Added several new societies: Art of Agni Kai, The Elder Council, Five-Seven-Fiver, The Enlightened, the Kemurikage Sisterhood and the White Lotus. Sandbender rulers who control the entirety of the Si Wong Desert can now take a decision to form their own empire.
Added the Animal Companion category to the inventory to track pets such as Sky Bison and Ostrich Horses. Introduced numerous artefacts, from crowns to space swords. Sun Warrior rulers can spend prestige to gain the loyalty of these mighty warriors, as well as powerful artefacts and reforms that may bring them closer to rebuilding their grand civilisation of old. Sun Warriors have a range of unique features added, including the unique ability to field Warriors who ride mighty Dragons into battle. Added several new types of tributaries to model certain relations, such as Earth Kingdom Territories, Earth Kingdom States, Protectorates, Military Allies and more.
Added a new RPG style duel system, allowing two characters to clash using the full extent of their abilities. All vanilla diseases have been replaced by new ones, which have their own symptoms, events and traits. Completely overhauled the disease system.
The mod has been uploaded for download from the Paradox Forum, ModDB and Steam Workshop. On Steam Workshop, the mod is now avaliable as one download instead of many parts. It has been quite a while since the last update, and this release is long overdue. I know sometimes even big issues can slip by me, so I'll be looking to deliver a hot fix in a week or two to solve any issues you may find that I've overlooked. The amount of new content is vast, and if there are any bugs you find, please report them here. Due to issues rolling back a few unfinished features from 1.1, events that model canon occurrences are still rather shaky, and it's something I'll be addressing soon. In addition, there have been a few more bug fixes, quashing little, but hard to find issues, such as Temples being inherited by province holders rather than a new holder being automatically generated. Overall, Royal Authority is basically a positive benefit for anyone playing the Earth King now, rather than before, when it was a nebulous effect that usually only promised negative outcomes. A Puppet King is capped at 75% Royal Authority until they can regain power, but at 100%, an Earth King can choose to make a reform to the Earth Kingdom, unlocking new actions and eventually, the Earth Monarchism belief, which you can use Royal Authority to convert characters and provinces. Royal Authority is now a currency that can be spent towards certain actions, such as being exchanged for gold, used to improve relations or even annex tributaries into your realm. Now, you simply gain Royal Authority every five years via event, based on the number of Tributaries and Vassals you hold, and can gain extra Royal Authority via random events. I'll admit, it was a rather terrible design. Previous versions were confusing and near impossible for the player to influence, and probably worst of all, eventually punished anyone playing as the Earth King no matter what direction Royal Authority leaned towards. The mod is currently under development, working towards the 1.1 'Dragon' Update, which will add three new bookmarks covering the timeline before and after the events of The Last Airbender, and a wide variety of new mechanics and events.įirstly, is one feature that I showed off in the trailer yesterday, but haven't quite talked about, that being the Royal Authority overhaul. Choose from one of many available bookmarks or any date from the mod's timeline which spans over six centuries throughout the timeline of the Avatar universe, gain powerful new bending abilities and conquer the world as the Fire Nation, Water Tribes, Air Nomads or Earth Kingdom. Experience the world of Avatar: The Last Airbender and The Legend of Korra in Crusader Kings 2.