Shadows of Forbidden Gods

Shadows of Forbidden Gods

MEKHANE: The Broken God
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Update: Jul 3 @ 10:30pm

  • Various small number, text, and AI tweaks across the board
  • Added the ability to send a minion to guard MEKHANE'S Body, similar to how you can guard ancient ruins
  • The Inherent Tinkerer holy tenet now only gives you a Divine Schema from assembling Relics.
  • Small art tweaks to some of the acolyte portraits
  • A ton of under the hood work to get the Sarkic Cults together. They should be ready to see the light of day soon

    Cogwork Orthodoxy
  • Automaton production now gives a boost to Legates and agents assembling automatons instead of continually building them
  • The Synthesize Gold production now boosts the growth of the Council of Patriarchs

    Maxwellism
  • Intelligences no longer mine libraries for Pieces. Instead, they mine Connections.
  • Infiltrators can now temporarily reduce a ruler's Awareness to 0% for 30 turns.

    Containment Vaults
  • Only one Containment Vault can exist at a time
  • Added a "Vault Research" modifier that grows up to 100% charge whenever Relics are stored there
  • A Containment Vault can now allow heroes to conduct rituals that will counter Mekhanites
  • Containment Vaults stop working when not controlled by an Alliance
  • Containment Vaults now get automatically destroyed if controlled by the Mekhanites
  • Changed some values when it came to heroes and rulers trying to steal or destroy Relics

Update: Feb 9 @ 2:39pm

  • Removed some placeholder text and a placeholder challenge that was available with Maxwellist Connections

Update: Feb 9 @ 2:13pm

  • (Living Societies) The holy tenet "Hidden Shrines" should now work for Congregations that are in locations with a Pharaoh's altar or Ancestral Shrine
  • (Living Societies) the holy tenet "Black Market Connections" should now work for locations with the Grand Bazaar
  • (Living Societies) The holy tenet "Rural Isolation" should now work for locations with Fishing Communities, Merchant Estates, and the Isolated Village
  • (Living Societies) The holy tenet "Armed Congregations" should now work for locations with Barracks, Proving Grounds, and Sea Fortresses
  • Changed the Clockwork Mind augmentation to give your agents +5 XP a turn since it's previous ability was clunky
  • The Augmented Population modifier will no longer generate a Mekhanite army for every settlement. Instead, it will unlock a ruler action to build a permanent Mekhanite army
  • During times of war, Mekhanite rulers can quickly assemble weak clockwork soldier armies for 50 gold
  • Changed the Sterilize Land action to just create devastation in exchange for generating Divine Schema for the ruler. The modifier will now decay over time. The ground should visually look more devastated as well.
  • Changed the Reallocated Resources modifier to decay over time.
  • The Colossus can no longer be produced at Forges. Instead, it is now another unlockable SCP that you can get when you form the Dark Empire or Unified Church
  • The Colossus is now a commandable army with three different armament modes
  • The Forge production "Cogwork Military" now boosts the HP of all existing Mekhanite armies by a little bit
  • Added Rotbolt as an unlockable SCP, which can be unlocked by learning and casting geomancy spells
  • Rebalanced Maxwellist spells to now just consume a certain amount of charge from the Maxwellist Noosphere instead of resetting it to 0% charge
  • Fixed a bug where you can cast Congregate on Dwarven cities for your first Congregation

Update: Jan 22 @ 9:46pm

  • Fixed an exploit where you gain divine schema by canceling the augment challenge
  • Reverted Colossi production to not require the Council of Patriarchs
  • The Congregate power should now not be enabled for Dwarven settlements when placing your first Congregation
  • Fixed the "Recently Done" motivatgion for the Hide Congregation ruler action
  • Elves are slightly less motivated to become Mekhanites
  • Dwarves are slightly more motivated to become Mekhanites
  • Infiltrators should work a little better
  • Heroes can now gain the Specialist: Mekhanite trait at Containment Vaults
  • Sentinels will now add a Sentinel Presence modifier at Forges that increases the time it takes for heroes to finish challenges that are harmful to your congregations
  • Speakers now add a modifier called Speaker's Sermons that boost the growth of augmented pops and slightly boosts the motivation for the local ruler to convert
  • Added a ruler action to lower unrest and devastation
  • Added a ruler action for Forges, where they get gold scaled by the number of Forges
  • Added a ruler action for Relays, where they get gold scaled by the number of Relays
  • Added a ruler action for normal Mekhanites to get gold scaled by number of Relics
  • Gatherer automatons now only collect 1 piece when completing a scavenge challenge
  • Changed the effect of the Council of Patriarchs. Instead of enabling Colossi production, each 100% charge will now reduce the cost of assembling cogwork components and automatons by 1 (to a minimum of 1)
  • Changed the effect of the Maxwellist Noosphere. Instead of spawning in a temporary construct every 50% charge, each 100% charge will now reduce the cost of assembling arcane components and constructs by 1 (to a minimum of 1)
  • Changed the effect of the augmented population modifier. At 100% charge, it will automatically create a Mekhanite army regardless of whether or not it's within a Mekhanite kingdom or not

Update: Jan 10 @ 5:20pm

  • Fixed a bug where you could not produce colossi

Update: Jan 9 @ 8:40pm

  • A settlement transforming into a Deep One Sanctum should now have its congregation destroyed
  • Only your first Congregation will convert the settlement's faith into your holy order
  • Inherent Tinkerers now only apply to your agents
  • Hopefully fixed a bug with the elder influence on the Mekhanite holy order
  • Fixed null error when ruler reject mekhanites and are killed
  • Reverted the colossus production system back to its older version
  • The Council of Patriarchs no longer builds their own colossus when hitting 300% charge. Instead, they enable all Forges to create their own colossi.
  • Fractured Faith now only requires one POI to be infiltrated
  • Removed the Drain Arcane Secret challenge
  • Buffed Mekhanite Unity slightly
  • Fixed some descriptions here and there

Update: Jan 6 @ 9:21pm

  • Casting Congregate now changes the location's holy order to yours
  • Fixed a bug where Divert Attention actually increased profile instead of reduced it
  • Fixed a bug where Centralized Knowledge was labeled as a command challenge
  • Fixed a bug where Internal Calculator augment actually reset an agent's Arcane Secret instead of giving them one
  • Fixed a null error with the Clockworks
  • Adjusted the Clockworks to upgrade Pieces to their appropriate components
  • Corrected description of the Scavenge for Fragment challenge in regards to how much is drained each turn
  • All assemble challenges should now require 3 components
  • The complexity of the Grow Machine challenge has been reduced
  • Increased the Living Saint's motivation to spread Connections

Update: Jan 2 @ 8:19pm

  • Fixed bug where the complexity of Speaker's Sermon actually went up the more shadow there was, instead of going down
  • Fixed a motivation bug where Mekhanite rulers would see a Congregation have high profile and think "Yeah, no need to lower that"
  • Congregations should no longer prevent casting "Enshadow" in cities
  • Adjusted the motivation for rulers to reject Mekhanites and join them
  • Agents and acolytes should no longer have negative Divine Schema
  • You should now be able to cast Congregate on locations with a Minor Sect. Doing so will remove the Minor Sect.
  • Reverted the Colossus's maximum health back to 800.
  • Reverted the Council of Patriarch's maximum charge back to 300.
  • Maxwellist Intelligences now gain Arcane Mechanisms from Libraries, to make them a little more useful
  • Maxwellist Intelligences now gain 3 Pieces from Geomantic Loci
  • The Clockwork Virus now generates "Clockwork Death", which acts as normal Death but decays at a much slower rate
  • The Rusting Metal power now increases the charge of all existing Clockwork Virus modifiers by 50
  • The Clockwork Virus's growth now increases if an Augmented Population modifier exists in its location
  • Fixed some outdated text and typos.

Update: Dec 30, 2024 @ 7:13pm

  • The Colossus should switch its allegiance to the Mekhanite Empire if it exists.
  • Increased the Council of Patriarch's maximum charge to 500%. Divine Machines now increase it's charge by 5/turn.
  • Edited the motivations for rulers joining and rejecting Mekhanites
  • Fixed a bug where multiple characters could do the "Bless Fragments" challenge at the same time
  • [Secret] Added a small chance for a ruler to be killed if they try to reject Mekhanites. The chances increase the more Elder Influence is applied to the Militant Following and National Ambitions tenets.

Update: Dec 30, 2024 @ 6:18pm

  • The Builder should now be able to craft basic, cogwork, and arcane components at any congregation.
  • Potentially fixed a null error for Relays when they are destroyed
  • Tweaked Legate AI to prioritize building automatons a little more
  • Fixed a typo with the Expose Congregation text