Shadows of Forbidden Gods

Shadows of Forbidden Gods

MEKHANE: The Broken God
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Update: Dec 29, 2024 @ 8:06pm

  • Acolytes should no longer be able to relocate the Council of Patriarchs
  • The Inherent Tinkerers holy tenet should now give the Specialist: Mekhanite trait

Update: Dec 29, 2024 @ 2:03pm

  • Fixed bug where establishing a Forge returns a null error

Update: Dec 29, 2024 @ 8:55am

  • Fixed a bug where giving an agent an augmentation increases their minimum profile by 10.

Update: Dec 29, 2024 @ 8:32am

  • Removed some unused victory point calculations for when you unlocked an SCP. I'll likely get back to this mechanic later.

Update: Dec 29, 2024 @ 8:27am

  • Possibly fixed null error with the GraphicalMap

Update: Dec 28, 2024 @ 4:57pm

  • Fixed a null error with the "Establish Congregation" challenge.

Update: Dec 28, 2024 @ 4:46pm

  • Added a message at the start of the game that lets you know your agents and acolytes will spawn in once you cast Congregate.

Update: Dec 28, 2024 @ 4:04pm

  • Removed the colon in MEKHANE: the Broken God as that was causing the game to freak out whenever you changed the mod config options

Update: Dec 28, 2024 @ 4:01pm

Update: Dec 28, 2024 @ 3:30pm

  • Updated to 2.0
  • Overhauled the Congregation Profile system
  • Changed how the Mekhanite holy order works and added various new tenets
  • Added some optional challenges that you can enable in the mod configuration settings
  • Added a couple of new Elder powers
  • Added some new ruler actions, including the ability for rulers to form their own unstable Mekhanite kingdoms
  • Added an Augmenting Population mechanic
  • Added a Divine Schema resource that your agents can acquire
  • Added a Metalsmith acolyte and a Citadel congregation specialization
  • Added various Mekhanite modifiers that can be added to Congregations through Metalsmiths or Divine Schema
  • Added a Council of Patriarchs mechanic to the Cogwork Orthodox
  • Added a Noosphere mechanic to the Maxwellists
  • Made some edits to the acolyte AI
  • Made it so that Cogwork and Arcane mechanisms are made from Pieces instead of Basic Mechanisms
  • Made it so that only Cogwork components can be assembled at Forges
  • Modified the Forge Production mechanic to no longer produce Profile each turn its active
  • Made it so that only Arcane components can be assembled at Relays
  • Removed the Relay Signal mechanic (it's been replaced by the Noosphere mechanic)
  • Some other minor changes that I'm sure I've forgotten during the year and a half I've worked on this project