
  • Crown Authority effects of other rulers than yourself don't display properly

Elder Kings II v.0.14.0 'The Crimson Ship'(July 28th, 2024)

EK2 updated to CK3 1.12.5 New:

THE KNAHATEN FLU:

  • Added (one of) the most dangerous epidemic in Tamrielic history, starting in 2E 560: the Knahaten Flu!
  • The Knahaten Flu may wipe out non-Argonian counties in Black Marsh, swapping them to a nearby argonian culture. They can even go extinct as they did historically (changeable via game rule)
  • Modelled historic spread of the Knahaten Flu (especially for Elsweyr)
  • Added 3 Knahaten events to Elsweyr
  • Added 3 Post-Knahaten events to Black Marsh
  • Added Gwylim Popular Press newsletters when the Knahaten infected most of a province (ported announcement events from EK1)
  • Added a custom trait & epidemic icon for the Knahaten
  • Added 'Knahaten Flu Deadliness' Game Rule, to control if non-Argonian cultures in Black Marsh may lose counties. Settings are: historical, no county loss, no extinction

DISEASE AND EPIDEMICS:

  • Added 20 new TES themed epidemic events
  • Added new crisis faction type: Peryite Cultists, that can spawn during or after an epidemic
  • Added new Cultist MaA used by Peryite Cultist factions and some events
  • Added two new epidemics: Chrondiasis that only affects mages, and Peryite's Affliction that may be spawned by Peryite Cultists
  • Added custom descriptions to most disease events if you're a disease worshipper
  • Added decision unlocked by the Veneration of Diseases tenet to infect yourself (and potentially trigger an epidemic!) in exchange for piety
  • Added Peryite styled modifier icons to appropriate modifiers
  • Added an option to spread the disease, instead of imposing a quarantine, if your non-Peryite worshipping Court Physician proposes one and you are worshipping Peryite
  • Added three new epidemic related nicknames

HIST HOLDINGS:

  • Added new holding type: Hist
  • Added four new building types available in Hist holdings: Minding Grove, Hatching Pools, Invocation School, Speaker Hunter
  • Hist holding distributed around Black Marsh, replacing Argonian held temples. 11 of these are of the unique level 5 version of the holding
  • Added interaction for non-Argonian rulers to turn Hist holdings into temples

CULTURE:

Dwemer:

  • Dwemer culture split into three: Amz-Vtharden, Amz-Vtholften and Amz-Kagren
  • Amz-Vtharden is native to Vvardenfell, Velothis, Solstheim, East Ghost and Dark Water, representing the "main" Dwemer culture in Morrowind and nearby areas
  • Amz-Vtholften is native to Alikr, Abecee and Bangkorai, representing the Rourken Clan
  • Amz-Kagren is native to Karth, Craglorn and Bangkorai, representing the Kragen Clan
  • When one Dwemer culture is revived through the Ruler Designer, the other cultures lose Extinct Race and gain Dead Culture - meaning they may be revived as normal

Cantemirics:

  • Added formable e_cantemir for Cantemiric culture rulers who hold all of Thorn, Archon (and Arnesia, if formed). Can also drift Tearmarsh into it if fully controlled
  • Added decision to drift Tearmarsh back into Morrowind
  • Added Padomaic Temple HoF title for Cantemiric Sect
  • Added history origin loc for Cantemiric
  • Added proper description to Recreate the Lost Kingdom of Arnesia event
  • Prettied up and edited requirements for Arnesia decision a bit
  • Rewrote description for Cantemiric Sect faith
  • Removed Cantemiris as cultural name for Black Marsh due to above additions, defaulting to Argonia for all Elves instead

Other:

  • Added new cultural tradition: Imperial Scions
  • Reworked Imperial Legacy and Coin and Sword traditions - the former now deals with Imperial institutions while the latter is more strictly about Cyrodiilic culture
  • Added Imperial Scions to Cyroboiche and Ojel, replacing Xenophilic
  • Two new cultural traditions for Lilmothiit: Worm-Walk Cavalry and Until Life Does Us Part, replacing Seafarers and Concubines
  • Added Core cultural tradition type. Core traditions are culture or heritage unique, separating them from Regional ones
  • Added full set of cultural MaA to Argonians, unlocked through four new innovations - mirroring the Khajiit setup
  • Preset some historical cultural acceptances
  • Added cultural acceptance baseline for cultures with majority faiths with low hostility (ex: Imperial Cult and Nordic Pantheon)
  • Added cultural acceptance baseline for Pariah cultures with each other
  • Added Kronka-Thatith as Argonian cultural name for Black Marsh
  • Added Dutodrena as Khajiit cultural name for Valenwood
  • Added Ra-Keptu as default cultural name for a Ket-Keptu + Yokudan heritage hybrid
  • Added Blackmarcher as divergence name for Atmoran heritage cultures in Black Marsh
  • Added new default cultural names for Khajiit cultures diverging in Cyrodiil, Morrowind, Skyrim, Valenwood, Summerset and Yokuda

FAITH:

Hist related:

  • Added new Hist Communion activity for Argonians with a Hist faith, replacing the pilgrimage activity and replacing the old Commune with the Hist decision
  • Added Sun Hist faith
  • Added two new Hist tenets: Vakka Bok and Soul Stealing
  • Reworked Amber Plasm tenet
  • Amber Plasm gives prowess per stress level and piety for finished castle constructions
  • Sun Blessed gives health per level of devotion, access to sun trials and extra piety for feasts in the summer
  • Soul Stealing gives access to a new CB and character interaction: Clutch Raid and Adopt Hatchling
  • Added four new traits, gained from Hist Communion: Argonian Behemoth, Amber Blessed, Sun Blessed and Ghost Scale
  • Added new Hist Syncretism tenet (triggered names: Living Law and Hist Meditations)
  • Added Hist Syncretism to Living Law, replacing Ritual Celebrations, and Cantemiric Sect, replacing Inner Journey
  • This tenet unlocks holding but not building Hist holdings and reduces hostility with Hist faiths
  • Reworked heresy setup for Hist faiths

Other:

  • Added Blood Cat faith, Khajiit heritage Sanguine faith
  • Added The Natural Order, Peryite faith
  • Order of the Black Worm HoF title will now be destroyed at the death of Mannimarco, though it can be restored by a powerful Worm Cult faith necromancer
  • Added three new funeral doctrines: Grave-stake burial for Hist faiths, Meat Mandate for Green Pact faiths and Cannibalism for faiths with the Ritual Cannibalism tenet
  • Added six new funeral events related to these doctrines
  • Added two new holy sites to Living Law
  • Added Gil-Var-Delle holy site to Cult of Molag Bal, replacing Ramimilk
  • Added Hissmir holy site to Hist and Ghost-Hist, replacing Helstrom, and to Cantemiric Sect, replacing Necrom
  • Added Riverhold holy site to Baandari Code
  • Added Deep Graves as holy site to Ideal Masters
  • Added Archon as holy site to Cantemiric Sect, replacing Red Mountain
  • Added Khajiiti themed names and patron descriptions for most Daedric Princes
  • Added Baan Dar to Riddle'thar pantheon
  • Baandari pantheon now gets reduced faith hostility with the Riddle'thar and Khajiiti pantheons
  • New Moon Dance now uses the Hierocracy HoF doctrine
  • Added HoF titles for New Moon Dance and Many Paths (formable by decision)

ELSWEYR:

  • Elsweyr will now split into Anequina and Pellitine if the Mane does not control at least 75% of Elsweyr by 2E 490, or if Elsweyr has not existed for 20 years
  • Integrated and expanded upon Anequina Decisions submod by tvsmsa, including:
  • 15 new decisions related to the formation of Anequina and Pellitine, the expansion of Elsweyr into parts of Leyawiin and Arenthia, returning Torval to the Mane, forming new kingdom titles, restoring the pre-Riddle'thar Mane and more
  • Some new Khajiiti flavour events
  • Overhauled Elsweyr character and title history, fleshing out both current rulers and historical ones. Most characters now have ancestors and children
  • Increased the number of counties and rulers of Many-Paths faith
  • Replaced placeholder icon for the Third Moon in the astronomy GUI window

SPECIAL BUILDINGS:

Added 17 new special buildings:

  • Moonmirth Plantations
  • White Walls of Alabaster
  • Predator Mesa
  • Rithana-di-Renada
  • Orcrest Bazar
  • Lucky Cat’s Port
  • Beela Kars Laboratory
  • Path of the Lily
  • Sithis Teeth
  • Xi-Tsei Xanmeer
  • Shrine of the Oracle
  • Deep Graves
  • Stormhold Canals
  • Barrowbough
  • Caverns of Abamath
  • Falkreath Graveyard
  • Motalion Necropolis
  • Added seven new decisions related to and unlocked by holding special buildings
  • Added Pride of Alkosh MaA, unlocked by Prideholm Temple
  • Added some new nicknames related to building certain special buildings
  • Added Sulfur Mine to Darkpool in Elsweyr

ETHNICITIES:

  • Added the snakelike Naga ethnicity, used by Naga culture
  • Added the feathered Sarpa ethncity, used by Sarpa culture
  • Added the toadlike Paatru ethnicity, used by Paatru culture
  • Adjustments/improvements to Argonian textures, making them less shiny among other things. Horn base now matches skin colour
  • Combined scale decal and head shape genes to improve appearance of Argonian mixes (incidentally this also means no more skingonians, but appearance of human-argonian mixes will still obviously not look good)
  • New posture animation for digitigrade characters
  • Fixed weird skin colors on Kothringi mixes by adding a new Kothringi skin gene
  • Normalised values of various skin genes to further reduce weird skin colours in mixed children

MAP MODELS:

  • Added Argonian tribal holding and Hist holding GFX, by kefir
  • Retexture of Mesoamerican holdings, by kefir
  • Imperial Chapel SB GFX, by kefir
  • Integrated Kefir's Magyar holdings for Colovians (Slavic holdings are now only used by Cyro-Nords)
  • Integrated Kefir's Guinean holdings for Ket-Keptu
  • Integrated Kefir's retextured Guinean holdings for Black Marsh Nedes
  • Integrated Kefir's Sahelian holdings for Yokudans
  • Integrated Kefir's Japanese holdings for Ilniviri

ART:

  • Integrated MHG Holding Illustration for Kefir's holdings + Matt's Slavic Holdings
  • Added MaA illustrations for Khajiit
  • Added MaA illustrations for Imga
  • Added MaA illustrations for Shellback Phalanx and Winged Avengers
  • Added eight new Special Building icons
  • Added new art to the Recruit Court Mage decision
  • Added new art to Veneration of Diseases tenet
  • Added new tribal holding backgrounds for Ashlands and Black Marsh terrain
  • Added new tenet art used for Mastery of Undeath and the new Soul Stealing tenet

LOADING SCREENS:

  • Added three new loading screens, courtesy of Eric He and Dominik Zdenković
  • Edited altmer_book loading screen to fix some anatomical errors
  • Cut dunmer_street, skyrim_warrior, skyrim_swamp and red_mountain loading screens
  • Reduced resolution of loading screens to reduce file size
  • Shrunk the black bars in the loading screen

COAT OF ARMS:

  • Added Falmer, Maormer, Orma and Yespest CoA templates
  • Reworked Nord CoA templates a bit, gave them more template designs
  • Added one additional CoA template design for Bretons
  • Added many new preset title names for mercenaries and holy orders, added CoA for the majority of unique ones
  • Added many new CoA emblems, some imported from EK1
  • Added the missing Dwemer and Dovah letter emblems
  • Split EK CoA emblems into 16 separate categories
  • Faction revolts will now use more culturally/religiously relevant CoA emblems
  • Added dynamic CoA for Cyrodiilic kingdoms and empire for Ayleids
  • Added dynamic CoA for Dwemer or Sixth House Vvardenfell
  • 17 new CoAs for Black Marsh dynasties, replacing all of the placeholder designs
  • Added five new community CoA
  • Minors edits to some CoA

ASSORTED HISTORY:

  • Overhauled character history for Bosmer. Most characters now have ancestors and children, rework of some map setup, adding several new rulers
  • Expanded character history for most Ayleids, connecting them to realms in Cyrodiil
  • Added several ancient lore characters in Cyrodiil, Ayleid and otherwise
  • Many new cultural title names for Ayleids
  • Reworked Auri-El character history, moving the LotR reference elves to Cloudrest
  • Added Knahaten Flu death reason to characters in (future) history
  • Gulum-Ei, ancient high king of Black Marsh, demoted to king of Helstrom. Given a fancy new nickname in return
  • Many other additions and edits to assorted character and title history

LEGENDS:

  • Added five EK Legends
  • Reduced chance to convert county faith with legend to 20% from the vanilla 50%
  • Gaining claims on titles is now restricted to Mythical level legends
  • Disabled kingdom de jure drift decision from legends until we figure out how to handle them

SCHEMES:

  • Added two new general TES themed ongoing hostile scheme events
  • Added two new Argonian themed ongoing hostile scheme events
  • Added two new general TES themed murder methods

OTHER:

  • Added new Crimeboss intrigue lifestyle, with 8 perks and 31 lifestyle events. Also includes a new court position: Enforcer
  • Added decision to drift the Systres into High Rock/Hammerfell/Summerset/Cyrodiil
  • Added decision to drift Solstheim into Morrowind or Skyrim/Eastern Skyrim
  • Added innovation era modifier for the Spellblade and Mage Accolade MaA
  • Replaced the vanilla Commission Artifact decision with our own Commission Banner one, to make it clear that EK only includes commissionable banners
  • Added new Repurpose Knowledge decision, allowing you to convert surplus perk points into other bonuses
  • Picking a Daedric Worshipper trait in Ruler Designer will now trigger an event at game start letting you start with a secret Daedric faith
  • All traits (vampire, lycanthrope, pirate, necromancer) that trigger events at game start after using Ruler Designer now explain this in their descriptions
  • Traits that make the character be considered mindless now explain this, also with a cute icon (Undead, the third tier of the new Argonian Behemoth)
  • Adapted the vanilla CK3 tutorial to work in EK2, featuring Queen Donella of Daggerfall in 2E 450
  • Players will now be notified if another culture reforms their military, losing Disorganized Military
  • Added Blackcaster Mages Guild titular title for Felix "Blackcaster"
  • Blackcaster Mages Guild given Magocratic succession
  • Added seven new memories: became lich, became disrupted, created a thrall, became a thrall, adopted someone, was adopted and recieved a Hist blessing
  • Added new character and dynasty names for goblinken cultures
  • Added new dynasty names for Khajiit cultures
  • Added many new house mottos

Changes:

MAGIC:

Spellbook related:

  • Added tooltips on hovering over spell names in the spellbook, explaining their effect
  • Adjusted placement of hostile/province spell icon in spellbook, making it easier to hover over to read
  • Tooltips about hostile/province spells now explain better how these work
  • Added new icon for secret spells - hostile spells that the target won't know were cast
  • General improvement of magic related tooltips, including: adding game concepts, rewording, typos, cutting redundancy
  • Spells that will have no effect - such as attempting to Banish a non-Daedra, now cannot be cast instead of just having a tooltip explain the spell won't have any effect
  • Added opinion malus from casting hostile spells on someone's county
  • Changing rituals no longer impose a cooldown
  • Fixed being able to cast non-hostile province spells on counties you do not own without being present there

Spell functionality related:

  • Spell modifiers with tiers (Petty to Grand) now include this in their modifier name
  • Added new destruction spell Display of Might, increasing county control in owned county
  • Added new illusion spell Mass Frenzy, increasing travel danger and reducing popular opinion, county control and development growth in target county
  • Burden spell now also lowers target Prowess
  • Fortify Walls spell now also adds a small bonus to defender advantage
  • Feather, Oakflesh, Empower Magic rituals buffed
  • Unleash Lesser Daedra spell buffed
  • Dremora MaA summoned with the Summon Daedric Army spell slightly buffed
  • Detract Magicka spell now also adds as much stress to the target as magicka removed
  • Inflict Wounds spell now also adds a negative modifier based on the elemental damage applied
  • Cut Aggravated Vulnerability ritual that buffed Inflict Wounds
  • Destroy Walls now also lowers garrison size
  • Flamecloak spell is now a ritual. Instad of giving dread it now reduces risk when leading armies
  • Arcane Outlet ritual now also adds some prowess per stress level
  • Hostile illusion spells are now cast in secret, meaning the target will not know who cast it, so opinion maluses etc won't apply
  • Charm spell no longer applies a modifier but instead insantly increases target's opinion of you
  • Calm spell now also applies a modifier reducing stress gain
  • Cut blocker preventing stacking the Calm spell
  • Conceal ritual now also increases personal scheme success chance
  • Invisibility ritual now increases hostile scheme resistance, while no longer increasing personal scheme success chance
  • Swapped around Exuberance and Resilience. Resilience is now a spell that greatly increases health resistance on target. Exuberance is now a ritual that boosts health and fertility
  • Cure Disease and Remedy Illness combined into one spell that cures all diseases - except Knahaten. Updated related game concept to explain this
  • Spread Vitality now also adds epidemic resistance
  • Buffed undead knights from Raise Skeletal Knight
  • Raise Undead Horde now summons levies instead of MaA. Their number scales with your capital levy size, and may be further increased by artifacts and special buildings
  • The Unhallowed Earth ritual now automatically raises every fallen knight as an undead thrall
  • Cut Exasperate spell which increased stress
  • Banish Daedra success chance now scales depending on the Arcana of both the caster and the target
  • Fixed Banish Daedra not being considered a Hostile spell
  • Fixed Dispel not removing the negative modifier from surviving Turn Undead as a lich

Other:

  • Added new level 5 magical education trait. Currently only available in history and in Ruler Designer
  • Rebalanced arcana values for some traits
  • Genetic magic traits now also give increased or decreased magicka generation, losing the health resistance effect

CULTURE:

  • Coin and Sword added to Nibenu
  • Imperial Legacy added to Heartlander, replacing Loyal Soldiers
  • Imperial Legacy added to Colovian, replacing Malleable Invaders
  • Imperial Legacy added to Strident, replacing Industrious
  • Imperial Legacy added to Nibenese, replacing Philosopher Culture
  • Imperial Legacy added to Rimmenese, replacing Highland Warriors
  • Removed Imperial Legacy from Rim-Men
  • Lilmothiit given Marshlanders tradition, replacing Wetlanders
  • Bosmer no longer suffer health penalties from cannibalism
  • Bosmer no longer gain Dread from being cannibals
  • Reduced Same Trait opinion of Cannibal from 35 to 10
  • Cut the Bear Cavalry MaA and the related innovation
  • Pursuit of Wealth tradition now makes Charming more common, Rowdy less common (formerly Bossy and Pensive)
  • Deshaan Agronomy tradition now makes Bossy more common, Curious less common (formerly Curious and Rowdy)
  • Lingua Tamrielis innovation is now inactive in 450
  • Ket-Keptu now also gain access to camels
  • Tweaked triggers, prestige costs and ai_chance for various traditions
  • Yagrum Bagarn's nickname and Last of His Kind trait description will now reflect whether the Dwemer have been revived or not
  • Yagrum Bagarn may no longer be landed if Dwemeri cultures are extinct
  • Yagrum Bagarn Learning education increased from 4 to 5
  • The Neius house, ruling five Naga culture counties, made Naga (formerly Agaceph)

FAITH:

  • Moved special doctrines like Cyrodiilic Cult and Spirits of the Reach to its own line in the faith GUI
  • Renamed Vinedusk Exemptions to Pact Exemptions, representing a more general abandonment of cannibalism and Green Pact restrictions than a specific militant group
  • Pact Exemptions Vinedusk holy site replaced with Treehenge
  • Pact Exemptions tenets and sins/virtues reworked to fit new depiction
  • Green Pact counties and some characters in Cyro- and Salaboiche areas made Pact Exemptions
  • Green Pact pantheon no longer allows cannibalism - the Green Pact tenet still unlocks this
  • Reduced the bonus per prowess to levy size, levy reinforcement race and MaA maintenance from the Contempt for the Weak tenet, from +2% to +0.5%
  • Reworked faith conversion parameter of Heartland High Elves tradition, now it instead makes heresies started by characters of this faith stronger
  • Added missing virtue/sin checks for some EK tenets
  • Moon Worship tenet is now only available to faiths with the Ahnurr and Fadomai special doctrine
  • Nerfed impact of Moon Worship virtues a bit
  • Ku-Vastei tenet is now only available to Hist pantheon faiths
  • Amber Hist tenet is now only available to Hist pantheon faiths
  • Cut Amber Hist as a distinct pantheon doctrine, replacing it with the base Hist one
  • Labyrinthine Canon tenet is now only available to The One pantheon faiths
  • Reman Legacy tenet is now only available to Reman worshipping faiths
  • Green Pact tenet is now only available to Green Pact pantheon faiths
  • Buffed impact of Veneration of Witches virtue
  • Added warnings to certain tenets that the content they describe isn't actually in the mod yet
  • Dwemer Ancestors pantheon now reduces hostility with Dwemer faiths
  • Replaced Hunter's Glade HS for Hircine Cult with Predator Mesa
  • Replaced Moon Worship with Esotericism, Inner Journey with Mastery over Undeath for Order of the Hidden Moon
  • Order of the Hidden Moon given Ahnurr and Fadomai doctrine
  • Deviancy is now Virtuous to Sanguine Cult
  • Replaced vanilla Crypto-Religion secret icon with our own Daedric themed one
  • Moongrave Fang and its Hollowfang ruler is now openly Many-Paths rather than Sanguine Cult, secretly Blood Cat
  • c_solvjord in Solstheim is now secretly Woodland Man faith
  • Added Moon-Gate as holy site to Order of the Hidden Moon
  • Added Necrom as holy site to Ideal Masters
  • Added Tenmar as holy site to Baandari Code
  • Added Sunspire as holy site to New Moon Order, replacing Dov Vahl
  • Added Pridehome as holy site to Dark-Moon Dance, replacing Deepland, and Ashen Scar
  • Added Tomb of the Snow Prince as Holy Site to Chantry Auri-El, replacing Moesring
  • Renamed Gloomreach, Snowhawk, Raldbthar and Mzark holy sites for Temple of Xrib to Southern, Northern, Eastern and Central Blackreach
  • Golden Tones identity changed from Strong Cultural to Strong Heritage
  • Dark-Moon Dance now accept necromancy
  • Two-Moons Dance now see the Missing God as Forbidden
  • Many-Paths Dance now see the Missing God as Respected
  • Reworked sins/virtues of Amber Hist
  • Removed the vanilla Sun Worship tenet
  • Cult of Mehrunes Dagon added as possible heresy to Xanmeer
  • The Celestial Serpent pantheon now requires priests and court chaplains be born under the Serpent.
  • New decision to get a court chaplain for rulers without any Serpent courtiers
  • Celestial Serpent faith now has temporal clerical appointment

Reworked the Tsaescence Consume interaction:

  • It can no longer be used on undead or after reaching the fourth levels
  • Success chance is now displayed in the interaction window
  • Success chance increased if victim have high skills
  • Added new interaction icon

DISEASE:

  • Vanilla diseases renamed into TES diseases
  • Replaced health bonus from Alchemy innovation with epidemic resistance
  • Veneration of Diseases now only consider infectious diseases as virtue
  • Follower of Peryite now gives reduced plague resistance

OTHER:

  • Restored the ability for the AI to create holy orders
  • Streamlined some Extend Lifespan decision script
  • Extend Lifespan now tells you how much remains of the cooldown before you may attempt it again
  • AI Mannimarco will no longer attempt to extend his lifespan, instead focusing on achieving lichdom
  • Becoming immortal while already pretty old won't make you instantly grow ancient visually
  • Becoming a lich now removes the immortality trait
  • Improved some Compendium entries
  • Adjusted life_expectancy and years_of_fertility values of life extending traits (lifespan, tsaescence) to be more accurate to their actual values
  • Reworded description of lifespan traits to be less misleading about expected lifespan
  • You can no longer do a Pilgrimage or University Visit somewhere if you're at war with the holder
  • Pirates can now unlock the Pillage Legacy
  • Renamed "Star Signs" to "Constellations"
  • Reachfolk now call Constellations "Sky Tales"
  • Furstock traits now link to the game concept, similar to Birthsigns
  • Furstock trait descriptions rewritten to be more consistent
  • Added line about the child's furstock to birth events
  • Changed Ayleid cultural name for Nibenay from Mackamentain to Nibenu
  • Holder of the Cyrodiilic Potentate can no longer form Cyrodiil unless they complete all Elder Council tasks
  • If neither Attrebus nor Aixnieras hold the Potentate, the title will be destroyed. If Attrebus still holds the Colovian Estates, it will also be destroyed at this time
  • The Shadowscale court position now directly boosts murder schemes, but no longer grant intrigue
  • Cut three special buildings: Dov Vahl Shrine, Shadow Dance Temple, Hakoshae Tombs
  • Rebalanced several special buildings. In general they'll give less money and more specific bonuses, such as unlocking unique decisions
  • Sulfur Deposits of Aalto renamed to Sulfur Mine, made into generic mine type special building
  • If Legends of the Dead is active, adapted "Bury a Relative in Cath Bedraud" decision into funeral activity
  • The vanilla peasant factions are now stronger, to keep up with the more powerful EK factions
  • Rework of some faction code to work better, accounting for development level and legitimacy
  • Reduced chance for characters to join the House of Reveries
  • A character that secludes themselves during an epidemic is now unavailable for most actions
  • Decision to seclude yourself is no longer available if you're a disease worshipper
  • Reduced occurence of certain mustaches for Bosmer and Goblins
  • Physicians now wear new physician clothes unless they are also court mage (they will wear mage clothes then)
  • Only old goblins now have beards, young ones will be mostly clean-shaven
  • Restored the vanilla effect giving every county a passive +0.1 control growth
  • The White Queen given Ghost Scale instead of Albino
  • Swapped the build speed modifier from Ku-Vastei and Shunatei tenets to development growth
  • Forming e_cyrodiil now requires legitimacy level greater or equal to 4
  • Added legitimacy values to EK traits and other relevent places
  • Ritual suicide decision is now also available if your overall age is 320 or more, equalling to around 60 years old with lifespan 4. This way it is actually viable for lifespan 5 or immortals to use it
  • Removed mentions of Tax Jurisdictions, as EK don't use these for the moment
  • Renamed the Jizya contract law, previously named Religious Champion, to Champion of Faith

Fixes:

  • Fixed the crash when editing certain ethnicities in Ruler Designer
  • Mage and spellblade accolades are now available to Khajiit
  • Accolade names now account for different lifespans
  • Fixed some cases where "age considerations" and "low fertility" for marriage acceptance didn't account for different lifespans
  • Fixed the Khajiiti Lunar Mysteries innovation replacing Codified Magical Studies not properly unlocking everything that innovation did, including higher levels of the Mage Towers building
  • Khajiit now gain access to the Schools of Magic innovation
  • Fixed being unable to usurp titles from faiths that are Astray
  • Fixed magically extended lifespans being inheritable
  • Fixed the second tier of Shalidor's Maze being unbuildable
  • Added our ek_character_setup_effect to several generated characters that were missing this, which should reduce issues caused by missing lifespan and race checks
  • Added back in desc for Cyrodiilic Heritage we accidentally deleted
  • Fixed broken alert icon for Dark Arts lifestyle perk available
  • Fixed Yokudan Swordmasters not scaling properly by innovation era
  • Fixed Bruma not being considered part of the harsh winter region for the purpose of cultural traditions
  • Fixed winter severity being broken for many provinces
  • Fixed one event checking for Sanies Lupinus when it should check for Sanguinare Vampiris
  • Fixed some triggers checking for mines not including our mine special buildings
  • Fixed issue that causes crashes on custom submodded bookmarks
  • Fixed the Dwemer and Dragon script CoA emblems not showing up ingame
  • Replaced some real life references in the eulogy desc upon succession
  • Fixed ai war priorities not being applied properly, which should among other things make Dunmer less interested in Cyrodiil, Altmer less interested in Hew's Bane and the Mane less likely to conquer the world
  • Fixed several cases of the names of Daedric Princes infinitely being shuffled in decision tooltips and nicknames
  • Fixed the ports on the Istrius river in Colovia being affected by the Bridges of Leyawiin
  • Fixed Fort Legion and Arcane University gaining dynamic wall models (they have custom ones)
  • Children can no longer become Daedric Champions
  • Fixed weird and broken math for higher lifespan fertility calculation
  • Fixed Pirate Court Amenities not displaying properly for non-players
  • Fixed Consume interaction being unable to grant Eccentric
  • Fixed the unavailable vanilla Uplands Skirmishers tradition being visible
  • Simplified requirements for Orc core traditions, removing unnecessary check for both culture and heritage
  • Scrapped some unused Hierocracy code
  • Sorcerous Elective now actually states that it favours mages
  • Fixed vanilla bug where a guest in a funeral got a funeral description based on their own faith, not that of the host
  • Fixed undead being able to be tortured
  • Fixed undead being able to become infirm
  • Fixed undead being able to gain diseases
  • Fixed a missing check for Imga race in marriage acceptance modifiers
  • Fixed bookmark text not being fully displayed
  • Fixed some errors with AI magic casting
  • Fixed Daedric Race innovation not explaining that it cannot be removed
  • Fixed guardians of a dead culture being able to convert culture of their wards
  • Fixed it being possible under some very specific circumstances to promote a dead culture in a county
  • Fixed culture revival event not properly scoping to your heritage
  • Fixed the "the Reclaimer" nickname saying Thornmarsh as brought under Argonian control, and not Dunmer
  • Fixed the Old Orc duel event falsely claiming the duel is a 50/50 chance
  • Fixed (for real this time) being able to renounce vampirism or lycantrophy by going on pilgrimage
  • Fixed lifestyle event that could trigger conversion to Alessian Order being available to non-Nedic-Nordic faiths
  • Fixed Jel language description not showing up
  • Fixed Agluk dynasty being named Argluk
  • Fixed Forge-Wife court position using the same description as Lorekeeper
  • Fixed various missing loc strings
  • Fixed assorted errors, typos and minor bugs

Known Issues:

  • Some animations may not play or display incorrectly
  • One option during hunt activities fails to find the right animal, and invalidates the activity. This option has been disabled as a bandaid fix while we work on this
  • Curse of Undead spell does not work when used on a county held by a vassal ruler
  • Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
  • Crown Authority effects of other rulers than yourself don't display properly

Elder Kings II v.0.13.3 'Warp in the West'(February 26th, 2024)

EK2 updated to CK3 1.11.5 New:

Events:

  • 2 new pilgrimage events
  • 2 new yearly events
  • 2 new lifestyle events
  • 1 new inspiration event

Faith:

  • New faith icon for Scaled Court added
  • Added Magna-Ge secondary pantheon
  • Added Cyrodiilic Heroes secondary pantheon

Coat of Arms:

  • CoA templates for Altmer + Balfieri variant
  • CoA templates for Argonians
  • CoA Templates for Ashlanders
  • CoA templates for Bretons + Galen/Bjoule variant
  • CoA templates for Bosmer
  • CoA templates for Cyrodiilics (and Ojel)
  • CoA templates for Dremora
  • CoA templates for Dunmer, with variants depending on faith (Tribunal/Velothi/Sixth House) and Great House culture
  • CoA templates for Goblins
  • CoA templates for Imga, with variants depending on faith (Anui-El/Marukhati)
  • CoA templates for Orcs
  • CoA templates for Pirate government rulers, with cultural variants
  • CoA templates for Redguards and Yokudans
  • CoA templates for Tsaesci
  • ~30 new dynastic CoA
  • Added dynamic CoA to Skyrim when its capital is based in Bruma
  • Added fancier CoA for Skyrim when its capital is based in Falkreath, the Rift, the Pale or Hjaalmarch

Summerset Isles:

  • New Xarxean Investiture succession law for empire tier Ceremoniarchy realms
  • New Praxis Elective title succession law for kingdom tier Ceremonairchy realms
  • Added the Syrabanis, Xarxesar and Phynastris dynasties, descended of the god-ancestors themselves

DLC visuals:

  • Nibenu and dead Central Nedic cultures now use Persian crowns if Legacy of Persia is installed
  • Dwemer culture now use Persian fashion and hair/beards if Legacy of Persia is installed
  • Yokudan culture now uses North African fashion if North African Attire is installed
  • Some Breton cultures now use Couture of the Capets fashion is installed
  • Dunmer, Dwemer and Chimer heritage now use Persian UI if Legacy of Persia is installed

Other:

  • New clothing for Orc cultures
  • New armour for Kothringi and Horwalli
  • Added back in mudcrab chitin helmets for Dunmeri travellers and lowborns, accidentally removed at one point
  • Reachfolk now get tattoos
  • Added the Companions as a Military Order based in Jorrvaskr
  • New MaA illustrations for Equestrian Brigades, Armored Legionaires and Saxhleel Rel-ka
  • Replaced DLC illustrations for Huscarls and Skaal Hunters MaA
  • Added decisions to reveal yourself as a vampire or lycan if your faith is accepting of it
  • Added golden skull icon to divinity related death reasons, such as "ascended to godhood"
  • Added Woodland Man faith, Atmoran heritage Hermaeus Mora faith
  • Integrated Cultural Conversion Enhanced submod, reworking how choosing a culture to convert a province to works
  • Enabled converting province culture to cultures not of your own heritage, when Cultural Acceptance is very high
  • Added some new dynasty mottos
  • Added some new gainable nicknames
  • Added Accolades for mages and spellblades
  • The Main Menu DLC icons now explain how they apply to EK, and the EK "DLC" icon no longer shows as "Not enabled"
  • Pirates can use the Contract Assistance interaction if Fate of Iberia is installed
  • Added Lore Compendium entry for Ooze
  • Added new Atronach and Oblivion modifier icons, for related modifiers
  • Added Dwemer/Dovah letter CoA Emblems (available in CoA Designer) by rustyrobot
  • Added Inner Sea Specific Character & Event Background when at sea

Changes:

Ethnicities:

  • Revamped Elven ethnicities
  • Tweaks to Nord ethnicities
  • Tweaks to Ashlander ethnicities
  • Tweaks to Orc ethnicities
  • Tweaks to South Nedic ethnicities
  • Tweaks to Reachfolk ethnicities
  • Maormer now have scales
  • Reworked some character DNA to fit new ethnicities

Faith:

  • Malada gains the Magna-Ge secondary pantheon, adding Xero-Lyg and Mnemo-Li to its patrons
  • Malada now sees Meridia as Shunned rather than Criminal
  • Lorkhan pantheon doctrine renamed to Missing God
  • Trinimac Cult set to Orc heritage identity
  • Beldama Wyrd and Glenmoril Wyrd set to Breton heritage identity
  • Druid Circles set to no cultural identity (they're spread across two different heritages)
  • County of Doomcrag set to Magnus Cult faith

Summerset Isles:

  • Summerset ruler history somewhat fleshed out
  • Ceremoniarchy/Divine Blood HoF type cut
  • Throne of Auri-El HoF title is now Spiritual, renamed to Xarxean Priesthood
  • House Aunsamiran of Dusk is now a Xarxesar cadet
  • House Vaelata, previously Aunsamiran cadet, is now also a Xarxesar cadet
  • House Errinorne of Skywatch is now an Auri-El cadet
  • House Arelsamirmo of Vulkhal is now a Phynastris cadet
  • Itecerie dynasty of Shimmerene replaced by the Syrabanis dynasty
  • Various traits given Praxis values

Other:

  • Updated papermap, reintroducing icons to represent terrain
  • Cadet house CoA no longer makes quarters, instead generates a new CoA
  • Added a cap to possible prowess gain from the Train Commanders councillor action
  • Reduced or replaced prowess gain from most patron traits
  • Replaced some EK unit type icons with vanilla ones, for the sake of consistency
  • Removed the Elder Kings Renames game rule, as it didn't do much anyway
  • Send to the Imperial Legion interaction is now tied to Traditions, not Heritage
  • Spells cast on Counties now explain this a little better
  • Rebalanced Extend Lifespan decision: Success chance is generally reduced and each attempt applies a cooldown, scaling based on current lifespan
  • Huscarl MaA renamed to Housecarl
  • Daedric worship secrets cut, replaced with the new vanilla Crypto-Religionist secret
  • Various content related to Deadric worship secrets reworked to fit the new secret setup
  • Argonians and undead can no longer drown
  • Drowning can now be prevented by knowing how to magically breathe underwater
  • Daedric Artifacts cannot be stolen through sieges or raids
  • Hircine's Ring artifact made slightly rarer
  • Lifestyle XP gain malus for Tsaescence IV, Undead, Lich and Vampire traits capped at 50%
  • Removed some vanilla trash artifact trinkets
  • Counties of Rockguard, Glenbridge and Shajuhe made Kothringi culture
  • Rockguard and Glenbridge made Nedic Sect faith, Shajue made Ideal Masters
  • County of Norg-Tzel made tribal
  • Updated Promote Culture event desc if your culture is dead or Daedric
  • Replaced the "Prester John" nickname with the more generic "the Crusader"
  • "Make the Reach a Nord Hold" decision no longer makes Westholder native to the Reach if there already is an Atmoran heritage culture native to it
  • Golden Skull of Beela-Kar artifact is now a trinket, not a pedestal artifact
  • Characters of Lilmothiit heritage will no longer hunt foxes
  • Gave some Skyrim mountain impassables their lore accurate names
  • Added Chaste trait to Viana the Pure
  • Greatly reduced Divayth Fyr's fertility, so he's unlikely to have natural children
  • Landed priests of most temples will now gain appropriate patron traits
  • Minor nerf to Imperial City cash cooldown
  • Slightly reduced vampirism chance from two sources

Fixes:

  • Fixed "Proclaim the Empire of Tamriel" decision not changing the year from the Second Era to the Third Era (Huge thanks to TypicalCrusader of Thedas at War, AGOT!)
  • Enabled changing hair and beard options for Argonians in Ruler Designer, as a temporary measure to fix the toxic pink hair they're stuck with
  • Fixed underage characters participating in Heart's Day holiday
  • Adjusted some cultural names for custom cultures
  • Fixed some tooltips about DLC features being visible despite not owning the DLCs in question
  • Fixed Character Window backgrounds not displaying where the character is currently located
  • Redguard knights now wear pants
  • Fixed the Orc Wife court positions requiring the court owner is male
  • Fixed only dynasty heads being able to abdicate
  • Fixed Blackrose Prison being a tribe held by an Autocracy
  • Fixed White-Gold and Temple of the Ancestors HS effects stacking
  • Fixed random Necromancers converting to inappropriate necromantic faiths (Ghost-Hist Tharns etc)
  • Fixed Mannimarco gaining a beard when dead
  • Betrayed are now properly bald
  • Reworked backend localisation for names, dynasties and houses to make translation easier
  • Fixed some character templates not doing proper Elder Kings character setup (lifespan, compatible races etc)
  • Fixed broken Cultural and Heritage Identity doctrines tooltips when creating a new faith
  • Fixed missing unique localisation when uniting Nibenay and Colovia back into Cyrodiil as a Heartlander
  • Fixed some issues with Great Chapel holy site triggers
  • Fixed missing terrain localisation
  • Fixed missing icon for dreugh artifacts
  • Fixed the new immortality trait (lifespan_6) not using the correct trait icon
  • Undead can no longer extend lifespan by decision
  • Fixed Sanctity of Life tenet not reducing faith hostility with faiths that criminalise vampirism
  • Added the EK content_source icon to many events lacking it
  • Fixed calculation of lifespan, causing many elves to die at too young an age
  • Culture with the Headhunters tradition no longer loses access to their MaA if no longer of a Nedic heritage due to hybridisation
  • Fixed Necromancers with faiths where undead are criminal executing all their summoned skeletons and undead thralls
  • Made generic CK3 Achievements available to unlock while playing EK2
  • Fixed the Spellbook not showing the effects of rituals on hover
  • Fixed EK date format not fitting on the character memory entries screen
  • Fixed tribal realm backgrounds always being desert
  • Fixed various missing loc strings
  • Fixed assorted errors, typos and minor bugs

Known Issues:

  • Curse of Undead spell does not work when used on a county held by a vassal ruler
  • Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
  • Crown Authority effects of other rulers than yourself don't display properly

Elder Kings II v.0.13.2 'Warp in the West'(December 3rd, 2023)

UPDATE IS FOR CK3 1.10.2 Compatch is coming

New:

New Cultural Traditions:

  • Coin and Sword, for all Cyrodiilic cultures, replacing Imperial Legacy
  • Foothill Paddocks, for Colovian and Strident, replacing Reverence for Veterans
  • Imperial Battlemages, for Heartlander and Nibenese, replacing Astute Diplomats and Welcoming respectively
  • Ut-Nibenu Folklore, for Nibenu, replacing Dexterous Fishermen
  • Snake Palace and Danger Sense, for Tsaesci and Rim-Men, replacing Garden Architects and Refined Poetry for the former, Philosopher Culture for the latter

Events:

  • 68 new Travel events
  • 11 new Lifestyle events
  • 6 new Yearly events
  • 8 new Pilgrimage events
  • 5 new Experimentalist events
  • 2 new Arcane Clash events
  • 1 new Raiding event
  • 1 new Feast event
  • 1 new Hunt event
  • 1 new Court event

Factions:

  • Added new crisis factions for Rieklings, Rieks and Imga
  • Crisis factions may now spawn with MaA based on traditions and innovations of their culture
  • After a successful revolt, crisis factions retain some of these MaA and their leader will gain a temporary buff
  • Backing down from fighting a revolt will lead to a 5 year truce
  • Overhauled and cleaned up faction revolt scripts, crisis factions should now be more opportunistic

Game Concepts:

  • Added the EK2 Features Game Concept, gathering all EK2 custom features in one place
  • Added new feature game concepts for Astronomy and Furstocks
  • Added additional game concepts to the Lore Compendium
  • Integrated Lore Compendium links in various tooltips and descriptions all across the mod

Mane Furstock:

  • Added the Mane furstock
  • Added the Third Moon to the lunar cycle
  • Players whose children are born Mane may forbid them from inheriting based on Mystical Birthright
  • Mystical Birthright succession is now based on the Mane trait instead of Mystic

Lifespan:

  • Added decision for a powerful ritual to extend your life, gaining Lifespan traits
  • Requires the Master Restoration perk
  • Cut the number of Lifespan traits from 7 to 6
  • Reduced Lifestyle XP penalty from lifespan traits, capping them at -50%

Magic:

  • Overhaul of spells and rituals, revamping their effects or shuffling them around:

    Alteration:

    • Burden tier 4 spell moved to tier 1
    • Fortify Walls tier 1 spell moved to tier 2
    • Dispel tier 2 spell moved to tier 4
    • Swift Swim tier 1 ritual replaced with Feather
    • Feather tier 2 ritual replaced with Oakflesh
    • Oakflesh tier 3 ritual replaced with Swiftness

    Conjuration:

    • Summon Atronach tier 3 spell moved to tier 1, replacing Oblivion Counsel (made into a ritual)
    • Unleash Lesser Daedra tier 3 spell added
    • Summon Familiar tier 1 ritual replaced with Oblivion Counsel
    • Bound Weapon tier 2 ritual replaced with Bound Armor
    • Bound Armor tier 2 ritual replaced with Empower Magic

    Destruction:

    • Elemental Cloak tier 2 spell added
    • Destroy Walls tier 2 spell moved to tier 3
    • Increase Wounds tier 3 spell moved to tier 4, somewhat buffed
    • Devastate Province tier 5 spell added
    • Ignited Weapons tier 1 ritual replaced with Arcane Outlet
    • Empower Mages tier 2 ritual replaced with Inflict Weakness
    • Elemental Cloaks tier 3 ritual replaced with Ignited Weapons

    Illusion:

    • Mass Hysteria tier 5 spell replaced with Mind Mending
    • Rally tier 2 and Invisibility tier 3 rituals switched around, revamped effects

    Restoration:

    • Disease curing spells now tell you what illnesses they cure
    • Exuberance tier 1 spell added
    • Turn Undead tier 3 spell added
    • Remove Curse tier 5 spell moved to tier 4
    • Spread Vitality tier 5 spell added
    • Resist Disease tier 1 ritual replaced with Fortify rituals, with reduced skill gains
    • Fortify tier 2 rituals replaced with Resilience, combining disease resistance with health gain
    • Mass Healing tier 3 ritual buffed
  • The AI is now able to use hostile spells against provinces

  • Court Mages can now be instructed to focus on certain schools of magic, gaining perks and casting spells from that school

  • Ritual perks now list the rituals they unlock

  • Added four new magical artifacts

Other:

  • Added decisions to flip between Feudal and Autocratic government based on having Hereditary Hierarchy or not
  • Added new trigger to protect specific important lore characters from Harm events and from gaining random nicknames
  • Added new lore descriptions to specific important lore characters
  • Added assorted new mottos
  • Vamps, lycans and necromancers now get a -50% conversion cost when converting to a faith where they're seen as Accepted when their own faith doesn't
  • Added five more variants of the Call Nightmares event
  • Integrated 137 CoA from the Alternate Arms submod by Benedict
  • Added two unique decisions available to members of the Direnni dynasty related to the Zero Stone
  • Decision to form the Aldmeri Dominion added
  • Decision to sack the Orsinium Special Building added
  • Added some Altmer clothes and Akaviri beards to the Barbershop
  • Added the Warlock's Ring
  • Added the Khajiiti Ring
  • Added new magical torture methods
  • Added game start event to flip to pirate government for RD characters holding a pirate title or with the pirate trait, replacing the decision doing the same
  • Added one new event background, for when encountering Mundus Stones
  • Added or edited 48 CoA in High Rock and Hammerfell

Changes:

Abdication:

  • Abdication is now available under the following circumstances: have the Incapable trait, rule for more then 50 years or have an age equvivalent of 75 or higher
  • Being infirm lowers these values to 40 and 60 years
  • Abdication is not possible if the scales of power are swung against you, unless the regent is your heir
  • Abdication costs a hefty sum of dynasty prestige

Rule By Might Succession:

  • Landed children may now duel their parent for the title. The AI will do that once a ruler grows too old or weak. Incapable rulers will surrender by default
  • Rule By Might duels to the death may now result in an option to spare the life of the loser
  • Other claimants are now able to join in on the sibling duels during Rule By Might Succession

Culture:

  • Instead of activity blockers based on Pariah status, this is now handled through acceptance modifiers
  • Imperial Legacy is now not unlocked by Cyrodiilic Heritage, but instead available to non-Cyrodiilics ruling either Cyrodiil or the Potentate
  • Lacquered Goldscale, Ancestor Silk Robes and Newtscale Cloaks innovations, previously used to unlock Akaviri Dragon Hunters, Nibenese Battlemages and Ut-Nibenu Bowmen, replaced by traditions
  • Rimmenese given Coin and Sword tradition, replacing Imperial Legacy
  • Malapiit given Jungle Dwellers tradition, replacing Agrarian
  • Nibenu and Salaboiche given Attuned to Magicka tradition, replacing Sorcerer Kings

Magic:

  • Magic education effect moved from Sorcerer Kings to the Attuned to Magicka tradition
  • Arcana Claim and Disruption effects moved from Attuned to Magicka to Sorcerer Kings tradition
  • Magic education effect added to Knight-Paladins tradition
  • Mastery over Undeath tradition Necromancer trait arcana boost removed, instead gives a Necromancy spell cost reduction

Other:

  • Rebalance of both EK and vanilla artifacts, reducing their bonuses across the board
  • Made inspirations for realms playing tall more common
  • Prowess loss from old age drastically increased at the higher levels
  • Mudcrab Hunt event is now a Travel event
  • Summoned skellies given slightly higher base Prowess
  • Rada al-Saran now starts with Blademaster and higher base Prowess, gains Ambitious instead of Compassionate
  • Divayth Fyr base stats somewhat increased, gains the Eccentric trait
  • Vanus Galerion given tier 5 Learning education (when W&W is active)
  • Abbey of the Missing Sibling is now Thousand Cults faith
  • Redguard Creed is now Neutral to the Forgotten God
  • Yokudan faiths now Forbid worship of the Forgotten God
  • Made vanilla tooltip about invalid doctrines when creating faiths explain that it was due to incompatible doctrines
  • Mudcrabs are now encounterable along all coasts
  • Disabled most character interactions regarding Daedric artifacts
  • Rework of Wilderking's Court character history setup
  • Green Pact Bosmer no longer use wood as a feature in their artifacts, may now instead use bone
  • 'The Rise of Thurvokun* decision now requires holding the county containing Fang Lair personally and being a Master Necromancer
  • c_pridehome is now Two-Moons faith
  • Pride of Alkosh given a second county
  • Order of the Hour given a second county
  • Cultural Identity doctrines renamed to Heritage Identity
  • Communal Identity doctrines renamed to Cultural Identity
  • Cultural and Heritage Identity doctrine tooltips rewritten to be clearer
  • Ku-Vastei decision no longer converts all your holdings into tribes to prevent weird janky stuff
  • Legalism tenet no longer grants Just and Arbitrary as Virtues and Sins while also requiring this
  • Altered Virtue and Sin doctrines of some faiths to account for above change

Fixes:

  • With invaluable help from a community member, dynamic faith hostility should now be properly calculated upon creating a new faith
  • Fixed autocratic vassals not having obligations set at game start
  • Fixed RD characters in some cases getting the wrong government type
  • Fixes related to Pariahs and activities
  • The AI is now able to adopt special succession laws, like magic electives
  • Fixed Fight for Survival tradition being available to all cultures, not just Pariahs
  • Fixed "Reclaim the Legacy of King Eplear Camoran" decision not properly flipping your house members
  • Rewrote Feudal Council code (again!) to ensure that among your (powerful) vassals, a minimum of 4 are capable adults
  • Fixed the endless stream of wandering Dremora and undead characters
  • Removed misleading Arcana gain flag from Secret Vampire trait
  • Fixed Sorcerous Elective not working as intended
  • Made Lich/Vampire/Lycan traits be considered opposites, so they cannot ever be stacked
  • Fixed being able to renounce secret vampirism or lycanthropy from feeling really bad about it during a pilgrimage event
  • Fixed being able to stack several holy site buildings within the same county
  • Fixed up the Repurpose Holy Site decision script a bit
  • Fixed Dragon Temples not giving the piety cost reduction to Summon Dragons
  • Fixed Frugal tradition not blocking hosting or participating in Feasts
  • Fixed being able to build tribal holdings in all holding slots, while being unable to build tribes in counties with any other holding than a tribe
  • Fixed issue with Ilniviri empire tier localization
  • Fixed issue with Chimer heritage spouse titles
  • Fixed one case that could lead to landed Hosue of Reveries characters
  • Fixed several special buildings not applying their effects to the holder
  • Re-enabled being able to pick Ceremoniarchy HoF when creating a faith
  • Fixed (vanilla) triggers not accounting for the Rite tenet when deciding whether to create a new HoF or not
  • Fixed Torvinex dying his hair purple/neon blue
  • Fixed RD characters missing their shackles
  • Fixed various misuses of Autocracy vs Feudal in decision loc
  • Fixed being able to gain the necromancer secret without also gaining the secret necromancer trait
  • Fixed "Divine Augury - Change Education" decision not accounting for level 5 education traits
  • Fixed Mage Towers not respecting the Popular Opinion blocker in Autocratic realms
  • Fixed male Altmer rulers being referred to as princesses
  • Fixed an event that could instantly kill goblin players
  • Fixed the Bow of Shadows event being able to fire when unable to give you the artifact
  • Fixed cats, dogs and other animals giving mudcrab skins
  • Fixed skeletons becoming wet nurses
  • Fixed duchy of Silgrad belonging to no Nativity Region
  • Fixed a few issues causing crashes on Linux (again)
  • Fixed piety gain exploit from Become Necromancer decision
  • Fixed AI paying the piety cost twice from Become a Lich
  • Fixed the AI being unable to switch lifestyles after competing a magic centered one
  • Fixed Pride of Alkosh flipping to autocratic gov at game start
  • Fixed forming a custom faith with Mystical Birthright not setting up the HoF properly
  • Added missing Taiga Hills reference in certain custom loc
  • Cut a bunch of commented out code
  • Added various missing localization
  • Assorted spelling mistakes, errors and minor bugs fixed
  • Longlived wet nurses no longer resign their position at 45

Known Issues:

  • Curse of Undead spell does not work when used on a county held by a vassal ruler
  • "Proclaim the Empire of Tamriel" decision does not change the year from the Second Era to the Third Era
  • Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
  • Crown Authority effects of other rulers than yourself don't display properly

Elder Kings II v.0.13.1 'Warp in the West'(October 15th, 2023)

New:

  • Added three river crossings in Black Marsh

Changes:

  • Changed Pale Pass Holy Site for Court of Dawn's Beauty to Rhalta
  • Cut Baar Dau Holy Site for Baandari Code
  • Added links to birthsign traits in Mundus Stone travel event
  • Vardengroet of the Doomcrag Academy now actually knows some spells
  • Changed "unmoored from Mundus" death reason to be more informative
  • Blocked the fp2 event Compromising Position from firing ever again

Fixes:

  • Ruler Designer should now function as before, displaying birth signs, furstocks, arcana etc
  • Portrait debug button on character windows hidden
  • Fixed being able to pick mismatching Ethnicity and Heritage in RD in some cases
  • Assorted fixes to GUI windows

Holy Sites:

  • Fixed tribals being unable to construct holy site buildings
  • Fixed holy site buildings in some cases not properly converting to the correct version, instead simply disappearing
  • Fixed holy site buildings not giving the builder piety as it is supposed to

Vampire Pandemic:

  • Reduced frequency of vampire encounter travel event
  • Reduced AI willingness to risk infection during vampire encounter travel event
  • Reduced chance to get infected during vampire encounter travel event

Other:

  • Fixed one potential cause for MP desyncs
  • Fixed faulty DNA for High Chieftain Ulmug on Bookmark Screen
  • Cut 527 bookmark wrongly appearing in multiplayer (not in development yet, sorry!)
  • Fixed an issue related to Magicka regeneration, should hopefully work better now
  • Fixed dead Fharun founder being of wrong dynasty
  • Fixed tier 2 Mage Tower being unbuildable
  • Fixed a faulty bridge in Black Marsh
  • Prettied up perk loc for magic perks
  • Fixed "Host a Grand Rite" activity cycling through many different possible names for the Daedric Princes
  • Fixed broken HoF for Numenist faith
  • Fixed being able to gain Christian Saint bones during pilgrimages
  • Removed reference to Ireland and Cathay in a nickname description
  • Fixed some nicknames displaying the wrong (vanilla) description
  • Removed reference to Vikings
  • Removed an Imga decal causing crashes
  • Added missing skill icons to several event options
  • Fixed dragons being seen as a lowly quarry during hunts
  • Accounted for level 5 Education Traits in various tenets and traditions
  • Fixed Experimentalist and Secret Necromancer traits being stackable
  • Fixed missing illustration for Spellblades MaA (again!)
  • Fixed broken requirements for third level Orsinium Special Building
  • Fixed an issue with Altmeris liturgical language
  • Fixed "Request a new Realm Priest" being unavailable for Soul of Anu
  • Fixed an issue with the Bangkorai nativity region
  • Fixed Ruler Designed Feudal rulers becoming Autocracies
  • Fixed Military Orders being playable
  • Fixed Blood Legacy not being properly blocked for non-Divine Purity faiths
  • Added missing tooltip about prisoner escape change for level 2 Bastion
  • Fixed repeatable "Return Viridian Woods to the Sentinel" decision
  • Fixed repeatable "Return Beldama to the Wyrd" decision
  • Fixed repeatable "Form Greater Bangkorai" decision
  • Fixed the "Return Beldama to the Wyrd" decision giving the Beldama Wyrd HoF infinite opinion gain of themselves
  • Fixed House and Dynasty Heads being unable to offer diplomatic vassalisation to house members/dynasts
  • Fixed/adjusted all Elsweyr Locators
  • Fixed/adjusted all Valenwood Locators
  • Fixed De Rerum Dirennis decision not requiring Bangkorai
  • Dremora can no longer become undead
  • Mindless characters can no longer participate in activities
  • Fixed some broken triggers for Pariahs regarding activities
  • Prevented the AI from permanently unmooring themselves from the Mundus
  • Removed a wrongly assigned DNA from Jarl Hjorta of Hjaalmarch
  • Commented out a bunch of unused vanilla code
  • Added various missing localization
  • Assorted spelling mistakes, errors and minor bugs fixed

Known Issues:

  • Curse of Undead spell does not work when used on a county held by a vassal ruler
  • Faith hostility numbers don't always add up correctly, in particular for the Auri-El faith
  • "Proclaim the Empire of Tamriel" decision does not change the year from the Second Era to the Third Era
  • Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
  • Crown Authority effects of other rulers than yourself don't display properly

Elder Kings II v.0.13 'Warp in the West'(October 8th, 2023)

Elder Kings 2 brought up to date with CK3 1.10.2

New:

Map Related:

  • Overhauled the outline of High Rock alongside many titles:
    • Remodelled terrain of Wayrest and Daggerfall coasts to be more in line with pre-ESO depictions
    • Remodelled terrain of Bjoulsae to better resemble a river
    • Remodelled terrain of Skyrim/High Rock border to better resemble pre-Skyrim descriptions of the area
    • Added k_jehanna as a new de_jure kingdom of e_high_rock
    • Moved c_daggerfall to the east of Glenumbra, relocated counties on Daggerfall peninsula to be in line with their TES2 appearance
    • Moved c_evermore to the west bank of the Bjoulsae
    • Southern Bangkorai is now a de_jure kingdom of e_hammerfell
    • Added 5 new counties to the Greater Wrothgar region, including a county for c_old_orsinium
    • Added 3 new counties to k_camlorn
    • Added 1 new county to k_shornhelm
    • Added 1 new county to k_northpoint
    • Added 2 new counties to k_wayrest
    • Added 1 new county to k_evermore
    • Added 2 new counties to k_daggerfall
    • Updated papermap for this region
  • Overhauled the history/ruler setup of High Rock to be more interesting including:
    • Adding a second (often dead) parent to almost every ruler
    • Adding a spouse to almost every ruler
    • Adding more relatives to almost every ruler
    • Set traits and birthdays for every ruler + most of their relatives
    • For F&F owners: added feud between Moile (Evermore) and Guimard (Bangkorai)
    • Added DNA to many rulers
  • Minor Summerset Rework
    • Added 5 baronies, 1 county to Summerset
    • Swapped the baronies b_durell and b_lilanor on Summerset
    • Shifted b_aarveli from c_alt_nir to c_crystal on Summerset
  • Minor Northern Tamriel Mountains Rework
    • remodelled all Northern Tamriel Mountainranges to avoid texture repetition
    • Added multiple mountain passes along the Hammerfell/Cyrodiil, Skyrim/Cyrodiil and Skyrim/Hammerfell borders
    • Added 2 new mountain passes between Skyrim/Cyrodiil, including 1 new county
    • Added 1 new mountain pass between Hammerfell/Cyrodiil
    • Added 1 new mountain pass between Hammerfell/Skyrim
    • Added 3 new mountain passes between High Rock/Skyrim
    • Added multiple mountain passes between Craglorn and Sunforge
  • Unsquared and unstraightened a lot of barony/county borders mostly in High Rock, Skyrim, Cyrodiil & Summerset
  • Added a d_silgrad to k_velothis
  • Added decision to de_jure shift d_silgrad between Skyrim/Morrowind/Cyrodiil
  • Added 1 barony to Pankor in Hammerfell
  • Added lore bridges to Cheydinhal, so navigating the county is easier
  • Added AI generated decision illustration for all our title related decisions
  • Added the Viridian Sentinel as a character
  • Added decision for Druid Circles rulers to return Viridian Woods to the Viridian Sentinel
  • Added decision to return Beldama to the Beldama Wyrd
  • Reworked High Rock county development spread
  • Reworked Cyrodiil county development spread

Mines:

  • Mount Hattu Onyx Mine added to Hattu in Yokuda
  • Zazaradi's Quarry and Mine added to Zazaradi in Elsweyr
  • Iron Mines of Mud-Tree added to Stormhold in Black Marsh
  • Hfirorg Salt Mines added to Icewind in Skyrim
  • Mobar Obsidian Mines added to Mobar in Valenwood
  • Ebony Mines added to Othrenis and Caldera in Morrowind, Narzulbur in Skyrim
  • Glass Mines added to Ashan, Molag Mar and Falensarano in Morrowind, Tinistegil and King's Pass in Alinor
  • Orichalc Mines added to Cumberland in High Rock, Zanzar in Yokuda, Mor Khazgur in Skyrim, Gushnukbur in Valenwood
  • Gold Mines added to Sundercliff and Broke Pick in Cyrodiil, Cortenmont in Hammerfell, Tel Sadas in Morrowind
  • Silver Mines added to Argent in High Rock, Drakelowe and Drad in Cyrodiil, Diss in Valenwood

High Rock Special Buildings:

  • Castle Daggerfall
  • Castle Wayrest
  • Beldama Wyrd Tree
  • Doomcrag Tower
  • Northpoint Beacon
  • King Torug's Tomb
  • Fang Lair
  • Bangkorai Garrison
  • Burg Tusktrutz
  • Sanctum of Ire
  • Shrine of Ilni
  • Grayhome Citadel

Hammerfell Special Buildings:

  • Sentinel Palace/Samuruik
  • Ar-Azal's High Tower
  • Skaven Firedancer College
  • Swordsingers Crypt
  • Tower of the Fifth Doctrine
  • Merchant Lords' Harbour
  • Taria Salt Fields
  • Dwarven Observatory (Stros M'Kai)
  • Dervish Grounds

Valenwood Special Buildings:

  • Silvenar Palace
  • Eldenroot Palace
  • Ruined Labyrinth
  • Treehenge Resting Place
  • Vinedusk Lookout
  • Haven Docks
  • Heart of Valenwood
  • Tower of the Wilderking's Throne

Elsweyr Special Buildings:

  • Rimmen Palace
  • Tonenaka Shrine
  • Hakoshae Tombs
  • Rimmen Necropolis
  • Sunspire Temple
  • Hidden Moon Crypt
  • Shadow Dance Temple
  • Dov-Vahl Shrine
  • Corinthe Archive
  • Pridehome Temple
  • Hall of Colossus
  • Halls of the Highmane
  • Senchal Palace
  • Potentate's Retreat
  • Temple of Mourning Springs
  • Two Moons Path Temple

Cyrodiil Special Buildings:

  • Great Chapel of Julianos
  • Great Chapel of Stendarr
  • Great Chapel of Akatosh
  • Great Chapel of Arkay
  • Great Chapel of Mara
  • Great Chapel of Dibella
  • Great Chapel of Kynareth
  • Great Chapel of Shezarr
  • Chapel of the Eight
  • Anvil Harbourside
  • Artemon Channels
  • St. Bravillius District
  • Pantherfang Chapel
  • Harcane Grove
  • Scrollkeepers Vault
  • Hot Springs of Mir Corrup
  • Hot Springs of Cae Suvio

Black Marsh Special Buildings:

  • Blackrose Prison
  • Twyllbek Ruins
  • Archon Harbour District
  • Thorn Palace
  • Puzzle City
  • Kota-Xul Xanmeer

Other Special Buildings:

  • Parliament of Bugs added to Telvannis in Morrowind
  • Volkihar Castle added to Volkihar in Skyrim
  • Tomb of the Snowprimce added to Solvjord on Solstheim
  • Mathiisen Forge District added to Mathiisen in Summerset
  • Banished Cells added to Rilis in Summerset
  • Colossus of Gonfalon Bay added to Gonfalon in the Systres
  • Amenos Station added to Amenos in the Systres
  • Hira Free Port added to Nar-Shad in Yokuda
  • Temple of the Ansu-Gurleht added to Kasa in Yokuda

Imga:

  • Imga, the Apemen of Valenwood, added
  • One new culture with an unique tradition and unique MaA
  • Two new faiths added, Ius Cult and Soul of Anu

Magic:

Arcane Clash:

  • Arcana Clash Tournament Phase added
  • Magical themed tournament art added
  • Hastiluder trait given a Magic path
  • Arcane Clash victory grants a Staff type artifact

Other Magic:

  • Added Mage Towers building type for boosting Mage and Spellblade unit types
  • Hostile province spells can now be used when traveling
  • Using hostile spells is now considered a crime
  • Using hostile spells can now result in them gaining a CB to imprison the caster
  • If imprisoned after using a hostile spell, your captor can now use the Disrupt interaction on the caster
  • Court Mages can now cast spells independently without needing to be managed by the player
  • New interaction "Instruct Court Mage" added to allow you to decide whether your court mage should manage themselves or not
  • Court Mages of AI rulers will now cast spells, so that not only AI rulers cast themselves
  • Rituals now show their effect before they are enabled
  • Hire Alteration Mage travel option

Universities and Academies:

  • Visitable universities are Academies, Special Buildings with a Learning Point of Interest, and Holy Site SBs of your faith
  • Academies added to Caer Suvio, Blueblood, Soulrest, Arnesia, Solitude, Cambray, Daggerfall and Doomcrag
  • University visits are blocked for vampires, lycanthropes and undead based on crime doctrines
  • University visits blocked for Pariahs based on host view on Pariahs

Lore Compendium:

  • Added a new type of Game Concept to provide lore background on EK2 mechanics. Recognizable via golden hyperlink (vs usual blue).
  • Added lore entry for the Second Era

Other:

  • Many new events related to travel
  • Silverhoof culture added, replacing the Horsemen in Silverhoof Vale.
  • New Numenism faith added for the Orma
  • New Wilderking pantheon doctrine added
  • Added descriptions to most EK nicknames
  • Several new nicknames added
  • Nicknames formerly included by the integrated mod Epithet adapted to fit new 1.9 vanilla nickname systems
  • Nicknames can now by default only be given to one living character at a time
  • Khajiit skeletons now have Khajiit skulls
  • Undead visual decay system implemented, slowly turning undead into skeletons
  • Eyeless trait added, genetic trait given to the Betrayed and Orma
  • New building icons for certain special buildings
  • Clergy holding specific great temples will now be given an appropriate patron trait (i.e. Zenithar for Grand Abbey-Bazaar)
  • New "Fight for Survival" tradition added, given to Goblins and Riekr, replacing Practiced Pirates
  • New "Symbols of Power" innovation added, replacing Primal Tradition for the Riekr
  • Added 250+ new or edited CoA by the community
  • Added several character DNAs by the community
  • 36 new CoA emblem variants of current emblems added
  • 43 new CoA emblems with Altmeri calligraphy added
  • Text based CoA emblems split off into their own Elder Kings Writing category
  • New regiment icons and illustrations for several MaA
  • EK is now displayed as a "DLC" in the main menu, and events added by EK will be marked as such
  • Incapable rulers may now abdicate by decision
  • Added ruler title localization for Worm Cult
  • Added bookmark entry for Ulmug Fharun in the 450 "The Tower's Shadow" bookmark
  • Added "Reclaim the Legacy of King Eplear Camoran" decision akin to "Reclaim Reman's Legacy" for the Camoran dynasty
  • Added important action notification for when a courtier has an inspiration
  • Added mottos to various dynasties all over Tamriel

Changes:

Compatch:

  • Many EK events reworked to fit into new 1.9 Activity or Travel frameworks
  • Traditions edited to account for new 1.9 effects
  • Tenets edited to account for new 1.9 effects
  • Buildings edited to account for new 1.9 effects
  • Grand Tournaments can now be held in any barony within a county you hold, not just your personal domain
  • Replaced EK2 Bow artifacts with new 1.9 vanilla Bow artifacts
  • Bows no longer fire errors, just arrows

Harm events:

  • Vanilla harm events edited to better account for our long lived characters
  • Increased cooldown on harm events
  • Harm events that previously could only render you incapable are now also able to kill you
  • Reduced lethality of other harm events to compensate
  • Included trigger to spare specific characters from harm events at all

Holy Sites:

  • Dynamic Holy Sites and all associated content cut (didn't survive compatch to 1.9)
  • Every faith assigned 3-5 Holy Sites with effects
  • Several special buildings previously requiring holder to consider them a holy site have had their requirements changed
  • New "Holy Site" Building added, instantly flipped to the building appropriate to your faith upon completion, to get around building slot limitations
  • "Lay Ground for a Holy Building" decision renamed "Repurpose Holy Site", instantly flips buildings type rather than just remove the old one

Other Faith Related:

  • Beldama Wyrd given a Head of Faith
  • Courtiers under a Praxis government now also have a Praxis score, not just rulers
  • Julianos patron trait edited to not be identical to Magnus
  • Arkay and Phynaster patron traits edited to not be identical
  • Namira Cult and Glenmoril Wyrd now accept vampires
  • The vanilla decision to hold a gruesome festival can no longer be taken if only a vassal faith allows it
  • Edits to Cantemiric Sect tenets, Cantemiric culture history setup
  • Daedric Worshiper and Champion traits give negative Zealot vassal opinion if your faith does not allow worship of that Prince
  • Blood Dynasty Legacy locked to faiths with the Divine Purity tenet

Languages:

  • Cut some languages only used by one culture, consolidated the rest
  • Galen and Bjoule gain Old Bretic. Horwalli and Kothringi gain South Nedic. Keptu, Duraki and Men-of-Kreath gain Western Nedic. Yespest gains Ayleidoon. Betrayed gains Falmeris. Current Falmeris renamed Ald Falmeris. Ald Cyrod got overhauled desc
  • Galen, Kothri, Horwalli, Yespest, Perena, Gemha, Duraki, Keptu, Kraethish cease to exist as separate languages

Special Buildings:

  • Great House Tomb Special Buildings moved to be in castle holdings to make them usable for players
  • Cut Ayleid Ruins of Belda Special Building
  • 4 of 5 Nirncrux mines in Craglorn cut (it was waay too much)
  • Lilmoth New City special building reworked (to be somewhat less punishing)
  • Krona Konu Xanmeer SB given new effects
  • Bridges of Leyawiin Duchy Building made a Special Building
  • Rebalanced income from mine buildings
  • Switched around many Special Building icons for variety
  • Special buildings now mostly give their effects to county holder, to make their effects apply without having to hold a city or temple in some cases
  • Arena type buildings now give a Grand Tournament cost reduction

Renames:

  • 'Imperium Saliache' Ayleid cultural name for Cyrodiil renamed 'Imperatum Saliache'
  • County of Zamunda in Yokuda renamed Hattu
  • Empire game concept renamed to High Kingdom to fit naming scheme in EK2
  • Horsemen culture renamed to Horse-Folk
  • First Era innovation era renamed Empire of Men

Other:

  • Increased marriage acceptance penalty for female rulers when offered a patrilineal marriage from 100 to 140, to help avoid them wiping out their dynastic lines so much
  • Unlocking Spellswords MaA moved from Schools of Magic innovation to Codified Magical Studies
  • A very short Dunmer tunic made somewhat less short
  • Visit Orphanage decision cooldown increased from 1 to 10 years
  • Duchy of Ghartok made Autocratic
  • Mazzatun in Black Marsh made Autocratic
  • Tribe of Fharun made Autocratic
  • Imperial Legion icon replaced
  • Hidden Cities tradition now include Valenwood terrain
  • Reworked several EK events into travel events
  • Adjusted e_reach color to be slightly darker
  • Ravenwatch vampires now know about each other being vampires, despite it being secret to the world otherwise
  • Adjusted Empire of the Nords decision to require only holding Dragontail (not all of Craglorn), now also shifts Velothis into Skyrim
  • EP1 music now plays for any ruler with a capital in mundus_tamriel_skyrim (and for any character of a culture that has Atmoran heritage as before)
  • Compressed EK image files a lot, drastically reducing the size of the mod
  • Adjusted costs for the "Reclaim Reman's Heritage" decision
  • Daedric Curses and how to lift them are now explained by game concept
  • Nativity Mapmode Tooltip now explains it doesn't work in Observer Mode
  • Turn Vampire/Lycanthrope Character Interactions + Schemes now have proper Icons
  • Reworked Magic related Game Concepts to better inform about the game mechanic
  • Spells and Rituals Game Concepts are now linked in the Spellbook
  • All living Ilniviri now know how to speak Tsaesci

Fixes:

  • Fixed some mismatching casing of EK files, should resolve crash issues on Linux (NOTE: Requires a fully fresh install of EK2 to apply)
  • Fixed issues with using Vulkan
  • Fixed mystery province adjacency between a barony in Morrowind and a barony in Elsweyr
  • Fixed information on some MaA types overflowing the GUI
  • Fixed several mine buildings not displaying their requirements
  • House of Reveries characters can no longer become Court Priest
  • Fixed lifespan trait inheritance for vampire elves
  • Fixed the Sundering Undone event for Cyrodiil triggering twice in some cases
  • Fixed the Sainthood event triggering thrice
  • Shortened the Magna-Ge patron descriptions so they fit into the window
  • Fixed Skyrim and Cyrodiil split/reunification events disregarding other formed empires, like Reach and Orsinium
  • Fixed an issue with kingdom creation decisions when uniting three kingdoms and not two
  • Vamps, lycans and necromancers can no longer blackmail other vamps, lycans and necromancers over this
  • Secret necromancers can no longer be targeted by abomination wars
  • Fixed divergent cultures not getting the default culture desc
  • Age equivalency applied to marriage, romance and seduction logic
  • Betrayed no longer use the White Gold throne room
  • Fixed Altmer naming convention using the wrong words for matronyms and patronyms
  • Fixed an exploit allowing infinite Arcana gain from Become Necromancer event line
  • Fixed the Claim Corpse spell not working in some cases
  • Fixed Goblins and Riekr not spawning with MaA at game start like other cultures do
  • Fixed generic nicknames overwriting some unique preset ones
  • Fixed existing/lore Breton dynasty names being used for randomly generated Breton dynasties
  • Fixed Solstheim missing winter severity values
  • Fixed multiple wrong province_terrains all over Tamriel
  • Fixed multiple wrong locators all over Tamriel
  • Fixed Blighted Isle not connecting to the county it belongs to (c_glen)
  • Fixed misgendering Daedric Princes in secret worship exposure event
  • Fixed an issue with the Ku-Vastei "Return to Tribal Ways" decision
  • Added disclaimer to hybridization window, stating that some innovations will not be gained after all
  • Added missing description for Dremora heritage
  • Added back in missing tooltips for various Crown Authority levels
  • Fixed being able to add Arkay or Xarxes to your pantheon while Vampirism or Necromancy is accepted
  • Some holy orders existing at game start now get the correct names
  • Fixed some hunt events not properly killing you as they were supposed to
  • Assorted spelling mistakes, errors and minor bugs fixed
  • Fixed some vanilla music not playing
  • Fixed Dremora and Lilmothiit having beards
  • Fixed academy holdings being unbuildable
  • Fixed tradeports being unbuildable
  • Added missing faith customizable localization
  • Added check to ensure immortals got no age modifiers
  • Fixed EK2 lifestyles not appearing in the vanilla lifestyle Game Concept description.
  • Removed major lore and ek2 dynasties from Nord and Yokudan/Redguard Namelists, so fake duplicate dynasties won't appear anymore.
  • Fixed daedric artifacts not being demandable and duelable
  • Fixed some bookmark screens not being centered/characters and their territory being behind UI elements

Known Issues:

  • Ruler Designer currently lacks the ability to set arcana
  • Curse of Undead spell does not work when used on a county held by a vassal ruler
  • Faith hostility numbers don't always add up correctly, in particular for the Auri-El faith
  • "Proclaim the Empire of Tamriel" decision does not change the year from the Second Era to the Third Era
  • Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
  • Crown Authority effects of other rulers than yourself don't display properly
  • Royal Court Amenities of pirate governments don't display properly for non-pirates and vice versa
  • Activity Locators spawning inside holding locators (intentional, until every activity locator gets a manually choosen location)

Elder Kings II v.0.12.2 'Eye of Magnus'(June 17th, 2023)

New:

  • A handful new CoA and dynasty mottos

Changes:

  • Creating a new faith with Mystical Birthright HoF now makes the player the HoF
  • Daedric Champions who already belong to a faith dedicated to their Prince will no longer be encouraged to convert to the Cult faith
  • Non-tribal rulers with a faith with the Ku-Vastei tenet may now change their government to tribal by decision

Fixes:

  • Fixed crashing issue introduced with the 0.12.1 patch
  • Fixed Feudal governments being only able to appoint vassals as councilors when they don't even have vassals
  • Fixed hybridizing or diverging with a culture native to Summerset not properly clearing the old nativity
  • Fixed Spellswords MaA missing its illustrations
  • Fixed Strong Communal Identity doctrine not applying any conversion malus
  • Fixed Denizens of Lost Orsinium not actually giving a culture conversion bonus within de jure Orsinium
  • Using the option to settle Orcs in Orsinium now actually converts the county to the Orc culture
  • Fixed automatically resetting your choice of patron every 5 years when using the Mnemo-li and Xero-Lyg patrons
  • Fixed Ceremoniarchy HoF being uncreatable
  • Assorted minor errors and spelling mistakes

Known Issues:

  • Curse of Undead spell does not work when used on a county held by a vassal ruler
  • Faith hostility numbers don't always add up correctly, in particular for the Auri-El faith
  • When forming a cultural hybrid, the new culture will not gain all innovations the hybridisation window claims it will (THIS WORKS AS INTENDED, JUST THE WINDOW INFO IS WRONG)
  • "Proclaim the Empire of Tamriel" decision does not change the year from the Second Era to the Third Era
  • Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
  • The mod does not properly work when using Vulkan
  • Linux users experience crashes

Elder Kings II v.0.12.1 'Eye of Magnus'(May 28th, 2023)

New:

  • When starting as a Vampire, Lycanthrope or Necromancer ruler using the Ruler Designer, an event pops up giving you the option to be so secretly
  • Added icon for Lycanthrope secret
  • New Extinct Race innovation given to Falmer and Dwemer, replacing Dead Culture. This innovation explains that these cultures cannot ever be revived, and prevent them from being revived even if they have living same-heritage relatives. The even at game start when using Ruler Designer still works as before
  • New 'Join the Council of the Eight' decision added, letting a faith gain the shared Head of Faith with other Divines faiths. Available to faiths with the Divines, Nordic Pantheon, Redguard Pantheon, Nedic Pantheon or Cyrodiilic Cult doctrines, but without a HoF already

Changes:

  • Undead Hordes no longer spawn as Ghost-Hist when not Argonian
  • Cut Hidden Moon as a potential faith for Undead Hordes
  • Undead Hordes in Atmoran heritage counties may now also sometimes be Dragon Cult faith
  • Changed Dwemer nativity region from White River to East Ghost
  • Daedric Monolatrist faiths now also get prompted to pick a patron
  • Rewrote formula for checking age equivalent to human age (for long lived races)
  • Reenabled old age as a modifier for marriage acceptance (disabled with 0.12), using the new age equivalency formula
  • Added tooltips about requirements for Prowess, Arcana and Devotion vassal obligations
  • Gave Ivulan 'the Apostate' the Ebony Mail
  • Faiths sharing a Head of Faith now get -5 Faith Hostility with each other
  • Disallowed Lycanthropes from becoming liches
  • Removed Sanguinare Vampiris and Sanies Lupinus traits from Ruler Designer (didn't play nice with other stuff)

Fixes:

  • Fixed Feudal government not accounting for some powerful vassals being children or otherwise invalid councilors when deciding who may be appointed to your council
  • Fixed Necromancy event chain sometimes not wrapping up
  • Fixed tiny clickable area for Dark Arts lifestyle
  • Fixed Ruler Designer characters not getting the correct Arcana assigned
  • Fixed Betrayed missing the Migratory innovation
  • Fixed vampire characters ageing to look old for no good reason
  • Fixed Piety/Devotion exploit with Become Lich decision
  • Fixed some errors with Become Necromancer decision requirements
  • Fixed wrong scaling magicka cost for Raise Dead
  • Fixed Betrayed and Falmer traditions being able to stack
  • Fixed Falmer culture having access to Disorganized Military innovation
  • Fixed Breton cultures having access to Mnemolichite Foci innovation
  • Fixed Mapping the Planes event giving too many options when you have many Daedra in your pantheon
  • Fixed crash issue when preset divergence names overlapped
  • Fixed a bunch of broken tradition localization
  • Fixed court event requesting the liege host a feast when their culture has the Frugal tradition
  • Fixed Karthspire randomly becoming a tribe in 450
  • Fixed non-tribe, feudal or autocratic rulers from adopting Rule by Might succession, which messes with non-dynastic governments big time
  • Fixed marriage acceptance not checking for age equivalent to human age, simply age
  • Fixed AI being unable to use Send to Legion interaction
  • Fixed some cases of undead characters appearing in events when they shouldn't
  • Assorted spelling errors
  • Assorted minor errors

Known Issues:

  • Curse of Undead spell does not work when used on a county held by a vassal ruler
  • Faith hostility numbers don't always add up correctly, in particular for the Auri-El faith
  • When forming a cultural hybrid, the new culture will not gain all innovations the hybridization window claims it will (THIS WORKS AS INTENDED, JUST THE WINDOW INFO IS WRONG)
  • "Proclaim the Empire of Tamriel" decision does not change the year from the Second Era to the Third Era
  • Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
  • The mod does not properly work when using Vulkan
  • Linux users experience crashes

Version: v.0.12 'Eye of Magnus' (07/May/2023)

Elder Kings II v.0.12 'Eye of Magnus'

REQUIRES A NEW SAVE

New:

AI Magic:

  • The AI is now able to cast magic and use rituals
  • The AI will now spend perk points in the Magic lifestyles
  • Court Mages now gain Magic lifestyle XP over time Necromancy:
  • New Dark Arts Lifestyle added, containing the new Necromancy Lifestyle tree
  • 4 new Necromancy spells - Summon Undead Knight, Leech Health, Claim Corpse and Curse of Undeath
  • Necromancy rituals
  • Becoming a Necromancer is now an event chain, not merely a decision. Requirements adjusted
  • Becoming a Lich now triggers an event with risk involved, not merely a decision. Requirements adjusted
  • Necromancers may now be so in secret
  • Many new events dealing with Necromancy Other Magic Additions:
  • New coping trait: Experimentalist
  • Mannimarco, Chiluk the Ancient, Keerasa the White-Queen and Divayth Fyr now start with some magic event troops Dead Culture Revival:
  • When starting as a Dwemer, Falmer or Betrayed ruler using the Ruler Designer, an event pops up giving you the option of making the culture lose Dead Culture Culture Hybridisation:
  • Cultures of the same species (humans with humans, elves with elves) may now form cultural hybrids (Integration of submod) Pariah Folk:
  • Pariah Folk mechanic added, applying to Orcs, Goblins and the Betrayed
  • Pariah vassals at game start given Cultural Rights
  • New game concepts to explain these mechanics Daedric Race:
  • The new Daedric Race innovation replaces Dead Culture for Dremora
  • This specifies that Dremora cannot be "revived" like other Dead Cultures
  • Cultures with this innovation may be targeted similarly to Pariahs, except Daedric Race cannot be lost Aetherial religion:
  • Magna-Ge religion renamed to Aetherial
  • New faiths added: Magna-Ge, Magnus Cult, Scaled Court
  • These may appear as heresies for Celestial Cult (Magna-Ge, Scaled Court) or Breton Rite/Bretic faiths (Magnus Cult) Meridia religion:
  • New faith added: Ilpenada, for Daedraphile Ayleids
  • Cult of Meridia Ayleids set to Ilpenada Azura religion:
  • New faith added: Order of the Hidden Moon
  • Ashen Scar county set to Order of the Hidden Moon The Deep religion:
  • Deep Ones religion renamed to The Deep
  • New faith added: Temple of Xrib, for the Betrayed Hist religion:
  • New Living Law pantheon added, for the Lilmothiit Living Law faith
  • Unique descriptions for Living Law patrons added Reach religion:
  • New Old Gods pantheon added, replacing Daedric Princes with Divines Secondary Pantheon for the Old Gods faith Velothi religion:
  • New faith added: Tribunal Cult, with new Good Daedra Secondary Pantheon
  • Shares Head of Faith with the Tribunal Temple
  • Primarily present among Great House Dres
  • Added new icons for the Good Daedra patrons Nedic-Nordic religion:
  • Nedic Aedra pantheon revamped, renamed to Nedic Pantheon
  • Now unlocks Arkay, Dibella, Mara, Kynareth, Zenithar and Shezarr, with unique names
  • Faith, pantheon and patron descriptions updated
  • Faith icon changed Magic Tutorial:
  • It now actually exists!
  • Works like regular game advice when using the Magic lifestyle New cultural traditions:
  • Knight-Paladins for Falmer
  • Chaurus Husbandry and Pale Shamans for Betrayed
  • Deep Lore and Inoxidizable Metallurgy for Dwemer
  • New MaA added for these three cultures Other:
  • Missing God, Nordic Pantheon, Redguard Pantheon, Nedic Pantheon Secondary Pantheons added
  • Yespest variant of the Ayleid Court Room added - for now used by both Yespest and Ayleids
  • New on-map holding models for Westholder culture added
  • One new loading screen
  • Amulet of Kings added as an accessory
  • New events and artifacts for Dunmer
  • New Ahnurr and Fadomai Special Doctrine to Khajiit faiths reducing hostility with all Aedric family faiths
  • Patron trait icons to Forgotten Gods, Thousand Cults and Attrebus (should he become a saint)
  • 330+ new community made CoA for dynasties and titles
  • New community made DNA applied to some characters
  • New icons for all EK innovations
  • New icons for some MaA
  • New icons for some traditions
  • 36 Coat of Arms assets for Argonians ported over and adapted from EK1
  • Elegance of the Empire assets accounted for
  • Several new assorted events added
  • Added a lot of new tooltips to better explain various EK2 mechanics

Changes:

Faith Hostility:

  • Faith hostility made clearer by adding tooltips to every relevant factor explaining their impact
  • Cut Sins and Virtues from the calculation to simplify it
  • Game concepts related to Faith Hostility updated to better explain how the calculation works
  • Faiths with a Daedra as part of their pantheon now gets reduced hostility with Daedric Monolatrist faiths dedicated to that Daedra
  • Daedra Doctrines of all faiths reworked to make their view of the individual Daedra more nuanced. The base stance is now Shunned rather than Criminal Missing God Doctrine:
  • The Missing God doctrine no longer unlocks Shezarr as a patron or makes it a sin. The faith hostility effect remains as before.
  • Instead, the following pantheons unlock it directly: Nedic Aedra, Living Law, Old Gods
  • Totemism, Nordic Pantheon and Thousand Cults pantheons unlock their own versions (Fox/Shor and Cult of the Missing)
  • Missing God: Falling out of Favour renamed to Missing God: Respected
  • Since it no longer directly unlocks Shezarr, certain faiths have had their view on the Missing God edited:
  • Hero Cult, Reman Mysteries, Sanguine Mysteries and all Velothi faiths now set to Respected
  • Thousand Cults, Totemism, Ternion Totems and all Reach faiths set to Worshipped
  • As a consequence of this, Imperial Cult no longer has the Shezarr patron
  • Adding a pantheon containing Shezarr or an equivalent (Fox/Shor, Cult of the Missing) now requires setting Missing God to Worshipped
  • Meanwhile, the Aedra and Magnus pantheon doctrines require setting Missing God to Forbidden
  • New custom names/descriptions for the Shezarr patron added (Lorkhan, Sheor, Tseol, version of Lorkh for Nedic Aedra) Orsinium:
  • Denizens of Lost Orsinium innovation replaced by a tradition, given to Mountain Orcs but available to other Orc cultures too
  • Reduced costs of Orsinium special building
  • Updated tooltips for Orsinium special building to better explain how it works
  • The Greater Orsinium decision now integrates completely controlled kingdom titles as de jure Falmer, Betrayed, Dwemer:
  • Falmer now native to all of Skyrim+Solstheim, except Karth
  • Dwemer now native to Velothis Mountains, Dark Water, White River and Karth alongside Vvardenfell
  • Betrayed remains Migratory
  • Betrayed given Disorganized Military, gains new Crag Warfare innovation instead unlocking unique MaA
  • Updated culture and faith descriptions for Falmer and Betrayed. Added missing language description for Falmeris Magic:
  • Rituals are now tied to unlocking perks, each Magic Lifestyle tree now contain an additional three perks
  • Rituals now have a 1 year cooldown so they cannot be immediately enabled and disabled again
  • Rebalance of spell and ritual effects and Magicka costs
  • Rework of available spells and rituals, some added, changed or cut where they overlapped too much
  • Magic Lifestyle XP gain is now capped at +40%, like other Lifestyles
  • Magic Pragmatic Focus renamed Thaumaturgic
  • Aptitude calculation for Court Mages reworked
  • Court Mage position now gives +1 Arcana Necromancy:
  • Adjusted view on Necromancy and Undead for several faiths
  • New trait icon for Undead
  • Mastery over Undeath tenet reworked
  • Mannimarco doctrine renamed to King of Worms
  • King of Worms doctrine icon resized
  • Lamae Bal doctrine renamed to Blood Matron Other:
  • Reform Military decision now only requires finishing two Military Lifestyle trees, but requires high prestige level
  • Removed age as a factor for marriage acceptance to avoid very long lived characters going "help I'm growing old, pls marry me" and always accepting offers
  • Introduced new blockers on AI behaviour for isolationist cultures, which should reduce them marrying outside their heritage. Especially so for Pariahs
  • Visit Orphanage decision now shows the requirements for adoption
  • Reduced cooldown for recruiting a priest knowing your liturgical language from 5 years to 1
  • Shadowscale content is now also available to Amber Hist faiths
  • Occultist trait and content surrounding it has been cut (it didn't work properly and nobody really knew what it was meant to be/wanted to work on it)
  • Council of the Eight and content surrounding it has been cut (it didn't work properly and nobody really knew what it was meant to be/wanted to work on it)
  • Imperial Cult, Redguard Creed, Breton Rite, Thousand Cults and Cult of Heroes now share Head of Faith
  • When creating a new faith, Bretic Traditions, Spirits of the Reach and Ahnurr and Fadomai Special Doctrines are now kept
  • Cut Clan-Mothers tenet (redundant beside the innovation of the same name)
  • Black Marsh Materials innovation moved from Unification Wars innovation era to Early Interregnum
  • Update of Daedric Cult faiths Sins and Virtues
  • Updated effects of some patron traits
  • Updated desc for Green Pact patrons
  • Reduced base piety cost of Daedra Doctrines somewhat
  • Also reduced piety cost multiplier from changing faith doctrines in general by 0.25
  • Dawn Court faith given the Divines Secondary Pantheon with Akatosh, Mara and Stendarr to show its syncretism with Imperial Cult
  • Updated requirements for most unique cultural traditions to account for hybridisation
  • Daedric Champion traits no longer gives a flat +25 Same Faith opinion, now instead considered a Virtue to their respective Daedric Monolatrisms
  • Reman Cult is no longer Imperial Cultural Identity, as most of its adherents are Ilniviri anyway
  • Sorcerous Elective candidates are now extended family of holder, not the whole dynasty (performance reasons)
  • Rework of Ohmes Khajiit furstock visuals
  • Some changes to culture parentage
  • Perena culture renamed to Hared
  • Soulbound Defenders tradition removed from Hared
  • Hared and Gemha cultures now speak the Ald Cyrod language
  • Rimmenese and Nibenu now speak the Cyrodiilic language
  • Ancestor Moth, Ni-Mohk and Alma temples are now ruled by Thousand Cult priests with the Ancestor Moth patron trait
  • Veeskhleel faith renamed to Ghost-Hist, changes to tenet and doctrine setup
  • Faith of some counties in southern Black Marsh set to Ghost-Hist
  • Keerasa the White-Queen set to Ghost-Hist
  • Changes to Satakal and Ruptga tenets
  • Some tenet icons switched around
  • Some Nibenese rulers in southern Nibenay set to Nibenu culture
  • Various history changes

Fixes:

  • Halved AI frequency in infecting others with vampirism, hopefully containing the vampire pandemic a little
  • Fixed exposing a secret vampire making their visual age match their actual age
  • Fixed long-lived characters visually aging when becoming vampires
  • Ravenwatch vampires are now hush hush about the whole thing
  • Fixed looking at another faith's patrons not displaying the proper icon/description
  • Fixed the AI unlocking dynasty legacies they shouldn't be able to unlock
  • Fixed Ceremoniarchy government not being able to change vassal levy/tax obligations
  • Fixed broken notification icon for available magic lifestyle perks
  • Fixed unlanded characters (and court mages) not regenerating magicka
  • Fixed Found Holy Order decision endlessly cycling through all possible names of a Daedric Prince
  • Fixed some nicknames endlessly cycling various names for the Daedric Princes
  • Fixed some characters having two patron traits
  • Accounted for Disinherited characters in Rule By Might succession
  • Fixed the Abecean islands beings considered part of the Camel region (despite no deserts)
  • Fixed Matriarchal tradition referencing vanilla cultures in its tooltip
  • Fixed icons for Champion of Hermaeus and Champion of Mehrunes not displaying properly
  • Added missing Champion traits for Mephala, Peryite, Nocturnal
  • Fixed Daedric Princes Secondary Pantheon not unlocking Mehrunes Dagon
  • Fixed Daedra Secondary Pantheon not being accounted for by Faith Hostility
  • Removed estimate of Faith Hostility with parent faith during faith creation, as the calculation is done afterwards anyway and thus won't be correct
  • The correct bonus from Level of Devotion when forming or converting to a faith with an Aspect should now be applied
  • Added Horse Archers bonus to Aspect of Cavalry
  • Fixed Khajiit version of Xylo Border Incident decision not properly reverting the old borders
  • Removed the Attrebus tasks from the Encyclopedia as some apparently found this confusing
  • Fixed tooltip saying holding more than two duchies is too many (In EK the limit is 3)
  • Cut tenet tooltips claiming to change names of Patrons (this was in reality always handled by the pantheon itself)
  • Added missing localisation for new EK terrain in combat
  • Green Pact tenet now gives bonuses in Valenwood terrains, not simply generic forest/jungle
  • Fixed issue preventing Clan-Mothers interaction from being used
  • Fixed some issues with Send to Wander interactions
  • Nords may now also use the Send to Legion interaction
  • Added a missing DLC check
  • Fixed culture tooltips for Cyrodiilic cultures not displaying Nativity Regions properly
  • Fixed a random Nibenese count being Feudal
  • Localisation using * as bullet points changed to •
  • Cut a lot of unused code from various files
  • Various minor bugfixes, errors and spelling mistakes fixed
  • Various missing localisation added
  • Various errors in character history fixed

Known Issues:

  • Faith hostility numbers don't always add up correctly, in particular for the Auri-El faith
  • When forming a cultural hybrid, the new culture will not gain all innovations the hybridisation window claims it will (THIS WORKS AS INTENDED, JUST THE WINDOW INFO IS WRONG)
  • "Proclaim the Empire of Tamriel" decision does not change the year from the Second Era to the Third Era
  • Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
  • The mod does not properly work when using Vulkan
  • Linux users experience crashes

Version: 0.11.2a Hotfix "Topal the Pilot" (28/Feb/2023)

Fixes:

  • Fixed broken dynasty localization
  • Fixed spells scaling incorrectly when using a court mage
  • Fixed aging modifiers not getting cleared after getting the graceful aging dynasty perk
  • Having too many modifiers or traits on a character will no longer overflow the UI

Version: 0.11.2 "Topal the Pilot" (25/Feb/2023)

Fixes:

  • Resolved the constant crashing issue introduced with the 'Topal the Pilot' 0.11 update
  • As a consequence, the Parliament of Bugs ability to murder rivals without consequence has been removed for now, to be reintroduced if we can manage it otherwise
  • Fixed one crash issue related to Sanguine introduced with 0.11.1
  • Fixed looking at another characters Magicka displaying their current Magicka but your total Magicka
  • Fixed Unite the Reach Kingdoms decision pulling the duchy of Argent out of Greater Wrothgar and back into the now defunct Fharun if you formed Greater Wrothgar prior to uniting the Reach
  • Pirates may now also settle down as tribal
  • Various minor bugs
  • Various spelling errors
  • Various missing tooltip localization added

Changes:

  • Rebalance of most EK2 Men at Arms, including stats, costs and terrain bonuses/maluses
  • Cultures with Khajiiti Heritage have now access to an unique spellblades MaA
  • Changed some vanilla troop types to account for Elder Kings terrain types
  • Added Forest maluses to vanilla cavalry troop types
  • Forming a Cadet Branch now requires level 4 Prestige, this should drastically reduce the amount of AI dynasty houses
  • Added a cap to Prowess and Martial gain for Wanderers, this should fix some random landless Elves having 100+ Prowess
  • Added a slight Prowess bonus to Vampires and Lycanthropes, and a small health bonus to lycans too
  • House of Reveries characters may no longer marry
  • Slightly reduced economic bonuses given by the special buildings in Soulrest
  • Added a few more potential heresies for Redguard and Orc faiths
  • Mathmeldi are now also native to Malabar Tor and Greenshade
  • Barsaebics are no longer native to all of Black Marsh, just Onkobra and Black Bays
  • Yespest are no longer native to Middle Argonia, instead gains Onkobra
  • Added more dynasty names for cultures with Atmoran heritage
  • Added more character and dynasty names for cultures with Goblinken heritage
  • Some edits to CoA and dynasty mottos

New:

  • 20+ Community made Coat of Arms added for dynasties and titles

Version: 0.11.1 "Topal the Pilot" (21/Feb/2023)

Fixes:

  • Fixed wrongly assigned Crime Doctrines for most Daedric Faiths
  • Fixed missing Legitimized Bastard trait for a few Bastards that should have been considered Legitimized
  • Fixed issue with Reach and Daedric faiths having odd or duplicate holy sites
  • Readded Horse Archers to Bjoule, accidentally removed
  • Fixed an issue where Malacath Champion was checking for Sheogorath doctrines
  • Fixed Greater Wrothgar not being accounted for by Form the Reach decision
  • Fixed the partition or reunification of Skyrim pulling the kingdom of the Reach out of a formed High Kingdom of the Reach, and back into Skyrim or Western Skyrim
  • Fixed some Dunmer characters missing education traits
  • Fixed Magicka tooltip of another character showing how much Magicka you have
  • Fixed an invisible emblem in the CoA designer
  • Fixed inconsistency in effect of Fortress Monasteries and Fortified Cities
  • Fixed some Khajiiti patron inconsistency (for real this time)
  • Added missing icons to Propose Non-marital Alliance, Send Mage to Wander and Send Knight to Wander interactions
  • Added missing Arcana effect to Skooma Drinker trait
  • Fixed a missing DLC check
  • Fixed champion of Vaermina event triggering when there already exists a champion
  • Fixed an issue with Chukka-Sei events
  • Ensured you can only be champion of one Daedric Prince at a time
  • Fixed issue that made vampires, lycanthropes, liches and undead able to contract diseases, causing weird combinations like werewolf vampires, vampire liches etc
  • Fixed issue where lycantrophes would make people into vampires, not lycans
  • Reduced chance of contracting vampirism and lycanthropy to hopefully contain the current pandemic of vampires and lycans
  • Fixed issue where vampire characters with naturally longer lifespans (elves) did not have children with long lifespans
  • Fixed issue that made Threnody of Lost Love feast event needlessly strict with its choice in who could comfort you
  • Fixed broken trigger for Imperial Legacy tradition (for real this time)
  • Fixed broken trigger for Jungle/Jungle Hills terrain based traditions
  • Fixed inconsistency with Scions of Lamae Bal faith, added an Aspect
  • Added missing Aspect to Baandari Code faith
  • Removed prompt to hire a court mage if you have no valid candidate anyway
  • Disabled Tribals doing shirtless duels, as it caused an issue where duelists would just be wholly naked instead
  • Various minor spelling mistakes, localization mistakes and errors fixed

Changes:

  • Rituals are now accessed through a new tab in the spellbook, not as its own button in your character screen
  • Holy Site and Special Buildings mapmodes now feature an explanation for its color scheme
  • The three EK2 map modes now have icons
  • Assorted GUI fixes
  • Reduced maximum values for vassal contributions for Autocracies, bringing them down to a level more comparable with Feudal government
  • Reduced the barony building slots in holdings by one, aka back down to the vanilla amount
  • Daedric Monolatrist faiths now unlock their chosen Prince as a Patron, as part of an ongoing effort to streamline how pantheons work
  • Daedric Princes Secondary Pantheon added
  • Streamlined logic for unlocking Daedric Princes through Main Pantheon: Instead of adding the Prince as patron directly, now certain Main Pantheons instead unlock the ability to set the Prince to Pantheon in the individual Daedra Doctrine. This to avoid a paradox where Main Pantheons required setting a Daedra Doctrine to Pantheon, but setting the Daedra Doctrine to Pantheon required the Main Pantheon
  • Removed the Piety cost for picking No Secondary Deity
  • Allowed Monolatrist faiths to unlock setting Daedric Doctrines to Pantheon through normal means (Tenets, Doctrines)
  • Added missing icons for Aspect of the Shadow and House of Troubles pantheon
  • Replaced placeholder icons for Spirits of the Reach and Bretic Traditions doctrines
  • Made tooltip explaining how to set Daedric Doctrines to Pantheon clearer
  • Legalism Tenet now unlocks setting Azura to Pantheon
  • Deviancy (Accepted) Doctrine now unlocks setting Sanguine to Pantheon
  • Halved the values gained from Aspect of Knowledge, Aspect of Religious Conflict, Aspect of Harmony, Aspect of Cavalry, Aspect of Control, Aspect of Development, Aspect of the Law and Aspect of the Shadow
  • Holy Site disabled tooltip now properly explains that you can enable it by making it a Holy Site using the Consecrate Holy Site decision
  • The Mane Head of Faith title is now duke tier, not king tier
  • Several cultural traditions unlocking innovations that unlock Men at Arms changed - the innovations are gone and the traditions instead unlock the MaA directly
  • Camel buildings are now locked to Hammerfell, Yokuda and Anequina
  • War Mammoths cut for now (maybe to return another time?)
  • Reachfolk no longer gains Witch Knights by default. They are instead unlocked by the Unite the Reach Kingdoms decision
  • Unite the Reach Kingdoms no longer requires controlling Elinhir
  • Spellblades now receive the same bonuses as Mages from legacies, innovations and Academies.
  • Mage Academy bonuses to mages and spellblades have been updated to properly scale
  • Mage education traits added to the Ruler Designer
  • Some traits from both vanilla and EK2 removed from the Ruler Designer
  • Some changes to RD trait costs
  • Made Enterprising Merchant-Lords unlock the Metropolitan Legacy. Specified in tooltip that this only counts when Fate of Iberia is active.
  • Nibenu given Jungle Dwellers tradition instead of Agrarian
  • Cyro-Nords given Imperial Legacy tradition instead of Honor-Bound
  • Hereditary Hierarchy and Aedric Lineages traditions are now mutually exclusive
  • Prescriptivism and Ruling Caste traditions are now mutually exclusive
  • Vassal Faction Power Threshold reduction from Beasts of War tradition is now tied to the vassal being that culture, not the liege
  • Marshlanders tradition has had its combat bonuses cut (aka: how to get the Horwalli to stop killing off the Argonians)
  • Keening, Sunder and Wraithguard artifacts are no longer possible to acquire (for lore reasons)
  • Daedric artifacts now tell you in the description that they disappear upon death
  • Daedric artifacts are no longer giftable to get around the aforementioned disappearance
  • Daedric artifacts are no longer stealable
  • Cult of Heroes faith followers of Pelinal can now also use the Shield of the Crusader
  • The AI should now use the Send Knight to Wander and Send Mage to Wander interactions
  • The AI will now use the Recruit Shadowscale decision
  • Settle Wrothgar decision is now visible to count tier rulers as well - requirements have not been changed
  • Aramea Drinith, ruler of Kogoruhn, is now Gah-Julani culture like her county is
  • Ritual Suicide decision now checks for age equivalent to 60, not simply 60 (Elves)
  • Reduced AI eagerness to offer Non-marital Alliance a little
  • The recipient can now no longer have more than one Non-marital Alliance
  • Empire tier Ashlanders are now called Great Ashkhans
  • More potential nicknames added to House of Reveries artists
  • Updated some bookmark character DNAs
  • Removed marriage feasts for AI for performance reasons
  • Riddle'thar pantheon no longer includes Boethra
  • Made Khajiiti faith Daedra crime doctrines more nuanced
  • Made Reach faith Daedra crime doctrines more nuanced

Version: 0.11 "Topal the Pilot" (5/Feb/2023)

New:

  • As a vampire or lycanthrope, you may now turn a character into one via interaction
  • A character can now secretly be a lycanthrope (disguised as the irritable trait)
  • Through some events you may now contract Sanguinare Vampiris and Sanies Lupinus
  • Hist and Sithis faith Argonians may request a Shadowscale to join their court
  • Hist and Sithis faith Argonian children born under the Shadow will be asked to become Shadowscales
  • New Shadowscale court position added
  • Decision to form the de jure High Kingdom of Vvardenfell added
  • Decision to bring Vvardenfell back into de jure Morrowind added
  • Decisions to make the duchy of Topal into de jure Leyawiin, Senchal or Soulrest added
  • New special building "Mount Mula Ebony Mines" added to Topal
  • New decision for Bretons to "Settle Wrothgar", forming the Wrothgarian culture

Culture Traditions In total 52 new cultural traditions. 34 are culture/heritage specific, 18 available for anyone:

Culture/heritage specific:

  • Aedric Lineages (reworked Ceremoniarchy) for Alinori, and Auridoni
  • Prescriptivism for Alinori
  • Remnant Kings for Mathmeldi
  • Kings-in-Exile for Barsaebic and Dynari
  • Heartland High Elves for Saliache
  • Hunting Economy for all Bosmer
  • House Dunmer for all mainland Dunmer
  • Bulwark of the West for Gah-Julani
  • Ordination of War for Chuzei
  • Parliament of Bugs for Chi Adduni
  • Cynical Believers for Chi Adduni
  • Pursuit of Wealth for Armun-Ani
  • Deshaan Agronomy for Marduhn-Oadi
  • Red Mountain's Might for Ashlanders
  • Velothi Exodus for Cantemiric
  • Geste of Daenia for Glenumbran
  • Enterprising Merchant-Lords for Iliac
  • Council of the North for Northmen
  • River-Horse Bretons for Bjoule
  • Frontier Knights for Wrothgarian
  • Headhunters for Horwalli and Reachfolk
  • Land Dredge for all South Nedes
  • Reach Folklore for Reachfolk
  • Soulbound Defenders for Ket-Keptu, Duraki and Perena
  • Histskin for all Argonians
  • Saxhleel Mistrust for Paatru, Naga, Sarpa
  • Naga Underworld for Naga
  • Feathered Ones for Sarpa
  • Batracian Blessings for Paatru
  • Moonsugar Plantations for Pellitinian
  • Priest Kings for Pellitinian
  • Beasts of War for Anequinian
  • Beast Tamers for Goblin, Riekr and Riekling
  • Proven Shamans for Riekr and Riekling General traditions:
  • Benevolent Hosts, by default given to Agaceph
  • Cutthroat Politics, by default given to Alinori, Etarani, Northmen, Iliac, Systrean
  • Frugal, by default given to Northmen
  • Fortified Markets, by default given to Wrothgarian
  • Attuned to Magicka, by default given to Alinori, Auridoni, Balfieri, Saliache, Mathmeldi, Barsaebic, Glenumbran, Systrean, Chi Adduni, Galen, Corelanya, Dynari
  • Life Menders, by default given to Lilmothiit and Hapsleet
  • Sacred Marshes, by default given to Hleel
  • Marshlanders, by default given to Barsaebic, Horwalli and Orma
  • Fortress Monasteries, by default given to Pellitinian
  • Deep Strike, by default given to Arenthi
  • Large Families, by default given to Boiche and Arenthi
  • Coastal Defences, by default given to Alinori, Auridoni, Corelanya and Systrean
  • Bloodsport, by default given to Saliache
  • Wild Magic, by default given to Reachfolk
  • Brothers-in-Arms, by default given to Gah-Julani
  • Philosophy of Trade, by default given to Armun-Ani
  • Wastelanders, by default given to Ashlanders
  • Arctic Settlers, by default given to Skaal and Riekling
  • Added 3 custom mapmodes: Nativity Regions, Special Buildings, Holy Sites (does not work in observer mode)
  • Added 3D gfx for Altmer and Argonian troops, 3 tiers each
  • Added over 20 dynasty CoA by the community
  • Added CoA for Alinor, Dusk, Sunhold and Shimmerene duchies
  • Added a new hairstyle "Elven Hair"
  • Added two Decisions mirroring each other, "Abstain from Election" and "Participate in Election". They work by adding/removing a character flag that bestows a huge malus to candidate score
  • New Great House Succession title law added to Redoran, Hlaalu, Indoril and Dres
  • Forgotten Gods pantheon implemented
  • Thousand Cults pantheon implemented
  • Nerevar Secondary Pantheon added, used for High Velothi
  • Three new Reach religion faiths added; Hircine Coven, Namira Coven and Malacath Coven
  • New Special Doctrine added to all Reach faiths, Spirits of the Reach, which reduces hostilities between them
  • New Special Doctrine added to all Bretic faiths and Breton Rite, Bretic Traditions, which reduces hostilities between them
  • Lorkh patron added, used by Old Gods faith
  • Cultures with the Knightly Orders innovation (Bretons) may now send young knights on a quest to seek glory, improve their skills and face danger
  • Beastfolk cultures (Argonians, Khajiit, Goblinken and Lilmothiit) may now arrange one alliance with a ruler of another heritage without marriage, similar to but separate from Defensive Negotiations.
  • Dremora culture now gains innovations through a special event triggering every 20 years
  • Added Shalidor's Maze special building to Labyrinthian
  • Some new events

Changes:

  • Wrothgarian culture can no longer be revived with the regular "restore dead culture" decision
  • Reviving cultures now gives them all the innovations currently unlocked by your culture
  • Prevented adding Meridia to your pantheon without outlawing Vampirism and Necromancy
  • Daedric religions crime doctrines for other Princes changed. The baseline is now Shunned, with Allowed and Criminal set in specific cases
  • Divayth Fyr's daughters have been removed for lore accuracy (they'll at least not be created for another 300 years)
  • Auri-El faith Ayleids in Valenwood are now Malada faith
  • Halved Development Growth Penalty in Steppes terrain
  • Players can now refuse their close relatives becoming the Sybil of Dibella
  • Court Physicians now gain Aptitude for having perks in Restoration
  • Various changes to Nenalata decision and events
  • Various changes of cultural tradition and ethos setup for Argonians, Khajiit, Dunmer, Bretons, Bosmer, South Nedes, North Nedes, Yokudans, Reachfolk, Redguards, Altmer and Ayleids
  • Several traditions and commander traits now properly account for Jungle Hills, Desert Hills and Taiga Hills
  • Dragon Cult conversion event requirements changed, AI likelihood of taking decision reduced
  • Spellbook should now explain certain spells a little better
  • If you get the popup event from the Know Thyself Perk and then become immortal, you don't die after all
  • Reordered the court positions, so Court Mage and other EK court positions are now listed near the top
  • Various unlanded characters added
  • Hagraven Cult faith has been cut, its counties and characters changed to either Old Gods, Namira Coven or Hircine Coven
  • Hircine Cult and Malacath Cult Reachfolk rulers and counties have been changed to the Coven versions
  • Various fixes to Reachfolk faith doctrine setup
  • Ruptga no longer has Communion, since they don't have a Head of Faith.
  • Forgotten Gods set to Breton Heritage cultural identity rather than Iliac culture
  • Cantemiric rulers and counties in Black Marsh set to Autocratic, from Tribal
  • Reduced Miracle Worker being seen as +50 Opinion to +20 for Khajiit faiths
  • More potential heresies set up for several faiths
  • Weighted some heresies, so they'll be rarer than others
  • Added some regional heresies, so that for example Cult of Heroes is more common in Colovia
  • Regional Heresies game rule description updated to reflect this
  • Tooltips now actually tell you which tenets or doctrines you need to set Daedric Princes to Pantheon
  • Reduced non-Dunmer heritage willingness to become vassal to a Great House
  • Reduced the vassalization acceptance modifier from Religious and Cultural rights (60 -> 50, 120 -> 100 for both)
  • Reduced acceptance by non-Dunmer to be vassalized by Great Houses
  • Blocked characters with artificially long lifespans from having families generated (Mannimarco etc)
  • Blocked the adoption decision for republics, theocracies, holy orders, academies and military orders
  • Blocked building more than one orphanage per county, drastically reduced AI likelihood to build one (made it equal to the terrain specific ones, not equal to the main city building type)
  • Summerset Justiciars, Nedic Headhunters and Breton Hedge Knights are now of the Spellblade type. Counters and icons adapted
  • Witch Knights are now of the Light Cavalry Type
  • Welkynar Knights are now Mages type, give Siege Progress
  • Nibenese Battlemages now give Siege Progress
  • Oreyn's Reclamation of Woodhearth now uses the Depose CB which means, King Faume loses all its titles upon his defeat and Oreyn becomes King instead of Erasmo.
  • War of Lillandril Succession has been tweaked: the wars against the claimant brother now uses the Depose CB
  • Adjusted High Rock/Skyrim border to be more in line with Anthology
  • Valkygg is now a castle, Labyrinthian a temple making a Dragon Cult player capital there viable
  • Slightly darkened military order map color to not be the same as theocracy
  • Female Altmer now have Altmer clothing patterns for their placeholder steppe clothes

Fixes:

  • Most if not all missing faith localization should be fixed now
  • Fixed the religious hostility bug where newly created faiths were at 100 hostility with every other faith.
  • Fixed academy holding being ignored/considered empty for hold court events
  • Nerevar patron now properly function
  • Lich is now a Sin to the Sanctity of Life tenet
  • Updated Birth Sign traits and game concepts to not reference in-game abilities that do not exist in EK2
  • Orphans adopted from orphanages are no longer being castrated
  • AI should now be less eager to build a million Orphanages
  • Orphanages can now only be built once per county
  • Fixed Imperial Legacy tradition having a faulty trigger
  • Fixed many child characters having way too many traits
  • "Secure the Heartlands" decision now shows when holding the kingdom title, not when fully controlling it
  • Culture Emergence event blocked for dead cultures
  • Fixed "Far From Home" event generating dead culture characters
  • Royal Court adoption event blocked for Dremora
  • Fixed inconsistencies with the Two-Moons pantheon
  • Fixed Two-Moons having way too many sins and virtues
  • Missing description for Lorkhaj patron added
  • Cyrodiilic Hero event for Attrebus should now fire correctly
  • Blocked unnaturally long lived characters from having families generated by the Generate Families game rule (no more family for Mannimarco)
  • Educator's culture can now enable Magic Education
  • Prevented government types that don't need dynastic heirs from adopting
  • Several faiths that said they had a HoF but that wasn't formable, are now formable
  • Bandit, Goblin and Undead Faction demands now properly target the top liege
  • Abomination Cleansing is now usable only Known Vampires and Known Lycans in addition to Necromancers/Undead. It used to be available for any type of the above, Secret or Public
  • Fixed the complexions shader (vanilla bug)
  • Extract Tribute CB now pays the Attacker instead of the reverse
  • Fixed some provinces having the wrong holding
  • Fixed some provinces having the wrong terrain_type
  • Various missing trigger localization fixed, like "must_lead_army" for certain spells
  • Various minor bugfixes, spelling mistakes

Version: 0.10.3 "Manifest Metaphors" (30/Dec/2022)

Fixes:

  • Goblin, Bandit and Undead Crisis Factions now only target top level liege.
  • Crisis Factions can no longer spawn in the player capital (preventing game overs).
  • Bandit Factions actually push their demands.
  • Fixed Crisis Faction spam.

Version: 0.10.2 "Manifest Metaphors" (20/Dec/2022)

New:

  • New possible targets for the hunting decision, among them Grahls, Haj Mota, Dunerippers and many more
  • Added missing nicknames to lore characters

Changes:

  • Keizaal Decision is now visible to non-Nords, so that players who are dragon cult know that they need to have the correct heritage to do the decision
  • Daedric Champion Event no longer forces conversion
  • A new Daedric Champion conversion decision lets you convert to your Daedric Lord's faith if you are a Daedric champion
  • De Jure Drift Timer increased to 300 years (down from 100)

Fixes:

  • Fixed various issues with Adoptions
  • Fixed invalid terrain buildings in Black Marsh
  • Fixed various issues with minor crises
  • Various localization fixes
  • Minor history fixes
  • Various minor fixes

Version: 0.10.1 "Manifest Metaphors" (17/Dec/2022)

New:

  • Added facial hair based off the Shogunate Mod

Changes:

  • Added localization for Birth Signs in birth events
  • A stewardship culture event was blocked for Dead Cultures

Fixes:

  • Fixes CTD when launching with different languages.
  • Fixed Maormer not getting lifespan traits.
  • Removed Errorhoof from Ruler Designer.
  • Fixed a child ruler messing up the Ruler Designer window.
  • Fixed Solitude not being farmland terrain type.
  • Fixed Mara not being a patron for the Elven/Auri-El pantheon.
  • Fixed Riddle-Thar Faith not using the Khajiit patron icons
  • Fixed Redguards not having the right holding models.
  • Recently landed rulers now have the right Obligation Set.
  • Fixed Desert Ribat tradition, removed reference to vanilla MaA we didn't port over.
  • Missing God doctrine localization adjusted.
  • Fix for Good and Bad Daedra pantheons requiring specific Tenets.
  • Various minor fixes.

Version: 0.10 "Manifest Metaphors" (16/Dec/2022)

New:

  • Reduced the startup error.log from ~2700 errors to ~0. (Yes, zero.)
  • Old Life and New Life Festival are upon us!
  • Many new Flavor Events relating to the Tamrielic wintry holidays
  • Spreading holiday cheer with events relating to holidays all across Tamriel up to Sun's Height (more holidays to come in future updates)
  • Added many new Flavor Events.
  • Added Adoption!
  • Worried about not having suitable heirs?* Worry no more! You can now build orphanages and adopt a little bundle of love! *restrictions may apply
  • Terrain of Anequina/Northern Elsweyr has seen a major rework
  • Khajiit have received custom 3D Army Models
  • Added Special Building: Moon Gate of Anequina
  • Added many new Coat of Arms, both for titles and dynasties, made by both the team and via community contributions.
  • Added a decision as an Ayleid cultured king of Bravil to move capital to Nenalata. Including Event Line.
  • Added a decision to allow custom rulers to become pirate government if they hold a pirate title or pirate trait for the first year.
  • Added a decision for a ruler with Pirate Government to stop being a pirate.
  • Added a decision to return d_necrom to the Alma Rula if not held by the Tribunal Temple title, but the current holder is of the faith.
  • Added Arcana attribute selection in Ruler Designer.
  • Added ~250 icons for various custom faith options.
  • Added an icon for Battlemage trait.
  • Added Heater shield CoA frames from Patrum Scuta for Feudal Government.
  • Added various missing patron and patron trait icons.
  • Distributed new Tenets Art from 1.8.0 update across EK2 Tenets.
  • Added Generic Staff model, used both for court displays and in duels!
  • The Staff of the Everscamp found its way into EK2, careful with that one!
  • Added the Aspect of Shadows for Monolatric Faiths.
  • Added many missing artifact descriptions.
  • Added two new types of pets: Parrots and Scorpions.

Changes:

  • Some spells have received tiered versions, with magicka cost and magic effect scaling accordingly.
  • The spells are: Summon Daedric Army, Raise Dead, Transmute and Calm. More will probably follow.
  • Lifespan Health Penalty system reworked, characters won't live as long as before.
  • Added Maormer heritage and Amaraldani culture.
  • Maormeri is now its own heritage
  • Maormer has been removed from Tamriel, serves as the placeholder Maormer culture of Pyandonea
  • Maormer culture is considered dead
  • Maormer culture now has Isolationist, Fervent Temple Builders, Philosopher Culture, and Zealous people
  • Added the Amaraldani culture in Tamriel
  • Former Maormer characters and counties are now Amaraldani
  • Amaraldani culture is Bellicose and has Isolationist, Quarrelsome, Seafaring, Practiced Pirates, and Zealous people
  • Reworked Exalted Heroism
  • The tenet now makes you a Saint when you reach max level of Fame and Devotion Becoming a Saint also allows you to change a virtue or sin of your faith
  • Government tweaks and UI
  • Feudal government shows who can join the Council in the Council window
  • Autocracy shows the vassal power share in the Realm Window
  • Hierocracy shows the faith land share in the Realm Window
  • Vassal power is only taken into account when determining the total vassal power share if they: aren't friends with the liege, aren't allied with the liege, don't have a truce with the liege, aren't the subject of a strong hook from the liege, aren't imprisoned
  • Nerfed the mages, buffed dragons .
  • Mages stack size is now 50, was 100
  • Witch Knights (Reach-specific mages) stack size is now 25, was 50
  • Dragons now have a Siege value of 1, and are always effective (don't downscale like other siege weapons)
  • Non-AI characters that are part of Pacifist faiths can now raid, at a piety cost.
  • Vassal contracts can now be modified after 20 years.
  • Removed Divine Command from title revocation, added a tooltip for low Crown Authority tyranny.
  • Duel for Title is now locked behind Honor-Bound or Quarrelsome.
  • Arcane Blood now has a fairly high chance of giving new kids good arcana traits.
  • The Draft the Tsaesci Act and End Akaviri Rule have clearer requirements.
  • Crown of Verity tweaks
  • being found worthy by the crown of verity now gives a strong claim on Eastern Skyrim or Skyrim (depending which one exists)
  • being found worthy now add 80 score points to elections
  • Added some missing Monolatric aspects.
  • One can become a Saint when converting/creating a faith when at already the max level of fame and devotion.
  • Removed clothing toggle in ruler designer. (this has caused issues which weren't fixable)
  • Greater Orsinium now requires >= 4 Kingdom Titles.
  • Worm Cult now has a Temporal Clergy.
  • Added a tooltip to explain why some faiths don't have patrons.
  • Added a tooltip to the convert province (culture) task explaining that dead heritages are screwed.
  • Made it more clearer when children can and cannot receive magical education.
  • Amulet of Kings Artifact now has a proper icon.
  • Added a decision to test whether your character can wear the Amulet of Kings or not (spoiler: eh).
  • Added a missing local culture creation decision for East Ghost.
  • Tweaked Academy Building modifiers.
  • Marriage outside heritage happens a lot less for isolationists now.
  • Imperial/Nedic/Nordic/Redguard pantheon rulers how treat each other's pantheon has effectively their own.
  • No more 'of Cyrodiil' at game start. Members of a House of said dynasty may however reclaim the name via decision
  • Revised most High Rock Title CoAs

Fixes: (Note, not all fixes from the grand error cleaning are listed here)

  • Fixed a bug that could lead to error.log spam (and performance drops) when using the vassal contract screen
  • Fixed the Tsaesence name-biting ritual not giving the correct traits
  • The 'Whale' Patron of the Atmoran faith now mentions the higher chance of getting captives.
  • Fixed some traits not correctly giving Arcana.
  • Fixed Blood price event not extracting the blood price correctly.
  • Fixed Pillage Dynasty Legacy not being available.
  • Fixed Head of Faith titles not being creatable.
  • Fixed Daedric Monolatrism doctrine description.
  • Hereditary Hierarchy now correctly changes your government when it's picked or lost.
  • Fixed missing title of the final event of the Rule by Might succession event chain.
  • Fixed Arctur Dralgoner not being a pirate in 450.
  • Fixed mercenary companies larping as feudal rulers.
  • No more patron alert when unnecessary.
  • Fixed the Faiths with a Monolatric deity not getting the proper Monolatric pantheon type.
  • Fixed the Living Law considering adultery cringe when they have Polyamory.
  • Sorcerer-Kings MaA modifier updates correctly now added when you add or remove a tradition.
  • Fixed the Veeskhleel faith not having the Argonian heritage tied to it.
  • Non-tribal counties with a open holding modifier should still get their modifier refreshed (so it can be removed).
  • Holy sites are now properly counted when creating a new HoF.
  • Changing your culture now properly changes your government form.
  • Vassals using their liege to opt out of Tribalism now get the proper government form.
  • "Core" tradition category no longer displays.
  • Fixed imperial legacy being available to non-imperial cultures.
  • Mastery over Undeath now tells you you can become a Lich.
  • Accepted (Necromancy) now tells you you can become a Necromancer + says that Necromancers are accepted.
  • Fixed a broken localization in the Aspect of Attraction.
  • Removed references to Bacchus and Epicurus in RC events.
  • Removed real life references in lover events.
  • Removed Desert Plantations from Jungle and Valenwood terrain.
  • Fixed Vaermina faith missing virtue.
  • Forming Tamriel won't make all your vassals independent anymore.
  • Various magic related exploits fixed.
  • Various Localization Fixes
  • Various Locator Fixes
  • Various Adjacency Fixes
  • Many more fixes

Version: 0.9.3 Update (20/Nov/2022)

New:

  • Better Arcana tooltip.
  • Now shows the magic lifestyle perks of a character
  • Ruler Designer Tweaks
  • Added a toggle for natural lighting.
  • Added a toggle for clothes.
  • Khajiit patterns are now active.
  • Added Khajiit ear tufts and fur pattern customization.
  • Unlocked Bust size, aging, forehead wrinkles, other wrinkles
  • Added scrollbox for beard and hair genes.
  • Fixed Characters appearing bald.
  • Under Skar now has a Special Building attached to it.
  • Added Special Building of Mala Tor, easternmost outpost of the Imperatum Saliache.
  • Added a decision to become a Necromancer.
  • Added a decision to become a Lich.
  • Added a decision to convert to Dragon Cult.
  • Added a decision for Old Orsinium to become capital of newly formed one.
  • A certain Khajiit has more cryptic messages to tell.
  • Added some new events.
  • Added an important Lore artifact. Have fun finding a certain holy bow.
  • Added an important Lore artifact. Have fun finding a certain holy shield.
  • Added an important Lore artifact. Have fun finding a certain grumpy guy's axe.
  • The Mane's Palanquin has received a unique 3D asset.
  • New Birth Sign trait icons, which make them more distinguishable
  • Armored Legionaries have received an Illustration
  • Added various missing patron and patron trait icons.
  • Added a Icon for Praxis Secondary Stat
  • Added a new important character description for Camilla Pardus
  • If the game played in other languages, the mod now displays EK2 content in English, instead of weird code stuff.

Fixes & Tweaks:

  • Fixed Greater Orsinium Decision
  • Fixed Old Orsinium ruins requirements
  • Newborn Children now get base Arcana
  • Spellbook Interaction was locked to diplomatic range
  • Inflict Wounds spell was further nerfed
  • Fixed Rot not being cured by Cure Disease Spell
  • Raise Dead Spell now unlocked by Necromancer Trait
  • Argonian Month names now only appear for Jel Speakers (vs all Argonians)
  • Fixed multiple MaA related bugs (which caused error.log clogging)
  • Orc Marauder MaA is now more expensive
  • Mages are now countered by Archers
  • Orcish Forge-wife Court Position Knight Effectiveness Modifier nerfed
  • Fixed Lifespan Trait Descriptions + Game Concept
  • Fixed Tier 3 Dunmer Unit having the wrong texture
  • Fixed some forest buildings being available in the icy tundra terrain
  • Fixed Yokuda being required for the Empire of Tamriel Decision
  • Fixed Sanguine Mysteries not having any/Sanguine Cult having too many Holy Sites
  • Magic Lifestyle Perk Alert now actually shows up
  • Rada al-Saran and Harkon are now historical rivals
  • Tweaked Mannimarco's Lifespan Trait
  • Fixed Woodborne Dynasty being absent from Wayrest History
  • Fixed Leyawiin Chapel being in the wrong barony
  • Fixed Four-Quarry province being isolated (now connects with a river-crossing)
  • 'Nomadic' Cultures are now referred to as 'Migratory'
  • Removed access to Dragonblood legacy for Dragonborns. Y'all couldn't behave. (to be added again later)
  • Tweaked non-native culture localization during Diverging to avoid confusion
  • Various Localization Fixes
  • Various Locator Fixes

Version: 0.9.2 Hotfix (14/Nov/2022)

New:

  • Ruler Designer reworked.
  • You now start in a prison, like in every good TES game.
  • Preventing invalid culture selection in ruler designer. Ethnicity and Culture must now match during creation. You can culture convert after game start using the 'convert to local culture' decision. Fixed the decision sometimes not being available.
  • Valenwood Culture Rework.
  • Bosmer have received two new cultures, the Silvenari and Etarani. The former representing sagacious Bosmer around Silvenar, and the latter being the self proclaimed 'children of the king'. Both tend to be mostly Autocratic.
  • Added a Green Lady to the Silvenar
  • Garlas Agea now has a Special Building attached to it.
  • Cloudruler Temple now has a Special Building attached to it.
  • Khajiit Furstock Trait icons have been altered
  • Veeskhleel faith has received an icon
  • Added a new important character description for two historic Alma Rulas (Dunmer Popes)
  • Ilniviri/Tsaesci now have custom clothing, based on assets from the Shogunate Mod (much love <3)
  • Pirate Title Variety, yarrr

Fixes:

  • Tsaescence
  • Rewrote the Consume interaction to require a doctrine parameter rather than the entire "Tsaescence" Tenet AND knowledge of the Tsaesci language. The interaction will show if your faith has the Tsaescence Tenet but will be unavailable unless your character knows Tsaesci
  • Added a tooltip explaining said functioning of the "Consume" Interaction, and how it makes your Tsaescence level increase
  • Vassal contracts can now be modified after 20 years
  • Removed Divine Command from title revocation, added a tooltip for low CA tyranny
  • Hereditary Hierarchy changes your government when it's picked or lost
  • Added a title to the final event of the Rule by Might succession event chain
  • Duel for Title is now locked behind Honor-Bound or Quarrelsome
  • Arcane Blood now has a fairly high chance of giving new kids good arcana traits
  • The Draft the Tsaesci Act and End Akaviri Rule have clearer requirements
  • Aldruhn is now a tribe
  • Adjusted Daedric armor buffs
  • Adjusted Cyrodiilic Namelists
  • Adjusted eye sizes for some human ethnicities
  • Adjusted Crown of Verity shape to better fit heads
  • Adjusted color variety of imperial cloaks
  • Adjusted Icarian Flight Event
  • Adjusted frequency of the Naked Nord event
  • Adjusted Chukka-Sei Decision
  • Now everyone can refuse wedding feasts, not just shy characters
  • Vaermina's wrath can now be appeased
  • Fixed godlike health modifier being eternal
  • Fixed goblins being racist towards other goblins in an event
  • Fixed shadowkey not being destroyed properly
  • Fixed Cure disease not curing ticklebritch
  • Fixed alert when a new magic perk is available
  • Fixed Goblin Crisis Faction icon not appearing
  • Fixed Bandit Crisis Faction not having an icon
  • Fixed Kothringi not being seafaring
  • Fixed MaA Art of Daedric troops not appearing
  • Fixed Falmer and Dwemer not having hair
  • Fixed Altmer commoner clothes not appearing in barbershop
  • Fixed no explanation being given on why followers of Hist religions can't feudalize
  • Fixed EK2 only displaying localization keys for German translation (will now display English mod content, German game content)
  • Fixed Customization Points bar in Ruler Designer not functioning properly
  • Building Cost of the White Gold Tower special building was upped
  • Aedric Sect now worships Shezzar
  • Changed the capital of Murkwater to Loriasel
  • Added some Dwemer idolatry icons
  • Added Icon for the Crown of Verity Artifact
  • Chapel of Zenithar in Leyawiin (and Dibellaseum in Gideon) now have CoA
  • Ordinator Order of War and Pale Watch now have CoA
  • Fixed various adjacencies (bridges, straits)
  • Various localization fixes
  • Various other tweaks

Version: 0.9.1 Hotfix (13/Nov/2022)

New:

  • Creating the Empire of Tamriel now starts 3E
  • Khajiit Patron Trait Icons have been added
  • Secret/Exposed Daedric Worshiper Trait Icons have been added
  • Jahlasri the lone Maormer has left the court of Velehk Sain to found her own group of pirates south of Summerset (Maormer no longer 'dead', playable pirate ruler at game-start)
  • Reworked Exalted Heroism, the tenet now makes you a Saint when you reach max level of Fame and Devotion. Becoming a Saint also allows you to change a virtue or sin of your faith
  • Renamed the "Mane" dynasty to "of Twin-Moons" according to a developer consensus
  • Removed "at-" dynastic prefix from "Phyllocid" dynasty. It was redundant with the "-id" ending in that name
  • k_vulkhel now known as "Iluvamir" to Elves
  • MaA AI weights, The AI has now received weights so that it recruits troops based on cultural leanings and availability of special troops.
  • New Court Mage position desc
  • Added a new historical description for King Falk Skjoralmor (father of bookmark character Hakkvild) and did relevant personality edits to involved characters.
  • Edited multiple characters' traits to match their written personalities
  • Random Reachfolk dynasties received CoA and motto (Black-Moon)
  • Non-AI characters that are part of Pacifist faiths can now raid, at a piety cost
  • Head of Faith titles should now be creatable

Fixes:

  • Dozens of Localization Fixes
  • The Imperial City Special Buildings have been nerfed
  • The Crown of Verity worthiness modifier is now permanent (instead of just 1 year)
  • Characters can now become saints
  • Fixed the Longboat Innovation (the 'custom' innovation that popped up)
  • Fixed multiple bridges/straits to work as intended
  • Fixed multiple locators (so troops don't warp around the world)
  • Fixed Lifespan assignment for generated Dwemer and Falmer
  • Fixed March East/West Decisions for Colovia/Nibenay and West/East Skyrim to work as intended
  • Fixed creation requirements for the Empire of Tamriel
  • Fixed display of dates in memory GUI
  • Fixed some wrongly displayed faiths, cultures on Bookmark screens
  • Fixed some bookmark texts being cut off
  • Fixed Helstrom being duplicate Holy Site for Hist
  • Fixed the Loremaster court position trigger not having itself defined in it
  • Fixed FP1 Pillage Legacy not being available (requires FP1 to use)
  • Daedric Monolatrism doctrine description not broken anymore
  • Removed unimplemented ritual of the gifts description from Tenet
  • Fixed Breton Hedge Knights not having a counter
  • Placeholder Wasteland north of Solstheim removed
  • Infinite Khajiit Tail Fix

Version: 0.9.0 "Dawn" Update (11/Nov/2022)

  • A highly detailed map of Tamriel at roughly 2/3 the size of the vanilla map.
  • All 10 playable races from the main games + more, like Tsaesci, Lilmothiit, Goblins, Kothringi...
  • Custom Feature: Magic
  • Custom Feature: Vampires
  • Culture: Nativity Zones
  • Religion: Pantheons and Patrons, Dynamic Holy Sites
  • War: Might makes Right
  • New Governments: Autocracy, Pirates, Altmer Ceremoniarchy, Mane Hierocracy, Academy (Unplayable), Military Order (Unplayable)
  • Succession Type: Nordic Moot Elective
  • Traits: Birthsigns
  • Traits/Appearance: Khajiit Furstock and Moonphases
  • and much more