Shadows of Forbidden Gods

Shadows of Forbidden Gods

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Community Library
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Apr 29, 2023 @ 8:12am
Apr 14 @ 2:17pm
152 Change Notes ( view )

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Community Library

Description
News
Version Number 2.6.06 (Prophet Trait).
Released on 14/04/2025 (dd/mm/yyyy).

Introduction
Most of the Community Library's features are designed to fix bugs and oversights in the game's code, and to extend the game's modability and mod compatibility. It completely replaces the trade route system, pathfinding system, and the AI for neutral agents (Cave Spiders, Deep Ones, Ghasts, Orc Upstarts, and Vampires) integrating them with the UI.

IMPORTANT: The Community Library must be loaded before (above) all dependant mods. It is recommended to place it first (at the top) in the load order.

Shadows of Forbidden Gods uses Unity's dynamic multi-threading system. As such, the order in which a mod finishes loading is not deterministic. Later mods can finish loading before earlier ones in some cases.
To minimise the chance of Mod Load Errors for dependent mods, place them as far from the Community Library in the load order as possible (as low in the mod load order as you can).

Details
The community Library offers the following features:
  • Vanilla Fixes - Sadly, the base game and DLC were left with a fair few bugs, and poorly integrated features. The Community Library has a growing list of fixes for bugs in the base game.
  • Custom Hooks - Hooks that mods can use to access parts of the code not currently accessible in the base game. These will be expanded as needed.
  • A* Pathfinding - The Community Library completely replaces the vanilla pathfinding solution with an A* pathfinding algorithm. This solution also allows mods to pass in custom weightings for determining a path's value. This also applies to the Trade Route system.
  • Event Modifications - Modifies some vanilla event fields and properties to be more mod-friendly, adds many missing event fields, and adds fields and properties to interact with other mods safely.
  • Universal Agent AI - A pre-built AI that can handle all base-game behaviours, as well testing rituals against all map locations. It's also hooked into the Unit UI, so you can always see what challenges and unit interactions they are considering, and their utility scores. This AI can have challenges added to or removed from it by multiple mods at once, allowing for cross-mod compatibility.
  • Mod Culture Data - The ability to assign cultural graphics to minor human settlements.
  • Shipwrecks - The Community Library now offers Shipwrecks as an option. These are off by default in the mod config menu, but can be enabled by the user and by a dependent mod if desired. They currently only contain 7 generic exploration events, but they can be added to by other dependent mods.
  • randStore - The randStore is a method for generating and using random values within the Universal Agent AI for profile, utility and validity values, that ensures they remain consistent within the UI.
  • The ability to add new tasks and challenges to commandable military units, and have them show up properly in the unit UI.
  • The ability to change the Religion UI including the values and description text.
  • A registry that allows control over which settlement types orcs can expand onto.
  • A task that lets you send a unit to a different location to perform rituals, which can also handle safe movement, and gives greater message detail compared to the base game.
  • A task that lets you send an agent to attack another with a custom military escort.

Breakdown of the Mod Options and what they do: https://github.com/ilikegoodfood/CommunityLib/wiki#mod-options
Documented Vanilla Fixes: https://github.com/ilikegoodfood/CommunityLib/wiki#vanilla-fixes

For documentation of it's features, please visit the github project's wiki:
https://github.com/ilikegoodfood/CommunityLib/wiki

For non-Steam use, please visit the github project's releases page:
https://github.com/ilikegoodfood/CommunityLib/releases

Notes
  • The tutorial must be completed without mods. Most mods, including the Community Library, do not support it. I do not believe that it is possible to change this due to the game treating it in a fundamentally different way to other games.
Popular Discussions View All (1)
3
Apr 3 @ 12:48pm
Bug report that I had to put here because steam wouldn't let me post a comment that had more than 1000 characters
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206 Comments
ilikegoodfood  [author] Apr 14 @ 2:18pm 
Version 2.6.06 (Prophet Trait):
- New mod option: Prophet Trait
- - Default `false`.
- - If enabled, prophets gain a trait that indicates which holy order they are a prophet of.
- The recruitment points tool-tip now states the remaining turns until the next recruitment point.
ilikegoodfood  [author] Apr 6 @ 8:47am 
Version 2.6.05 (Hotfix):
- (Base Game & DLC) Fixed issue where games saved prior to the addition of the Hooks Registry would not have one.
ilikegoodfood  [author] Apr 4 @ 11:11am 
Version 2.6.04 (Attack Hero Fix):
- (DLC) Fixes, for real this time, that the local action to attack an agent could be performed even when the target agent was on a map layer that the settlement's ruler is unaware of.
ilikegoodfood  [author] Apr 3 @ 10:52am 
Version 2.6.03 (Dwarf Army Fix):
- (DLC) The initial dwarven settlements will now only spawn an army if they are a city.
- (DLC) The initial armies spawned for dwarven cities are now registered to the city as existing and beloning to them.
- - Thank you to Kerrr Avon for reporting and finding the issue.
ilikegoodfood  [author] Apr 3 @ 5:19am 
Version 2.6.02 (More Fixes):
- (Base Game & DLC) Modified `Map.processPeople` so that people can be added and removed during processing, including within traits.
- (Base Game & DLC) The seals tooltip now correctly displays the return value of `God.getSealsDesc()`.
- (DLC) Fixed "Collection modified while enumerating" error for dwarven expansion and surface fortresses.
- (DLC) If a human army is spawned from a dwarven outpost (minor settlement), it now correctly uses the dwarven army graphic, instead of the human one.
ilikegoodfood  [author] Apr 2 @ 4:03pm 
Correction for a missing word:
- (DLC) Removed the Attack Hero, Attack Army, and Fund Hero local actions for targets on an inaccessible map layer.
ilikegoodfood  [author] Apr 2 @ 12:07pm 
Version 2.6.01 (Broken Maker Fix):
- (Base Game & DLC) Fixed crash to desktop that occurred when using The Broken Maker's Eternity power.
- (Base Game & DLC) Fixed "modified collection while enumerating" error in the logic for The Broken Maker's sleep cycle.
- (DLC) The Attack Hero, Attack Army, and Fund Hero local actions for targets on an inaccessible map layer.
Padex Apr 2 @ 7:42am 
the Community library is currently causing a couple of issues I noticed:

-Selecting any of the tutorials lets out a nullreference error

-Using the Broken Maker power "eternity" causes the game to crash
ilikegoodfood  [author] Mar 31 @ 11:08am 
Version 2.6.00 (Delegate Support):
This one is almost back-end stuff for modders. See the Change Notes tab for full details.
It does two in things:
- Change how army challenges and tasks are fed to the UI. This breaks compatibility for older mods that use this feature. Please give developers time to update their mods.
- Allows mods to register delegates instead of using a subclass of `CommunityLib.Hooks`. This has two effects:
- - It's slightly more performant, as the Community Library is no longer having to call empty functions for the mods that make the change.
- - Mods that are not dependent on the Community Library can still make use of these features if the Community Library is also enabled.
ilikegoodfood  [author] Mar 30 @ 3:19pm 
Version 2.5.15 (MinionAttack Hooks Fix):
- (Base Game & DLC) Fixed minion attack hooks for the defender agent in agent battles not assigning damage correctly.