AGOT: The Long Night+

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Author: Wepo94

Last revision: 17 Jul at 15:08 UTC

File size: 68.78 MB

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Description:
AGOT: The Long Night+

A fork of AGOT: The Long Night (via the 1.19 port, The Long Night Resurrected) that goes far beyond a simple update: a full lore-first rework of the invasion, plus a pile of brand-new systems — wights, the cinematic fall of the Wall, a Night King who leads from the front, fleeing lords, and an entire post-invasion Aftermath where the realm decides the fate of a scoured North.

The Others invade — but this time, the dead stay dead… until they rise again.

Requires only: A Game of Thrones.
Do NOT run together with AGOT: The Long Night (Resurrected) or the original The Long Night — this mod replaces them entirely.

⚠️ Open beta

This is a fresh 1.0. The core invasion loop is tested; the new Aftermath systems are hot off the press and looking for brave testers. Please report anything weird in the comments (with your error.log if possible).

What’s different from the original Long Night?

Wights, not White Walker conversions
  • The Others are now a small elite of White Walkers — high prowess commanders leading an undead horde.
  • Everyone they conquer rises as a wight: a shambling, rotting, temporary corpse. Wights are mindless (no activities, no schemes, no regencies), can’t have children, and all collapse when the Long Night ends.
  • Full undead visuals: rotten ice-blue skin, gore variants, glowing blue eyes, undead idle poses, stripped clothing.
  • A player raised as a wight gets a proper game-over / play-as-heir screen.

The Wall falls

When the dead come for the Night’s Watch, the Wall collapses on screen — full cinematic: animation, camera pan, synced music. The breach is permanent.

A Night King worth fearing
  • The Night King leads his armies in person and can no longer die to a random siege event. He falls in battle, in a duel, or at the executioner’s block — nothing less.
  • Command aura, deeper White Walker bench, buffed undead men-at-arms.
  • Casus belli tier game rule: the dead declare on kingdoms (default) or empires.

Flee South

Landed lords in the path of the dead can abandon their seat and flee south as landless adventurers — with an escort, a war chest and a grudge. Courtiers slip away to southern courts. The brave stay, and fall.

War for the Dawn

Great houses (dynasty splendor 3+) can call the realm to war against the dead. If the Iron Throne stands, the King leads the war himself.

NEW: The Aftermath (beta)
  • Scoured North: the lands of the dead are left in ruins and wilderness.
  • The Question of the North: the Crown must choose — restore the Night’s Watch, or let the Free Folk settle the Gift. Mutually exclusive, permanent consequences.
  • Wildling waves: tribal clans progressively colonize the Wall and the Gifts. The realm becomes "the Giftlands".
  • Sell colonization rights to Essos: gold for the Crown, essosi lords on the eastern coast, furious northern vassals.
  • Return North: refugees who fled the dead can travel the kingsroad home and reclaim their ancestral seat.

Compatibility
  • CK3 1.19.x, AGOT required (only dependency).
  • Overrides several AGOT scripted triggers/effects and the animations file — submods touching the Long Night, the Wall or idle animations may conflict.
  • Start a new game and reset game rules to default.

Credits
  • The original AGOT: The Long Night team — the invasion framework, the Others, the Wall assets this mod builds on.
  • The Long Night (Resurrected) — the working 1.19 port used as the base of this fork.
  • The CK3 AGOT team — the total conversion this all lives in, including the colonization and ruins systems the Aftermath reuses.
  • Elder Kings 2 team — the draugr skin gene and decals, ported as the wight skin.
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A Game of ThronesSteam Workshop