Crusader Kings III

Crusader Kings III

KGD: Adventurers Nerfs
Showing 1-10 of 28 entries
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Update: 5 Jun @ 10:29am

General:
  • Updated to 1.16.2.3

Update: 23 May @ 4:53am

Update: 14 May @ 6:27am

General:
  • Updated to 1.16.2

Update: 7 May @ 4:19am

Update: 4 May @ 6:12am

General:
  • Updated to 1.16
Camp:
  • Capped Camp Temperament bonuses that were uncapped in vanilla

Update: 19 Mar @ 10:53pm

General:
  • Resynced some script with vanilla, reduced error log spam

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)