Europa Universalis IV

Europa Universalis IV

Anbennar - A Kobold Submod
 This topic has been pinned, so it's probably important
PenguBoy  [developer] 21 Dec, 2023 @ 1:18pm
Bug Reports
Anything you find goes here.
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Showing 1-15 of 37 comments
JayPG728 22 Dec, 2023 @ 11:02am 
The Wine Kobold culture group doesn't add a kobold majority modifier.
Galadorn 22 Dec, 2023 @ 1:03pm 
Hi, thanks for the cool mod, I have a few small bugs and thoughts to report.
The Mission "Dragon Head Cannons" should probably have a custom tool-tip that says what the different cannon heads do.
The Mission "Experimental Shells" does not grant the artificer estate privilege when completed.
The Mission "A New Capital" highlights "Lower Winebay" area, but the mission requires development in "Lower Bloodwine" area.
The Mission "A Kobold Colony" does not give a decision when completed.
Accepting a culture caused the country to become monstrous.

Anyways thanks for the new Kobold content. That is always welcome :)
PenguBoy  [developer] 24 Dec, 2023 @ 10:41am 
-Added a tooltip for the Cannon modifiers
-Fixed the highlighting on the mission "A New Capital"
-Fixed Artificer Privs not being available when they should be
-Readded the "A Kobold Colony" decision (It seems I accidentally deleted it when updating files)


On the monstrous nation: You are supposed to be monstrous but EU4 is widely inconsistent when it comes to applying modifiers...
The Venailwine Crises never resolves, all I got was a single event asking how to react to the Venail Kobolds, I chose the option that turns all of Venails good to Glass and then nothing happened. Also the Venail region remained the old Kobold culture and never became the Venailwine Kobold culture.
Galadorn 25 Dec, 2023 @ 4:39am 
Hi as always thanks for the cool mod, I'm back again with a few bugs and thoughts.

The decision to "Browse the slave markets does not trigger an event.
The decision to "Browse the Slave Markets has its name misspelled.
The mission rewards tooltip for "Relentless Push West" does not show any effects for "Secured the West" modifier.
The event "Explore the Caves!" triggered by the mission "Digging Operations" has localisation problems. All three modifiers given by the event have no name, and the third option has the same name as the first.
The mission "Caves fit for a Hoard" has a trigger for the event "Explore the Caves!" in its rewards the same as the previous mission.
"Caves fit for a Hoard" also feels kinda pointless. It should probably not be completable until the modifier from the previous mission has run out, and maybe require a fort and/or ramparts and/or "The Great Wine Hoard" at level 1 instead of relations with the dwarves. Kobolds are good enough diggers to not need help from the dwarves and would care more about protecting and trapping their hoard.

I'm looking forward to trying out the hoard mechanic and the Venailwine crisis so keep up the good work :)
PenguBoy  [developer] 27 Dec, 2023 @ 8:12am 
These issues should now be resolved unless I missed something.
Overlite 27 Dec, 2023 @ 4:23pm 
the winged kobolds "draconic evolution" modifier text says 'shock damage received -50%', i imagine it should say -5% as the next tier says -10%
Karl König 27 Dec, 2023 @ 5:39pm 
You become monstrous again when you add any other culture as accepted, even if the culture is added through the mission tree bonus.
Last edited by Karl König; 27 Dec, 2023 @ 5:39pm
joss 27 Dec, 2023 @ 8:42pm 
Liking this mod so far. One pretty important bug I noticed is that the unique kobold government reforms (e.x. communal administration at Tier 7 and the loot sharing one in Tier 2) go away once the culture group changes to Wine Kobold rather than Kobold. I think this might also prevent unlocking the custom kobold artificer inventions, but I haven't gotten far enough to test that.

re: karl konig, the quick workaround is to run event monstrous.2 in the console. instant demonsterization.
joss 27 Dec, 2023 @ 8:49pm 
OK, I had previously unlocked the Burrower Arms invention and it no longer works as a Wine Kobold; the tooltip states that the tech requires the culture group to be Kobold.
joss 27 Dec, 2023 @ 9:38pm 
Also, advisors lose their unique kobold portraits.
Karl König 28 Dec, 2023 @ 9:10am 
Originally posted by joss:
re: karl konig, the quick workaround is to run event monstrous.2 in the console. instant demonsterization.
This does remove the negative diplo rep modifier but not the negatvie -100 opinion modifier from being monstrous . Had to spam event monstrous.14 to remove it again.
Franz Libkind 29 Dec, 2023 @ 12:07am 
When accepting a different culture, you become monstrous
PenguBoy  [developer] 29 Dec, 2023 @ 6:34am 
I am still fiddling with the modifiers because EU4 is being difficult. You are supposed to be monstrous.
Chesschamp09 17 Feb, 2024 @ 9:48pm 
sorry, posted this in general cuz iI'm blind.

Hey I found a bug in your anb_mythical_cavalry_modifiers.txt . It is missing some data from the current live Anbennar file version, more specifically all of the Marrhold cav.


if its convenient, this is what I've changed mine to.

####Mounts ##To add a new mount type, you MUST prefix it with: "mythical_cavalry_" #your modifier MUST include "is_hussars_modifier = yes" #to enable the mount you use "enable_mythical_cavalry = { mount = x }" where x is the name of the mount you put in your modifier name. #Example: if your modifier is "mythical_cavalry_drakon" you would use "enable_mythical_cavalry = { mount = drakon }" mythical_cavalry_drakon = { is_hussars_modifier = yes cavalry_shock = 0.75 morale_damage = 0.25 reinforce_speed = -0.25 reinforce_cost_modifier = 0.25 } mythical_cavalry_griffon_knight = { is_hussars_modifier = yes cavalry_power = 0.25 reinforce_speed = -0.25 } mythical_cavalry_steel_griffon = { is_hussars_modifier = yes cavalry_power = 0.35 shock_damage_received = -0.1 shock_damage = 0.1 reinforce_speed = -0.25 } mythical_cavalry_griffon_sky_lancer = { is_hussars_modifier = yes cavalry_power = 0.35 shock_damage_received = -0.1 shock_damage = 0.3 reinforce_speed = -0.25 } mythical_cavalry_wyvern = { is_hussars_modifier = yes cavalry_shock = 0.5 shock_damage = 0.25 morale_damage = 0.2 shock_damage_received = -0.2 cavalry_flanking = 0.5 reinforce_speed = -0.25 global_regiment_cost = 0.5 } mythical_cavalry_zamukaras = { is_hussars_modifier = yes cavalry_shock = 0.3 shock_damage_received = -0.3 reinforce_speed = -0.25 } #from kobolds submod mythical_cavalry_drakehounds = { is_hussars_modifier = yes cavalry_flanking = 2 morale_damage = 0.2 cavalry_shock = 0.25 reinforce_speed = -0.25 } ###Do not touch this in any way mythical_cavalry_enabler = { can_recruit_hussars = yes }
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