This mod aims to expand on the "Old World" of Warhammer Fantasy, incorporating only the "Old World" region while removing the "New World". The mod is being built up as a split off from brother mod "Warhammer Geheimnisnacht". Of which the Hexenstag mod uses as foundation to continue its own development.
Chaos Dwarfs no longer attempt to join Ancestral Dwarf warrior society
Added Engineers Society
Added Mad Inventors Society
Removed Cult of Verena Society
CHAOS DWARFS
Dawi Zharr in the Darklands united into one Empire, indivisible, under Hashut
Sorcerer-Prophets set up to rule that Empire
Suitably learned Chaos Dwarfs can now become Daemonsmiths, and eventually Sorcerers, via ambition. Sorcerers can push their sons to take this path.
Sorcerers Curse will claim dwarfs who use magic
Servile Hobgoblins added as middle-managers for the Chaos Dwarfs. Most of the old "Chaos Dwarf" counties are now ruled via Hobgoblins. Outside the plain of Zharrduk, many of these counties are unruly and the slaves there still need to be broken.
Chaos Dwarf Slaver Guilds reimagined as Slaver Clans, lower-status clans who lack the leadership of Sorcerer-Prophets.
Chaos Dwarf Holy Order (Acolytes of Hashut) added
Some extra hobgoblin and chaos dwarf mercenaries added, some of whom will fight for other chaos worshippers or greenskins.
Fiddly and redundant slaving mechanics removed. Chaos Dwarfs, like Vikings, now take slaves by using the vanilla looting mechanic, which gives them wealth to pour into their holdings in the Darklands and captives to sacrifice to Hashut
Fiddly and redundant Chaos Dwarf sacrifice mechanics removed. Sacrifices now found through just one option after right-clicking on a prisoner portrait.
Lore-unfriendly Chaos Dwarf enclaves in Worlds Edge Mountains removed. Territory returned to Ancestral Dwarfs and Greenskins
DWARFS
The soldier-king Olek Yariksson rules from Karak Vlag. Desolation Hold was wiped out in the Great War Against Chaos, but perhaps you will do better?
GREAT WORKS
Zharr-Naggrund, Uzkulak, Black Fortress, and Azgorh had their special buildings replaced with new Great Works. Each of the new works has 10 levels of core upgrade and can house up to 30 upgrades, representing special mining, industry, mining, military, mining, and religious activity. Also mining. You can build a lot of mining things.
Developer changelog:
Added new Great Work system for dwarf holds w/ documentation to help other modders implement the system more broadly. Wonder definition in wh_generic_wonders.txt forbids new construction using allow_construction = no. Chaos Dwarf GWs above are test cases for new system. Roadmap from here is to test those cases, then implement the historical Ancestral Dwarf, Norse Dwarf, and Squatter instances of the Dwarf Hold great work, then allow for construction of this wonder template, then start employing the same system for other classes of great work. (There's some script for handling the great cities of men in the same sort of way, though it needs reworking.)
Hashut favor system straightened out in its implementation but made cryptic to the player. (No mentions of a variable in the UI, though descriptions hint at what's going on.) Favor system only governs the rise and fall of sorcerers for now, but could be expanded on
Changelog:
SOCIETIES
CHAOS DWARFS
DWARFS
GREAT WORKS
Developer changelog: