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.
Greenskins can now adapt the Great Cities of humanity and the Great Holds of the dwarfs to suit their own needs.
Great Works added to represent lost Dwarf Holds; Azril Ungol, Karak Drazh, Karak Ungor, Karak Varn
Successful Orcs and Goblins now grow in size so long as there's no bigger greenskin to keep them in line
Orcs and Goblins no longer use the awkward "adoption" mechanic. When da Boss dies, da next tuffest Boy takes over. (As a consequence of getting rid of the non-lore dynastic mechanics for these factions, greenskins no longer use bloodlines.)
New Waaagh! buildings added, but these can only be controlled by a sufficiently powerful Warboss
Wild greenskins make it much harder to exterminate greenskins in their homelands
New bloodlines added for the famous treasure-seekers, Skalf Drakendrengi and Marco Colombo
The strangeness of Vampire bloodlines being represented by a CK2 trait and a CK2 bloodline has been resolved in favour of using only traits.
Old mutation events repaired and rebalanced
Lunacy events repaired
AI Chaos Dwarfs will now be somewhat more aggressive when raiding
Many effects switched to more efficient mechanisms to improve performance
Changelog: