Jump to content

[mod] [ck2] True Immortal Cultivation


Gildoniel

Recommended Posts

Posted
12 hours ago, morat136 said:

Hi, it's me, the guy who was complaining about concubines.

 

Anyway, I'd like to point out another exploit. Once you reach True Immortal... you can basically guarantee kill anyone on the map, ignoring diplomatic range, with no opinion penalty to anyone and no blame for the kill, for like 5k-6k Qi (about 10% the cost of just imprisoning them). Grant Age should probably piss someone off, you shouldn't be able to just turn a 10 year old into a 60 year old with no consequences. 

 

Oh, here's an idea: what if instead of "Grant Age" and "Grant Youth" being just mirrored actions with no consequence or side effect, what if you had Grant Youth or Drain Youth, and draining their youth could actually give you Qi, but was an explicitly hostile action that would make the target and their family hate you. You could even go full on Demonic Cultivator, committing human sacrifice to drain their lifeforce, invading other nations specifically to take prisoners for sacrifice en masse as a more efficient way to generate ki than the same amount of time spent in the cave, but at the cost of pissing off your neighbors in ways that might be hard to deal with later. It could even be something that unlocks earlier on, at least to a limited degree, so that it could be used as a sort of desperation play. You know, for the classic Cultivator problem of desperately trying to extend your life just that little bit longer so that you can achieve immortality and live forever. 

 

I mean, that's just one idea off the top of my head. I realize it's alpha, and anything as complicated as that would take a long time to implement, I just wanted you to be aware of how easily exploitable the current system is.

The problem is basically: You are the only cultivator around. Intention is to have several Immortals (and Gods) around the world (at various stages) who can and will become hostile if you abuse your powers (too much) against mortals (who cannot do anything about it).

 

I think something like a "threat" meter could work. Like when you accumulate "threat" for conquering everything fast. If you use Time/Space or powers in general (as there will be many more), you "stir up" things and if you do that often/all the time, it will be noticed, not by the poor dude you made 110 years old in the blink of an eye, but by the Immoral residing in his backyard, who likes the garden and the lake the ruler prepared for him to stay in.

 

So you lord over time and space - which is intended. It has no consequences (now) because they (the mortals) have no idea that it is YOU doing the deed - they are out of diplo range and you sit in your immortal cave, doing morally questionable or outright evil stuff.

 

So, if you got the attention of others and they take action against you, things will potentially get more interesting, because your powers do not work against them (no space prison on anyone above Great Perfection Stage). Making them old is moot - because ... they are Immortals as well. So wars could happen, where Immortals hanging around the offended countries will take action against you - countering stuff you do, while several countries band together and start a "Super Scale Holy War" against you.

 

For this to work, I need to implement something that motivates rulers to send their kids to Immortal Mountain, and for them to STAY THERE! As cultivation takes a long time, people leave the sect (as they rise the ranks slowly - which is bad for the AI) and seldom gain cultivation stages beyond nascent soul. I somehow need to change the AI rationale there (no idea how at the moment).

 

I will spawn/seed a few immortals, taking on other ruler's children as disciples (making them pass tribulations easier - like your own apprentices). This should help as well. And then give them (as well as you) a way to notice stuff happening (when someone uses powers) and handle that similar to "threat".

 

I am open for suggestions here - as this will also be very relevant in the CK3 version as well.

 

Ideas for CK3 and also CK2:
- Buildings for Cultivation (Immortal Caves), Immortal Herb Gardens, Sacred Springs and the like. (which enables you to leave Immortal Mountain and do your own thing)

- Evil Cultivation stuff - like Sacrifices and draining life etc.

- "Non Interference" policy with mortals (see above) and consequences if you are too "blatant"

- Option for Guardians seeking Immortal Masters to teach their wards (so this gives prestige or whatever - so they stick to it)

Posted

continuation of the previous post:

 

Immortal Mountain and the cultivation system presented in v0.0.5 is "minimal".

There are plans to extend the "Root Awakening"/"Root Improvement" to give useful quests / event chains to get your own root improved.

Basically the Qi gains in this version due to "divine grade" roots being achievable rather easily (with a few tries over a few years) in combination with "top-tier" Immortal Caves being available from the start makes cultivation super easy. Which is "OK" for now, as you are the only "cultivator dynasty" - but on the long run, this will come with research, specialized buildings and most important:

The introduction of Dao Manuals and Techniques - with different grades (usually) limiting the progress, as you need techniques for every major stage, which have severe diminishing returns on higher stages (as they are simply not meant for that).

 

This will also open up potential for research and Sects / Dynasties having a "good cultivation technique", will be ahead of others. And will also be the limiting factor for the stages in the dynasty/sect.

 

So: On the long run, this whole thing is intended to be much more diverse and interesting, with abilities to build your own sect, build up a cultivator dynasty, or stay rogue cultivator etc.

Also the ability to develop own "Dao Techniques" (giving you abilities and means in combat and out of combat) in a "modular way" - so you can choose what to take and stuff together and the engine/framework gives it values in the end.

Also cultivation techniques and elemental affinities are planned - the ability to research and improve techniques, or steal them from others (only to notice that you only got half later on and this turns people into degenerates).

 

There is still much to do ;)

The journey has only just begun!

 

Posted

I just released v0.0.6 with a Hotfix:

- Some illnesses can give you a "bedridden" state, which was not cleared properly. Now the "sick_incapable" trait as well as the illness modifiers are removed.

- Characters already suffering from these problems will be fixed automatically.

Posted

Since the mod is on the theme of xianxia why not create four families with the bloodlines of the dragon, the phenix (vermilion bird), the black turtle and the white tiger. Each bloodline could give a boost. For example that of the dragon would have a boost of +5 in martial (for fire). Each lineage would give a higher chance of unblocking good spiritual roots.
For the bloodline of the dragon there might even be a trait like the awakened bloodline that would give a dragon appearance (like the half-dragons of the Faerun mod).

Posted

I'd like to report an exploit in the reincarnation system. It looks like your reincarnated self has *Base* stats equal to your previous *Total* stats. For example, if you have the genius trait, your martial skill might be 10 base and 15 total because of the +5. 

 

So if you reincarnate, then choose to become an adult, then reincarnate again, and so on, you'll increase your stats by all bonuses from all traits every time.

 

I've also noticed that reincarnation is dropping what seems to be all traits from other mods.

Posted
15 hours ago, morat136 said:

I'd like to report an exploit in the reincarnation system. It looks like your reincarnated self has *Base* stats equal to your previous *Total* stats. For example, if you have the genius trait, your martial skill might be 10 base and 15 total because of the +5. 

 

So if you reincarnate, then choose to become an adult, then reincarnate again, and so on, you'll increase your stats by all bonuses from all traits every time.

 

I've also noticed that reincarnation is dropping what seems to be all traits from other mods.

For now, there are the mods listed in the "Compatible" List. Their traits are carried over. Every trait needs to be checked for and if it exists, it is copied to the new child. Meaning, if I don't know the mod I can't copy the trait. So in order to do this I need to expand the compatible mod list (and integrate the traits added by other mods).

 

I am aware, that *base* and *total* stats are a problem. Problem here is mainly CK2, the game does NOT (to my knowledge after long research) provide a method to access base stats - meaning, I can SET base stats and modify them, but I can NOT query/check them. I can only query/check total stats (as only those should have any relevance in the game). You can SEE the base stats (which is super frustrating for me) but I have no idea how to get them...

 

Alternative - calculate back, subtracting trait bonuses:

As there are dozends if not hundreds of traits (considering extra traits from mods) to check for those in all combinations (as mods also change the stat values) is not feasible. Meaning: I cannot iterate through traits at all (game does not let you), I can check if a trait (I know the name of) is present - and still not knowing if it was modified by another mod - and then reduce the stats that I THINK correct from the base stats to get the correct values - this is not really doable.

 

This problem applies to True Immortals (stage 8 ) at the end of their cultivation. To reach that level you would have average stats at least 50+ (usually more). Reincarnation removes your prestige and piety - but of course you can use the exploit you mentioned to "instantly" max your stats to 100 base (which is the max in the game).

 

I will do the following: As the game does not let me check base stats and as the gains by traits are not really game-breaking compared to the huge numbers you have at that stage anyway, I will disable the "Choose Reincarnation" choice while you are in transformed adult form. Then this exploit will get less tempting, because you lose all the prestige/piety again after 16 years + short reign etc.

 

17 hours ago, helixyos said:

Since the mod is on the theme of xianxia why not create four families with the bloodlines of the dragon, the phenix (vermilion bird), the black turtle and the white tiger. Each bloodline could give a boost. For example that of the dragon would have a boost of +5 in martial (for fire). Each lineage would give a higher chance of unblocking good spiritual roots.
For the bloodline of the dragon there might even be a trait like the awakened bloodline that would give a dragon appearance (like the half-dragons of the Faerun mod).

There are many things to consider the current plan for the CK2 as well as the CK3 version of this mod is currently is outlined here:

As stated in this thread, I will try to get all features stable first and then get into races etc. (the bloodlines you speak of would also fall into that category).

I still like the idea (I also like the idea of adding the Jade Emperor as Offmap Power) - but both will have to wait a bit until the cultivation system is stable and there are Cultivator Dynasties and Sects.

Posted

I just released v0.0.8 (v0.0.7 was skipped - not released here, but all changes are in v0.0.8 anyway).

It contains the mitigations  for the exploit reported by @morat136 as well as a Bugfix for Combat Training (which could let your Qi go negative).

Posted

I just released v0.0.9:
- Minor fixes & code cleanup (using Ck2 Validator for reference)
- Decisions to stay celibate and stop celibacy have been made independent of virgin status - now married members of Immortal Mountain Sect can still toggle celibacy on and off to accumulate more energy and prevent "random" birth.
- Accumulated Dual Cultivation Energy is now displayed on the female Dao Partner (not to be confused with "Accumulated Life Qi"). Accumulated Dual Cultivation Energy is (and has always been) energy, accumulated in the female partner until she births a child (which resets the counter). This patch makes this energy visible.

Posted

I've noticed something that I don't think is working right with the Divine Blood trait. When building a family tree that's basically a straight line, children tend to be born with the inbred and lunatic traits. The inbred trait is replaced by Divine Blood, but the increased chance for lunatic persists, which seems to go against the intended function of Divine Blood removing inbreeding penalties.

Posted
7 hours ago, morat136 said:

I've noticed something that I don't think is working right with the Divine Blood trait. When building a family tree that's basically a straight line, children tend to be born with the inbred and lunatic traits. The inbred trait is replaced by Divine Blood, but the increased chance for lunatic persists, which seems to go against the intended function of Divine Blood removing inbreeding penalties.

Thanks for the info - I will look into this matter.

Posted

I just released version 0.0.10 as there were problems with young kids killing themselves in tribulations (due to weakening from stacking penalties).

 

Changes in v0.0.10:
- Changed breakthrough pre-requisites: Dao Injuries and Failed Tribulation negative modifiers prevent break-through attempts.
- AI will not recklessly attempt a breakthrough - breakthrough attempts, even when not dangerous, are 10% from before as long as the AI does not have at least average confidence.

Posted
17 hours ago, morat136 said:

I've noticed something that I don't think is working right with the Divine Blood trait. When building a family tree that's basically a straight line, children tend to be born with the inbred and lunatic traits. The inbred trait is replaced by Divine Blood, but the increased chance for lunatic persists, which seems to go against the intended function of Divine Blood removing inbreeding penalties.

I patched the mod and released v0.0.11.

 

Changes in v0.0.11:
- Lunatic trait is removed as True Immortal - as negative trait (as it is connected to inbred)
- Lunatic is also removed for decedents with divine bloodline (as inbred is converted to divine blood - so this makes sense to remove lunatic here as well)

Posted
4 hours ago, Deemac805 said:

Could you make it so Dao companionship work for futanari characters asking another female. 

Sure. I'll add that in one of the next releases. Need to check how the futanari are defined exactly in DWR/LF/Cheri mods.

Posted

@Zexreyne:

I used the Cheri Portraits for the screenshots:

 

You will have to activate the assignment of portraits in the Game Rules as well as in the decisions window (Assign Cheri Portraits) (should you have set the assignment to "manual").

Read the documentation of the Cheri Portraits mod for more details.

  • 1 month later...
Posted

Please never abandon this mod. Out of all the CK2 mods that exist, this is the one that cannot be abandoned no matter what.

  • 1 month later...
Posted

It's me, just here to complain. :3

 

My character has the virginity trait and never once really did anything bad, but after joining the sect, I get branded as being lewd for no reason and they kick me out. Like what the fuck?

  • 8 months later...
Posted

This is dead but some day someone might answer. How do I even join the society? It requires one of the traits foundation something, all the other requirements are met

  • 5 months later...
Posted
On 9/1/2021 at 8:58 AM, arkanoiD_ said:

This is dead but some day someone might answer. How do I even join the society? It requires one of the traits foundation something, all the other requirements are met

Just go into the societies panel and join in by showing interest like when you're joining one of the cults. You shouldn't need anything else except on what's stated on the mod page.

  • 5 months later...
Posted

After almost 2 years (with many challenges, including death in the family) I have finally found time (and peace of mind) to have a look at my CK2 mod. My question now is: Should I continue to fix bugs here and develop more content or try to work on a CK3 version?

Posted
7 hours ago, Gildoniel said:

After almost 2 years (with many challenges, including death in the family) I have finally found time (and peace of mind) to have a look at my CK2 mod. My question now is: Should I continue to fix bugs here and develop more content or try to work on a CK3 version?

Looking around and reading the comments on the SteamWorkshop forum for the same mod, I realized that there is basically a Immortal Cultivation mod for CK3 so I will focus on fixing stuff with the CK2 version first.

Posted (edited)
On 7/16/2022 at 2:58 PM, Gildoniel said:

Looking around and reading the comments on the SteamWorkshop forum for the same mod, I realized that there is basically a Immortal Cultivation mod for CK3 so I will focus on fixing stuff with the CK2 version first.

That's great because there isn't one of my current rulers that isn't a cultivator. And sorry for your loss

Edited by arkanoiD_
Posted (edited)
On 7/23/2022 at 6:05 AM, arkanoiD_ said:

That's great because there isn't one of my current rulers that isn't a cultivator. And sorry for your loss

Thank you! ❤️

 

If you want you can try the (latest) pre-release version of the mod: (will be updated regularly - link stays the same)

https://cloud.entwicklung.ws/index.php/s/CyFH2tYW8eyVdt0

Password: CK2

 

Please backup your save games or ideally start a new game (but it SHOULD work with the saves of the old version - I worked hard to make a transition).

Edited by Gildoniel
Mentioned that the link is for the latest versions (there will be updates)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...