Shadows of Forbidden Gods

Shadows of Forbidden Gods

Community Library
Showing 1-10 of 162 entries
< 1  2  3 ... 17 >
Update: Aug 30 @ 4:10pm

Version 2.7.05 (Tiny Tweaks):
- (Base Game & DLC) Added null safety chekc to vanilla `Location.getNeighbours` method.
- (Base Game & DLC) Fixed indexing error in transpiler that removes human settlements from the targets of orcish expansion, which could cause errors.
- (Base Game & DLC) Added early exit to logic for placing vanilla wonders at the end of each wonder's block.
- (DLC) Added early exit to logic for placing dwarves if no valid locations for them exist.

Update: Aug 23 @ 4:19pm

Version 2.7.04 (Event Hotfix 2):
- (Base Game & DLC) Fixed that the override for an agent tempting a local ruler with Vinerva's Seed, gained through the Vinerva's Seed event, could be selected as an outcome when exploring ancient ruins, causing a unull reference exception.
- (Base Game & DLC) Disabled logging re-entry denial debug lines for the UIWrapper utility class used to make certain UI Panels scrollable.

Update: Aug 20 @ 3:36pm

Version 2.7.03 (Event Hotfix):
- (Base Game & DLC) Corrected the mechanism by which event conditions were re-checked at display time.
- - This should prevent events being discarded incorrectly.
- (Base Game & DLC) The Community Library will now log when it discards an invalid event.
- (Base Game & DLC) The "Cause Orcish Expansion" challenge and the "Claim Territory" ritual now immediately remove any instances of human outposts present at the target location upon completion.

Update: Aug 19 @ 5:51am

Version 2.7.02 (Ruler Traits Effect Armies Tuning):
- (Base Game & DLC) Tuned the effect of the "Ruler Traits Effects Armies" mod option for better balance.
- - The effect now treats both 2 and 3 command as normal army HP.
- - The effect strength has been reduced by half, to +/-0.25 times maxHP for each comand below/above 2/3.
- - On average, this makes national armies slightly weaker, but Dwarven armies slightly stronger, as their rulers have higher command stats.

Update: Aug 19 @ 3:29am

Version 2.7.01 (Hotfix 1) is live on Steam and Github:
- (Base Game & DLC) Fixed possible null exception error that could occur in `Society.processActions` if a mod using the Community Library's `onSovereignAIDecision` hook set the `Society.actionUnderway` to null for a Society who's Sovereign or Capital is being watched by the player.

And yes, I'm expecting there to be more hotfixes, despite my extensive testing.

Update: Aug 18 @ 3:55pm

Version 2.7.00 (Fixes & Modded Map Masks):
- (Base Game & DLC) Implemented new system for making UI Panels scrollable when they overflow.
- - Currently effected panels are Subsettlements, and Traits.
- - I could not get a working scrollbar to display in the available space, therefore you can only control the scroll area with a scroll wheel. I know that this isn't ideal for many.
- Base Game & DLC) New mod option: Defeatable Vinerva.
- - True by default.
- - If enabled, Vinerva will lose the game if, after having placed one or more Hearts of the Forest, she has no Hearts of the Forest remaining. This option does not change AI behaviour in any way.
- (Base Game & DLC) New mod option: Ruler Traits Effect Armies.
- - False by default.
- - If enabled, the command stat of rulers will effect the maximum hit points of the armies that they raise.
- - This effect is currently multiplicative, and may be very swingy. If it is overtuned please let me know!
- (Base Game & DLC) New mod option: Ophanim Perfection Event To Message.
- - False by default.
- - If enabled, a settlement achieving perfection will fire a message instead of an event. This allows the message category to be disabled.
- (Base Game & DLC) `PopupEvents` now have their event and event choice validity re-tested in the Community Library's `onUIFullscreenBlockerUpdate` ModKernel hook when displayed to the player.
- - Invalid events are discarded. This fixes the endless stream of double-event-firings bug reports, including the duplicate first daughter exploit.
- (Base Game & DLC) The optional Prophet Trait now handles any number of holy orders.
- - If more than one holy order considers the person a prophet, then the trait's name lists the number of holy orders, and they are listed in the trait description.
- - Save migration logic has been implemented.
- (Base Game & DLC) The "Raise Army" local action is no longer valid if the army would have less than 1 maximum hit points.
- - This should fix death loops caused by elven armies spawning with 0 maxHP.
- (Base Game & DLC) An agent that is being engaged by, or is engaging, another agent in combat, can no longer be traded with by a third party.
- (Base Game & DLC) An agent that is engaging another agent in combat can no longer steal from an agent at the same location before resolving the combat.
- (Base Game & DLC) The Chosen One's Mentor event, part 2, has been overridden to fix incorrect sanity drop description. It now reads 9 sanity loss, not 10.
- (Base Game & DLC) In accordance with their descriptions, the following of Vinerva's powers now cannot be cast unless you have a Heart of the Forest: `P_Vinerva_BlackForest`, `_Neurotoxins`, `_Manifestation`, `_ChokingSpores`, and `_SerpentineVines`.
- (Base Game & DLC) Orc Upstarts now use the Stat boost traits on levelling up, same as all other agents.
- - This has the side effect that they cannot gain more than +5 in both command and might, and they do not gain any stat benefit from levelling up more than 10 times.
- (Base Game & DLC) Vinerva's ruins event chain has been overridden and changed, which can be used to acquire seeds that can be gifted to rulers through an event, has been modified.
- - The event now also gives the unit a trait, which displays the number of seeds your agent carries. This trait provides useful information in the tooltip.
- - Instead of by randomly-triggering event, a carrier of the trait can perform a 1-turn ritual at a valid settlement. This ritual then triggers the event allowing you to give the seed to the local ruler.
- (Base Game & DLC) The `EventManager` will no longer give the first valid event context for an event a probability of 0 if there are more than one valid event contexts.
- (Base Game & DLC) Replaced the "ADD_MODIFIER" event property (command).
- - The command now throws a useful exception instead of failing due to an "Index Out of Range" error.
- - The command can now optionally take a fourth argument for stack style. The value must be an exact string match to one of the `Property.stackStyleEnum` options, and be in ALL_CAPS format.
- (Base Game & DLC) `UA.getAllValidChallenges` and `.getVisibleChallenges` now enumerate over a copy of `Unit.rituals` instead of the actual list. This means that rituals of dependent mods should now be able to safely remove themselves from that list if they are invalid in their `validFor` method.
- (Base Game & DLC) Fixed that the "Corrupt Elfstone" ritual didn't become invalid if the agent performing the ritual wasn't holding the elfstone being corrupted.
- (Base Game & DLC) Fixed null reference exception caused by `UIMaster.removeBlocker` using `UnityEngine.Object.DestroyImmediately`, by switching the calls to `.Destroy`.
- - This may prevent the method working properly if called within the Unity editor while the game isn't running, but that shouldn't be a use-case we have to worry about here.
- (Base Game & DLC) The enshadowment tooltip now correctly lists "Dark Stone(s)" instead of "Darktones".
- - Includes dynamic pluralisation.
- (Base Game & DLC) Fixed missing space in the description of the "Root Out Doubters" challenges.
- (Base Game & DLC) The second event in the "Chosen One's Mentor" event chain has been overridden to fix issues.
- -Fixed the description so that it accurately states that the Chosen One will lose 9 Sanity, instead of 10.
- - Fixed that rejecting killing the Chosen One's mentor would spawn a new property each time.
- (Base Game & DLC) Implemented support for modded map masks.
- - Mods can now register map masks to the Communtiy Library using `tryRegisterMapMask`, and record the dynamically assigned ID in both `beforeMapGen` and `afterLoading`.
- - Additional base game and community library hooks can then be used to define the behaviour and appearance of the map mask.

**NOTE:**
Implementing a modded map mask is a complex procedure. A simple map mask with no bells and whistles is relatively easy, requiring the use of a new Community Library method (`tryRegisterMapMask(ModKernel maskingMod, string title, string buttonLabel, string description)`), and all 4 base-game `mapMask_` hooks.
Getting the Threats panel to populate with listed items requires the use of one new Community Library hooks (`mapMask_PopulatingThreats`), and a detailed understanding of how the base game builds up the data and objects displayed in that panel, which can be fond in `MapMaskManager.checkData`.
Getting the highlighting to work correctly requires the use of another new Community Library hook (`mapMask_onThreatHovorOver`), and all three Graphical update hooks (Location - base game, graphical unit, and graphical link - both of which are Community Library Hooks).

Update: Jul 31 @ 4:31am

Version 2.6.10 (Dark Empire & Theocracy Description Tweaks):
- (Base Game & DLC) Updated the descriptions of the Dark Empire ritual and the Theocracy power to make it clear that un-aligned (low on shadow or low on faith respectively) rulers of human cities will immediately rebel.

Update: Jul 18 @ 3:53pm

Version 2.6.09 (Broken Maker Victory Messages):
- (Base Game & DLC) The Deathstone item now deletes itself when its holder dies and the player gains power.
- - This prevents an infinite energy loop that could be achieved by having an agent higher up in the turn order initiiate theft from a ruler that a second later agent kills on the same turn, allowing the item to be retrieved from the victim's corpse.
- - Mod developers who implement onDeath effects on items, please consider that that they are retrievable, and have them self-destruct if neccessary.
- (Base Game & DLC) Added a complete set of unique victory messages for The Broken Maker.
- - Thank you NPC (known on Steam as "oh no", the developer of Covens, Curses, and Curios), and other participating community members.

Update: Jul 1 @ 2:45am

Version 2.6.08 (Random God Sort):
- (Base Game & DLC) Implemented option for a random god order in the new game menu.
- - The other god sort options, excluding alphabetise, will still be respected by this system.
- - - This means that you can still have the last played god listed first, or SWWF, and you can have them randomised within base-game god, followed by randomized modded gods, etc.
- - - For true random, disable all the other god-sort options.

Update: Jun 20 @ 1:44am

Version 2.6.07 (Modded Challenge Subtypes):
- (Base Game & DLC) Fixed a potential divide by 0 error in the Universal Agent AI.
- (Base Game & DLC) The Universal Agent AI's utility calculation for challenges where `valueTimeCost` is true now correctly matches the base game utility calculation (`utility / ((10 + time to reach + time to perform) / 10)`).
- (Base Game & DLC) Universal Agent AI now supports AIChallenges that apply to all subtypes of the specified challenge type, in addition to the type itself.
- - It will always use the AIChallenge for the nearest ancestor of the challenge's type which is defined as supporting subtypes. All more distant ancestor AIChallenges are ignored.
- - Override AIs for UAENs will now try to use subtypes of their vanilla challenge types by default.