Shadows of Forbidden Gods

Shadows of Forbidden Gods

MEKHANE: The Broken God
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Update: May 10, 2023 @ 7:39am

  • Fixed a null error that can occur when using the Congregate power
  • The player can no longer cast Congregate on Elven Cities

Update: May 9, 2023 @ 4:44pm

  • Fixed bug where the last two seals would incorrectly display the number of Divine Machines needed and built
  • Fixed null error regarding the unique defeat message

  • Forges and Relays will now slowly enshadow their own locations over time
  • Minimum world panic is now set to 75% on awakening instead of 50%

Update: Apr 26, 2023 @ 10:51am

  • The Chosen One will start with a base motivation of 30 to investigate Mekhanites if they have not investigated a Congregation yet, or do not have a dislike for Mekhanites

Update: Apr 26, 2023 @ 10:37am

  • Rebalanced how world panic scales if you're playing a game where world panic increases with each broken seal

Update: Apr 26, 2023 @ 10:20am

  • Fixed bug where a null error would be caused if you try to play another elder god

  • Rebalanced how components functioned. They will now generate a very small amount of Shadow over time, which stacks if they are stored with other components.
  • Rebalanced how the Chosen One functions, in that their motivation to investigate mekhanites scales based on how much shadow and profile is generated
  • Rebalanced how the Chosen One functions, in that their motivation to warn the world only activates after they first investigate Mekhanites

  • Removed the "Inhuman Means" tenet, as it is now redundant

Update: Apr 26, 2023 @ 10:13am

Update: Apr 26, 2023 @ 10:07am

Update: Apr 25, 2023 @ 9:55am

  • Changed the descriptions for A Machine's elder powers
  • Buffed A Machine's early shadow generation
  • Buffed A Machine's effect on heroes
  • Fixed a bug where the Chosen One could get enshadowed through A Machine
  • Lowered the costs of A Machine's elder powers
  • Lowered the costs of the Clockwork Virus's elder powers

Update: Apr 24, 2023 @ 11:33pm

  • Due to the recent Production changes, rebalanced "Smelt Metal" to only produce 5 Pieces instead of 10

Update: Apr 24, 2023 @ 10:40pm

  • General fixes to typos and some descriptions

  • Fixed Specialist: Mekhanite not working when it came to assembling arcane and cogwork components
  • Fixed bug where assembling a Speaker automaton will instead generate two.
  • Fixed bug where Automatons would fall in love, marry, and have children. No happiness allowed.
  • Fixed nullerror caused by the Mechanical Choir's Shrill Shriek killing heroes
  • Rebalanced the Mechanical Choir's Shrill Shriek to also disrupt heroes in neighboring locations
  • Rebalanced Sentinels to only have 15 HP and 5 Might
  • Rebalanced Automatons so that they can regain lost HP through a new Repair task
  • Rebalanced Colossus armies to only be 150 HP instead of 300 HP
  • Added traits to the different Automatons to let you know what their function and behavior is

  • Rebalanced Boost Forge Production and Boost Signal to double the current charge instead of adding 30 to it
  • Forge Production will now act similarly to Relay Signals in that they will remain active until you order them to stop

  • Reworded Congregation Profile warnings to be more clear about the danger they can cause
  • The Alliance will now be tempted to declare a crusade if there are Congregations with profile >= 50 in a kingdom
  • The Alliance will now be a little tempted to declare a crusade if the Mekhanites unify and form their own empire

  • Changed the "Raise Suspicion" challenge to only be available to the Chosen One
  • The "Raise Suspicion" challenge will now make a local ruler dislike Mekhanites instead of a random hero
  • the "Raise Suspicion" challenge is only available if a ruler is 100% Aware
  • Rulers who dislike Mekhanites and are 100% Aware now get their own "Raise Suspicion" ruler action, which will make a random hero dislike Mekhanites if their homelocation is the same as the ruler's
  • Heroes who finish investigating a Congregation have a small chance of developing a dislike for Mekhanites if they do not already have one

  • Changed the "Spread the Word" ruler action to function similarly as the new "Raise Suspicion" action, which is to increase a random hero's preference for Mekhanites if their homelocation is the same as the ruler's.
  • Added the "Convert" challenge for heroes at Congregations. If they have a preference for Mekhanites, they may convert to the Broken Church and gain the Mekhanite trait, which will allow them to function as new acolytes for your holy order.
  • Removed the ability for Heroes who like Mekhanites to donate their gold to your agents, as rulers already fill that void

  • 1-2 Minor Sects will now spawn in world generation, to lean into the lore that the Mekhanites have been around for a long time.
  • Rebalanced Minor Sects to function a little more like Deep One cults. Their growth rate will rise or fall depending on the local ruler's preference for Mekhanites.
  • Heroes will now only be able to disperse Minor Sects, halving their charge and profile similiar to how Deep One cults work.

  • Fixed bug where the entirety of Maxwellist spells were not appearing in the game. Maxwellist Connections will now allow your agents to cast new spells.
  • All Maxwellist spells now only require Arcane Mechanisms to be cast
  • Added motivations for Maxwellist Saints to cast Maxwellist spells if they have the components in their inventory

  • MEKHANE's Body will now count as an infiltrated subsettlement, allowing Maxwellist Saints to establish Maxwellist Connections there

  • The Builder now has the "Mekhanite Crusade" ability, allowing them to declare war for the Unified Church, similar to how the Monarch does for the Dark Empire
  • The Unified Church is now able to take national actions like a proper nation