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Also, for those using the Community Library, it would be cool if the deep one artifacts could show up in shipwrecks
And just in case I've also capped it at 40.
Also, out of curiosity, what difficulty are you playing? That's definitely not how high the base motivation should be.
You can get the abyssal tome like other deep one items. So either searching through a sanctum or getting a deep one event can get you one.
However, I've set it to be the rarest deep one item to drop, so the easiest way to get one is to recruit the Fisherman.
If you have the DLC and it's telling you the mod is the wrong version, try unsubbing and resubbing.
I'll work to have this updated either later tonight or tomorrow night. As of now, DO+ should still work fine if you're running the game without the DLC.
Also, you can disable and modify the deep one threat level through the mod's config options in the mod menu, along with the ability for priests and ritualists to naturally spawn. I forgot to mention that.
The overall feeling I get from this mod seems to be that deep ones have some use as a minor aide to the player's strategy but trying to go all-in on them is a bad idea due to how powerful and rampant the dislike for them eventually becomes.
I also noticed the actions rulers who dislike deep ones can do against them are all basically irrelevant except for the cult destroying action which dominates and gets used often. What use is adding 30 menace to the cult if it gets blown up immediately after?
Shadow taking up more VP is a base game issue that's been brought up before in the community. There's not much I can do about that.
Sacrificing rulers who really like deep ones - the passive growth rate beats whatever they can accomplish with a temporary boon and the new ruler might not like deep ones.
Amplifying the dislike of deep ones into hate. I have never seen them sacrifice a ruler who hates deep ones, probably since they destroy deep ones so fast as to deny any opportunity.
Sacrificing population - this reduces the yield of the deep one cult. Consider the average place of 40 pop that needs 300 progress, sacrificing 10 pop to yield 30 progress is usually harmful to the player.
The deep one threat modifier should have a cap. Having the world get 130+ extra motivation from it gets rather annoying and distorts what the ai is doing. The motivation can become so powerful that the alliance will declare war even while it is in the middle of another war.
Priests spread liking for deep ones which is powerful in this mod for growing and hiding a cult and create new cults.
Ritualists can sacrifice population (thus reducing the abyssal city pop gain of having a cult in the first place) to increase cult growth and menace and can sacrifice rulers with an immense preference for/against deep ones to speed up growth, but those who really like them will already grow the cult very fast and this doesn't compare, and those who hate them will exterminate the cult before these guys can do anything.
As of now, no. I have ideas for a couple of others minor deep one gods, but I haven't had a lot of time as of late to do much modding for them.
In the meantime, still love the mod and i abuse the witches to create an easy drowned prophet.