Shadows of Forbidden Gods

Shadows of Forbidden Gods

Orcs Plus
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Update: Feb 16, 2024 @ 4:54am

Version 2.5.00-PR2 (Closed Beta Features):
Orc Mines (2.0 closed beta):
- Building Orc Mines now grants influence.
- Orc Mines can only be built in the underground, or in locations that have a link to the underground or the Tunnels Above property.
- Orc Mines now generate plunder over time.
- - This amount is increased by 40% and 100% at Clients of Mammon -1 and -2, respectively.
- The orcish Great Construction can now build mines.
- - An orc horde will not attempt to build mines unless they have previously owned a mine.

Orcish Encroachment (1.1 & 2.0 closed beta):
- Orcs will no longer encroach on settlements belonging to societies that they are fully tolerant of.
- - At Intolerance -2, these are Ophanim's Theocracies and The Dark Empire.
- - At Intolerance 2, these are all humanoid societies, except the above.

Underground Layer (2.0 closed beta):
- Orcs will now only build waystations underground if they are aware of the underground.
- Claim territory will only work on underground locations if orcs are aware of the underground.
- Orcs will no longer raid settlements or outposts in the underground layer unless they are aware of the underground, or the challenge is being performed from the underground.
- Orcs will no longer opportunistically encroach on settlements in the underground layer unless they are aware of the underground, or the challenge is being performed from the underground.
- Underground orc camps now have 75 base defence.

Mercenaries (2.0 closed beta):
- Mercenary companies will now use the Dwarven Army graphic is they originate from a Dwarven civilization.

Update: Feb 14, 2024 @ 3:46am

Version 2.5.00-PR1 (Experimental):
This update provides experimental support for the closed-beta for the upcoming underground expansion. As far as I can tell, all features are functioning, but there may be interactions from new game content that are not yet accounted for or properly handled.

The following change-log applies only when suing the closed-beta branch of the game:
- Updated civil war logic to prevent crashes when sorting camps by specialism.
- New orc camp specialism (specialism 6), has been introduced; Orc Mines.
- - Despite having only 1 function (to allow orcs to move underground), hosting no army, and having no special features, this still counts as a specialised camp for purposes of building Great Halls, choosing a new capital, performing challenges, and so on.

Update: Feb 7, 2024 @ 3:40am

Version 2.4.05 (Dockyard Brawler Improvement):
- Improved target acquisition rules for Dockyard Brawler minion trait when the minion is held by an agent of a good society.

Update: Feb 5, 2024 @ 6:13am

Version 2.4.04 (Great Construction Fix):
- The Great Construction property no longer succeeds in specialising a camp if it runs out of money, and falls to 0.

Update: Feb 5, 2024 @ 5:58am

Version 2.4.03 (Fixes):
- The Raid Outpost challenge in orc camps will now consider intolerance, and ignore those that they are totally tolerant of.
- - When a player agent uses this challenge, it will always target outposts of societies that are not dark, even if the orc camp belongs to an orc culture with intolerance +2.
- The Dockyard Brawler minion trait will no longer disrupt those who are lying low.
- The Dockyard Brawler minion trait will not disrupt player agents if the agent with the minion with the Dockyard Brawler trait is a player agent themselves or belongs to a dark society.

Update: Feb 4, 2024 @ 3:41pm

Version 2.4.02 (Hotfix):
- Orc Upstarts that are gathering Avenging Warriors will now cancel their task if the target dies before they reach the nearest Great Hall.

Update: Feb 4, 2024 @ 3:06pm

Version 2.4.01 (Mod Options, Events, & Death-Prevention):
Mod Options:
- Moved "Target Orc Horde Count" mod option to the Community Library.
- Moved "Dynamic Orc Horde Count" mod option to the Community Library.

Items:
- Gourd of Blood's death prevention feature has been re-enabled.

Events:
- Now overrides Orcish Hospitality event such that the event grants the Orc Grott trait.

Rituals:
- Fixed `validFor` function on Orscish Gift so that it is valid for orc warlords.
- Fixed agents being given the Orcish Gift ritual when they shouldn't be.
- - The ritual will be removed from agents that shouldn't have it when you next load an ongoing save.

Back-end:
- Moved the following functions to the Community Library; `checkHasAnyLocus`, `checkIsVampire`.

Update: Feb 1, 2024 @ 11:07am

Version 2.4.00 (Balance and Fixes):
Items:
- Temporarily disabled partially functional Gourd of Blood death-prevention feature in order to release the other fixes sooner. It should return in a functional state in the next update.
- Gourd of Blood now correctly identifies other Gourds of Blood as duplicates, instead of Idols of Madness.
- Orc Headdress now correctly identifies other Orc Headdresses as duplicates, instead of Idols of Madness.
- Orc Shaman's Staff now correctly identifies other Orc Shaman's Staffs as duplicates, instead of Snakeskin Armours.

Blood Feuds:
- Orc agents that attack an agent with a blood feud, will now gather an escorting army of orc warriors.

Orc Elders:
- Orc Elders now respects the following factors when calculating disruption utility; Soft disruption timeout, Disruption exhaustion, Distance to target, Dislike for target, Other elders disrupting target, Other agents disrupting the target.
- Orc Elders will now properly move to disrupt agents that are en route to perform a challenge or ritual in orc territories, regardless of where the target is.
- Orc Elders now ignore targets that are going to Lay Low.
- Orc Elders now correctly call the `unitAgentAIDisrupt` hook when determining disruption utility, instead of the `unitAgentAIAttack` hook.
- Orc Elders will now cancel their disrupt task if the target is no longer attempting to perform a challenge in territory controlled by their orc society.

Orcish Gift Challenge:
- Orc Warlords can now perform the "Orcish Gift" ritual.
- No longer has "Holy: " in the name.
- Halved the cost and effectiveness, and more than halved the complexity, to make orc elders more responsive to small changes in society menace.
- Doubled the utility gain caused by high society menace.

Orc Corsair:
- The bonus Attack now applies in both Ocean and Coastal locations.
- Updated description to match.

Misc:
- Fixed Typo in descriptive text for a blood gourd preventing death.

Update: Jan 28, 2024 @ 11:43am

Version 2.3.10 (Gourd of Blood Fix):
- Gourd of blood was not resetting properly after [REDACTED]. It now does so.
- Gourd of Blood is now limited to 1 active per person.
- Fixed missing space in Orc Headdress description.

Update: Jan 6, 2024 @ 6:41am

Version 2.3.09 (Load Order fix):
- Refactored ModData class to be initialized on game launch and cleaned when a new game is made, instead of being instantiated only when starting a new game. This should solve load order issues with Living Societies.