Along with the new Zakharan religious group, we've overhauled the rest of the mod's religions - now you can pledge yourself to Tyr as a member of the Triadic faith, worship the sun in Elturel, make dark sacrifices to Thasmudyan in the Ruined Kingdoms, or join the Mercantile faith to make profits in the name of Waukeen. We've also added numerous societies, including several knightly orders, and two societies that are specific to Zakhara. Zakhara is still under development - subsequent versions will have more playable characters and story events for it. Version 0.4.0 added the southern continent of Zakhara, home to a powerful religious orthodoxy and a diverse range of cultures. There's also a tutorial which introduces the new mechanics, and several other new decisions: We have newly-adapted graphics for existing playable species such as yuan-ti and giants, and fresh graphics never before used in CK2 for newly added playable species. Where you'll see the biggest improvements are in game play for humanoid characters, with a full range of classes available, and several custom governments. To that end, the magic system is currently a work in progress, and not all spellcasting classes can use it yet check out the tutorial to see how to use it in its latest form. As of 0.4.5, much of the western and central part of the map is playable starting any time from 1357 to 1496! Beyond that, our changes tend towards quality of life improvements, making the mod more immersive, playable, and stable. For a start, the whole map, except for wild monster territory and one theocratic title, is now playable on any start date from 1360 to 1385. We have made many improvements since our alpha release.
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