Duels and Blademasters Tweaked Vanilla Version
Same as Duels and Blademasters Tweaked + AGOT patch but without the AGOT elements. this stuff is sweet sweet vanilla.
This work is basically fanart of the original, so, dear original author, if you like any of these, feel free to copy paste, or dm me if you dont like this, i’ll probably keep it up anyway, but everyone will know you want nothing to do with it.
Credits:
– "Better duels" for the duels
– "Gain Blademaster XP" for the… exp?
– "Become Blademaster by Winning Duels" i dont know actually
– "Duels and Blademasters" for the inspiration and the fix and the compilation and the update and all that. thanks.
- THIS IS NOT AGOT COMPATIBLE FRIENDS!!! There are two alternative versions for AGOT: Duels and Blademasters AGOT compatch ONLY and Duels and Blademasters Tweaked + AGOT patch.
- Everyone can duel now! Both commanders and knights will no longer just die randomly – instead they will die randomly IN DUELS! Keep in mind, the random events aren’t set to 0, just reduced (approximately 7x less likely, 10x for brave characters)
- Tweaked vanilla battle events, characters are far less likely to get scripted injuries/deaths, this is replaced by DB duels which can result in the loser escaping injured, being captured, getting executed, or dying in combat.***
- BD duel encounters will no longer result in injury if you choose not to engage – this is mostly for the AI, but it also allows players to reject the duel spam.
- Duels actually take location into account. No more duels against commanders 1000 miles away, only captains and commanders *in battle* will be eligible for a duel. This is also true for other factors such as being in prison or incapable. How would you even fight someone in prison anyway?
- Duel cooldown is reduced (5x for knights, 2x for commanders). Now that there’s no risk and you can just reject duels there’s no need for such a long cooldown, especially since knights use the same system.
There is also a "victim cooldown" so the same target isn’t picked several times in a row by different knights. It’s equal to the corresponding cd, 10 days for knights and 30 for commanders.
- Battlefield event cooldown is not what it used to be… literally. It’s 30 days now. Once a month while in battle, the same as the duel CD, hopefully this will not break the balance lol.
- Duel probability is now determined by the character’s properties. Higher prowess means more duels, personality plays a big part, so a calm composed sneaky coward will not have nearly as many opportunities as the brave arrogant fool.
- AI decisions are now (hopefully lol) far more in-character. They take into account character health, wounds, personality*, and certain characteristics such as berserker (will never back down), pregnant (will never fight – why is this even a thing lol), prowess differences**, and some other mechanics(such as characters who are fertile and have no heir being less likely to fight).
- Added option to disable war leaders taking part in duels — this is done through a debug_mode decision, so it should be save compatible, but you obviously need to enable debug. I recommend using ADVCM, but any method will work. Just click the decision ONCE, you can’t miss it. Using it again disables the effect. Haven’t tested this btw.
- Lower chance for berserker trait from ~1/15 to 1/100 (vanilla events are untouched). Also changed the requirements to fit vanilla.
Obviously everything in the parent mod is also included, be it, with small changes for the sake of THE BALANCE.
Serious warning: The balance is always changing to improve the overall player experience. If you have ANY feedback, comment down below and i’ll get to it in 1 business day.
*Obviously the engaging character gets a choice to fight or not, this is based on their personality traits, such as zealous being more likely to attack evil faiths, or if they have human sacrifice tenet, just characters wanting to fight criminals, craven never fighting a stronger opponent, arrogant overestimating themselves, sadists wanting to target wounded, sick, or really weak characters. The opposite is also true for compassionate or just characters being merciful and not engaging wounded enemies, anyone but sadists not wanting to attack their own soulmate or best friends, most characters being less willing to attack friends/lovers, lustful characters being extra unwilling for the latter. There is way more and it makes up hundreds of likes of code, so might impact performance, but I NEED this for my roleplay desires.
**The base value for engagement is a difference in prowess, i think this makes sense as engaging the Mountain, or some blademaster kingsguard takes a lot more courage/sadism/crazy than some 1 prowess old man. Brave characters have a special version of this, which reduces the impact of being outmatched by 2x – as in if you have 10 prowess and he has 20, normally this is 20 reasons not to fight, but brave characters only get 10.
***Here’s the actual logic, in case you’re worried about balance:
Once you win a duel there’s a 10% chance for the loser to die instantly, otherwise a battle would is applied, so the loser is always hurt, followed by a 50% chance to escape or 50% for you to decide what to do with him. You can imprison, execute, or release. The AI will choose based on personality with a weighed chance to imprison rather than release or execute. Expect sadistic lunatics to mostly execute, and relatively normal people to mostly imprison. more likely to release if friends/compassionate etc.
Required DLC:
These DLC should be installed in order to use this item.
Crusader Kings III: Tours & Tournaments
