Crusader Kings III

Crusader Kings III

KGD: Adventurers Nerfs
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Update: 13 Mar @ 4:47am

General:
  • Fixed missing bracket

Update: 13 Mar @ 12:18am

General:
  • Updated to 1.15

Update: 28 Jan @ 11:02pm

Game Rules:
  • Camp Building costs: allows to lower the cost of camp buildings by 25 or 50%. Useful for people who like playing with lower contract gold rewards.
Other:
  • Reverted some of the nerfs to travel options, they should be less painful to use now.
  • Still have no idea how to fix inspirations being given out left right and center. Maybe one day...
  • Minor fixes.

Update: 26 Nov, 2024 @ 7:15am

Game Rules:
  • Adventurers army after landing: added an option to make special soldiers inheritable
  • Gold from Contracts: x2 option changed to x1.5, as x2 was too close to vanilla numbers and there's already a setting for that.
Other:
  • Increased the cost of hiring people from tavern/garrison by 5%
  • Rebalanced Wipe Slate decision a bit.
  • Halved the xp gain multiplier from Travels of %Ruler% artifact.
  • Halved the stress gain reduction from Little Things modifier (that one -50% stress gain modifier)
  • Fixed "right-hand" perk modifier being assigned whenever you change camp purpose (with no checks for the perk itself)

Update: 19 Nov, 2024 @ 1:58am

General:
  • Updated to 1.14.1 (or at least i think i did?)
Other:
  • Reduced the cost of hiring people from tavern/garrison by an additional 20%
  • Stealing from a church now has 6 months long cooldown on success.

Update: 9 Nov, 2024 @ 12:46am

Contracts:
  • Heist Treasury: increment is halved
  • Heist Treasury: stress auto-win option is not longer an auto-win, instead the chance of failure scales up per each use of this option (the first use is still 100% success)*
  • Heist Treasury: max haul is more dependent on target's gold, less on their prestige and piety, unless their prestige/piety level is extremely high.
  • Mug Wealthy Citizenry: minimum and maximum gold per citizen is halved. Note: No changes to how it's calculated.

* - this option in particular was targeted because of how easy it is to stack -100% stress gain. Im not hunting down every single modifier to solve that, especially since some of them are not landless exclusive.

Update: 6 Nov, 2024 @ 4:37am

General:
  • Minor fixes

Update: 6 Nov, 2024 @ 2:38am

General:
  • Updated to 1.14
Game Rules:
  • Provisions from Contracts: reverts changes to provisions gain from contracts.
Camp:
  • Camp Perimeter: Changed a bunch of internal buildings, removed advantage bonus. Should be more of a military building now.
  • Barber's tent: Fixed a bug that nullified the plague res bonus if the building was upgraded. May look a bit ugly.

Update: 23 Oct, 2024 @ 10:53am

Game Rules:
  • Adventurers army after landing: Adventurers Men-At-Arms turn into Special Troops on becoming landed.

Update: 23 Oct, 2024 @ 5:26am

General:
  • Finished updating to 1.13.2