Crusader Kings III

Crusader Kings III

Elder Kings: Better Alchemy
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Update: 7 Dec, 2022 @ 8:07pm

Couldn't sleep. Decided to set up a Prowess Potion. Simple as that.

Update: 7 Dec, 2022 @ 8:20am

This update is partially Save Game Compatible. You just won't have access to what is now Mastered Potions. This means a loss of mechanics related to Mastered Potions, meaning no way around Maimed/Disfigured and Blind Debuff reduction. You also won't get access to the new modifiers added to this update, as they require having the new innovation, but otherwise everything should work. I even used the freed up Journeyman Alchemy, previously Expert Alchemy, to add in Stress Reduction so that I could add in a chance of becoming a Skooma Drinker because that's one thing I've wanted to do as soon as I added events to this mod.

Update: 5 Dec, 2022 @ 11:02am

Added some localization I forgot to add to the previous update. And now for the better news. It is now possible to heal 5 traits and reduce the debuff from a 6th. The 3 wounded traits can now be healed if you have Expert Potions. Maimed and Disfigured can now be healed if you have Mastered Potions, however not fully, thus leaving behind scars, meaning you'll gain the scarred trait if you don't already have it. And finally, you can mitigate the Blind trait, thus cutting its debuff in half.

Update: 5 Dec, 2022 @ 10:19am

It is now possible to increase your lifespan with potions. This however is a permanent modifier. Which means once you have it, there's no replacing it nor can you upgrade it. This is a Journeyman version of Health potions, meaning it can be accessed early by having the Gardener trait.

Update: 29 Nov, 2022 @ 8:39am

Fixed 2 instances of broken localization. The better potions now check how much cash you have. So the AI is no longer at threat of collapsing their economies. Having the Gardener Trait while also having Journeyman Alchemy will now allow you to refund some of the cost of the decision.

Update: 29 Nov, 2022 @ 6:45am

Big update today. Good thing I delayed it because I was originally going to ship this update without Stewardship and Learning Potions because I didn't have names to work with for them. Anyway, this update adds *5* new sets of modifiers. For a total of 20. Each potion provides +1 x Level of Potion, which includes a Negate stat reduction of equal value, giving a maximum potential bonus of +*8*. That however is with Mastered Alchemy. I have added 7 more events, 5 to handle the new modifiers, 1 which I will expand for more uses when I next update this mod (it's the 'hub' event), and 1 which lets you choose the stat bonus you want. It's possible to gain access to Stat Boosters early by being a Gardener, in the future, I'll set up synergy with Witch/Occultist and Herbalist, but for now it'll just be Gardener.

Update: 26 Nov, 2022 @ 7:36pm

Implemented several changes to the prototype, instead of being tied to cash reserves, the options on the prototype event are now tied to innovation, which I already was going to do, however, now I don't have anything in store to prevent the ai killing their reserves. Which will only get worse when I start to code for interaction with traits.

Update: 21 Nov, 2022 @ 3:39pm