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[CK2] Heroes and Villains - Discontinued 1.1


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About This File

NOTE: In order to make my life easier, this mod has been merged into the Dark World Reborn mod.

 

Dark World Reborn offers a number of Game Rule options, so if you only like the Heroes and Villains stuff, you can turn off most of the other parts.

 

 

The information below is regarding the last stand alone version of Heroes and Villains.

 

About this mod

Heroes and Villains is a stand alone mod for Crusader Kings 2.

It has no DLC requirements, however, if you do have the Reapers Due DLC, then part of the mod will utilize some of its content.

This mod is NOT lore friendly.
 

What's in this mod?

  • Be a hero or villain (this is optional, however a portion of the game play looks for one or the other)
    • Rulers have the ability to identify themselves as a hero or a villain (trait via Decision)
    • Declare a Nemesis (via Targeted Decision - right clicking on the target's portrait)
    • Recruit other heroes or villains like yourself.
      • Requires a Lair or Hall, recruit henchmen (Villains) or sidekicks (Heroes)
      • Due to only having 4 options, and one being a generic villain or hero, it will only list up to 3 named recruit options. Check back after hiring one of the 3 named and another name may then appear.
      • Not every NPC in the game comes via recruitment. A number of them come through random events.
  • New traits
    • Some related to heroes and villains, such as Agile, Mind Control, or Resilience
    • Some related to races, such as symbiotes, demon-kin, or therianthropes
    • And a trio of age cheat traits for those wanting to use the Ruler Designer to build your own ruler
  • Construct special buildings
    • Lairs and Halls for use by any heroes or villains
    • Great Inn - an investment to help your economy - additional game play interactions coming
    • Wizard Tower - additional game play interactions coming
  • Tweak some mod settings via a Decision
    • Why not a game rule? - because that seemed to confuse people, so now it's just a Descision
    • Default: Named NPCs respawn is on, you can turn it off
    • Default: Bestiality is off, you can turn it on
    • Default: Symbiotes/Tentacle-kin is on, you can turn it off
  • Random Events
    • Some related to heroes or villains you may have recruited
    • Others meant to add variety to game play in general
  • Visit the Wizard Tower to shop for potions or artifacts, recruit magic based heroes/villains, or even train to become a mage if your learning is high enough.
  • Potential nicknames for those who are heroic or villainous
  • Spend time with your lover/spouse/consort/concubine
  • Numerous quality of life options such as being able to use a Targeted Decision to remove a custom portrait you don't like, or forbid a target from giving themselves one at all
  • And there is more that isn't listed above.

 

Compatibility

  • Tested and played using Crusader Kings 2, version 3.3.0

I rarely play with mods other than my own, so I don't often know if this mod is fully compatible with another mod or not. Items listed below I've either put some checks in the code to try and account for their presence, or I've heard from others that it's fine. So take this list with a grain of salt.

  • Christianity - no known issues
  • Dark World Fantasy - no known issues
  • Dark World Tentacles - no known issues (after compatibility update from HV 0.7)
  • Stand Alone Physical Traits (SAPT) - zero issues

 

Who's in the mod so far

Note: people listed can be introduced to the game through one of two methods - recruitment (after building the hall or lair), or through events. Some will be eligible to be found through both methods.

Spoiler
  • Harley Quinn
  • Poison Ivy
  • Vulture
  • Batgirl
  • Black Widow
  • Red Robin
  • Spider Gwen
  • Spiderman
  • Venom
  • Two-Six
  • Power Girl
  • Hiccup
  • Astrid
  • The Joker
  • Hela
  • Mister Incredible
  • Elastigirl
  • Violet Parr
  • Dash Parr
  • Syndrome
  • Starfire
  • Raven
  • Scarlet Witch
  • Rogue

 

 

Work in Progress

- work on the Visit the Grand Inn content

- remove the 'Do a Mission' decision event, and instead have Decisions where you can visit the Hall or Lair (dependent on what your ruler is), and in there, you'd be able to do what's currently part of 'Do a Mission' as well as some other potential planned actions.

- Mixed in with the above will be more events for existing npcs and content.

 

Pipe Dreams

- Player start event that allows custom image and trait assignment

 

Change Log

Spoiler

Version 1.1
- Added new spells
- Added new mage training specializations
- Visit the Grand Inn content expanded (more still to be done, but worth a visit or two)
- Added more events
- Fix: Some potions were missing _including_me as part of the target options for those held.

 

Version 1.0
- NOTE: NOT SAVE GAME COMPATIBLE WITH ANY PRIOR VERSIONS
- Updated Lair and Hall so it does not have to be rebuilt if the new ruler is not yet a hero or villain, uses is_active_trigger to gain key bonuses
- Visit the Wizard Tower, where you can go shopping, recruit a magic based Hero or Villain, or learn magic yourself (Mage training first stage only. Specializations incomplete.)
- Hyena-kin can now take a custom portrait if they are exposed
- Updated Mod setting decision to allow additional races that can be disabled (therianthropes and demon-kin)
- Updated Mod setting decision to turn off Wizard Towers
- Moved Raven from a hall recruitment option to a Wizard Tower recruitment (with the potential to be a hero or a villain)
- Added Scarlet Witch in Wizard Tower recruitment, can be hero or villain
- Visit the Grand Inn (Not really recommended, content incomplete for release)

 

Version 0.9.1

- Fix: static portrait gfx file had an error in it that prevented some new custom images from working properly. (Thx Selvs)

 

Version 0.9
- NOTE: NOT SAVE GAME COMPATIBLE WITH ANY PRIOR VERSIONS
- More events
- New artifact
- New decisions
- New NPCs
- Fix - Some localization text associated with the Venom/Spiderman rival battle.

 

Version 0.8.1
- Fix - Hela was missing a trigger check to prevent her from potentially spawning multiple times. (thx TentaclePentacle)
- One new event

 

Version 0.8
- NOTE: NOT SAVE GAME COMPATIBLE WITH ANY PRIOR VERSIONS
- More events
- New NPCs
- New decision for NPCs with custom images, you can right click on their portrait and cycle through image variations if they have more than one
- Fix - an error with Two-Six, Astrid, and Hiccups images (thx Zia)
- Fix - Fixed a localization issue with an event (thx Aasimar)

 

Version 0.7
- New NPCs
- More events

- NPC flag modification for improved Dark World Tentacle compatibility

- New decision for players that allows some mod setting changes. Such as turning off the respawn feature for NPCs.

 

Version 0.6
- Added more events
- Added another option to the Mission decision (tech research - requires learning 10+)
- Added more to the Mind control targeted decision. Bad stuff can now happen. Especially if your target is strong mentally.
- The Go on a Mission decision that is chosen, now includes an event that allows you to repeat it. Removing the need to redo the decision.
- Fix - Added an ai will do check to the Custom Image decision, were if the ai already has one, it won't want another. (thx Cherisong)
- Fix - Noticed that Nicknames weren't appearing as expected on named NPCs, found out I was using an older method, fixed to use recommended method

Version 0.5
- Added a Mind Control targeted decision - no real negatives yet (other than simple failure), so self restraint recommended
- Added more Events
- A few fixes - reducing some Harley event spam, some additional text box overflow (thx Revolver Ocelot.)

Version 0.4
- Villainous Lairs and Heroic Halls have been turned into buildings (Castle, Tribal, Nomad, Family Palace)
- Some new events
- No going on missions if in hiding (fix - thanks palji for reporting it)
- Was missing a handful of images (fix, thx palji)
- Took a stab at improving a decision that may have been getting misused by the ai.
- Adjusted a few text boxes that had text cut off.
- Fixed a recruiting trigger that was not working as intended.
Version 0.3
- It came from outer space! Tentacle-kin reappear, re-imagined.
- New villain, new hero
- New events
- Ability for player to remove custom images via targeted decision on anyone who has one (related to this mod)
Version 0.2
- Updated 'Go on a Mission' decision, finishing the On Patrol (hero) and Extortion (villain) options
- Added some more random events
- Added another construction level to the hall and lairs
- Spend time with your lovers/spouse/consort (should not conflict with DWF)
- Identify a nemesis once a year (makes them count as a foe/rival for game purposes)
Version 0.1
- Initial release

 

 

Special Thanks

- ReMeDy who's work in custom portraits I still use

- Genericlogin for his Christianity mod that got me interested in modding for CK2 in the first place

- ngppgn's work on making a larger event window (original resource: http://www.loverslab.com/topic/74137-bigger-events/)

- lockeslylcrit for going over some approaches to improve compatibility for players

- Lover's Lab for having this environment.
- Paradox for making CK2 so mod friendly and the continued support and content releases.


What's New in Version 1.1

Released

Version 1.1
- Added new spells
- Added new mage training specializations
- Visit the Grand Inn content expanded (more still to be done, but worth a visit or two)
- Added more events
- Fix: Some potions were missing _including_me as part of the target options for those held.

 

Version 1.0
- NOTE: NOT SAVE GAME COMPATIBLE WITH ANY PRIOR VERSIONS
- Updated Lair and Hall so it does not have to be rebuilt if the new ruler is not yet a hero or villain, uses is_active_trigger to gain key bonuses
- Visit the Wizard Tower, where you can go shopping, recruit a magic based Hero or Villain, or learn magic yourself (Mage training first stage only. Specializations incomplete.)
- Hyena-kin can now take a custom portrait if they are exposed
- Updated Mod setting decision to allow additional races that can be disabled (therianthropes and demon-kin)
- Updated Mod setting decision to turn off Wizard Towers if desired
- Moved Raven from a hall recruitment option to a Wizard Tower recruitment (with the potential to be a hero or a villain)
- Added Scarlet Witch in Wizard Tower recruitment, can be hero or villain
- Visit the Grand Inn (Not really recommended, content incomplete for release)

 



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