Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- (Base Game & DLC) Delayed the initial alignment of tenets for witches covens until after map generation is complete.
- (Base Game & DLC) Re-introduced a missed feature that randomizes the initial tenet spread of witches covens.
- - This will not effect the tenets of covens that existed in a save game prior to this update.
- - This feature can be turned on/off with the new "Random Coven Initial Tenet Alignment" mod option.
- (Base Game & DLC) Fixed error caused by typo in name of the Soulstone Exorcist graphic.
Thank you for the bug report @Cactus.jpg.
Another long one folks. To see the full changelog, please check out the Change Notes tab above.
Here are the highlights:
- Better handling of mod options, especially for disabling curseweaving.
- Mod options added to allow customisation of how soul's are labelled.
- - Pelagist is back by user-request.
- Removed unused Soulweaving mod option. Soulweaving was never implemented.
- Incrementally better code in a few places.
- (Base Game & DLC) Fixed Null Reference Exception in de-duplication logic for Psychogenic Illness.
This one change-log is too large to put into the discussions. If you want to see the full changelog, check out the Change Notes tab above.
Here are a few key highlights:
- (Base Game & DLC) Changed the label of the Nothing soul category from "Nothing" to "Unremarkable".
- (Base Game & DLC) Improvements to psychogenic illnesses and lucidity:
- - Fixed that Psychogenic illnesses duplicated periodically as they spread.
- - Implemented de-duplication logic, preserving one-third of the charge of the duplicates.
- - Psychogenic illnesses for different properties can now coexist at the same location. Beware the Lucidity growth.
- (Base Game & DLC) Tweaked the format of the new dynamic name for the Capture Soul ritual from "Capture [SoulType] Soul" to "Capture Soul ([SoulType])".
- - This matches the listing of SoulType in all other locations, and solves the naming issue caused by the "Nothing" soul type.
- (Base Game & DLC) Fixed various small, but potentially catastrophic, errors in the logic that gets recipe item IDs for transpose soul.
- (Base Game & DLC) Transpose Soul will now become momentarily invalid, triggering a cancellation, if one or both souls types change while it is being performed.
- - A message is displayed to the player indicating what happened.
- (Base Game & DLC) The description of the Soulstone item now clearly indicates if the contained soul cannot be cursed due to it being an Agent of The Dark, or a Monstrous Soul.
- (Base Game & DLC) Soulstones now no longer create rituals for dual-soul transposition rituals where they are the second crafting ingredient. This should prevent each dual soul transposition ritual being present twice, once from each involved soulstone.
- (Base Game & DLC) The selection list for the Transmutation Master trait now includes if the soul is an Agent of The Dark, or a Monstrous Soul.
- (Base Game & DLC) Fixed that the Lycanthrope trait Type from LivingWilds was not being correctly acquired at runtime.
As soon as I'm re-added, I will be pushing another update with more fixes and information improvements.
Apologies for any confusion caused.
- (Base Game & DLC) Renamed "Pegalist" in all cases to "Deep One Specialist".
- - While it was thematically excellent, the derivation is both opaque and obscure, making it especially difficult to understand for non-native English speakers. The change to "Deep One Specialist" has been made to maintain clarity above all else, and it pains me slightly.
- (Base Game & DLC) Soul Search now indicates if souls belong to The Dark, or to a Monstrous population.
- (Base Game & DLC) Soul stones now indicate if the captured soul belongs to an "Agent of The Dark", or a "Monstrous Soul", making it easier to tell when a soul you are carrying cannot be cursed, and why.
- (Base Game & DLC) The Transpose Soul rituals now include the result of the transposition in the ritual's name if the agent holding the soul stone also holds a Transposing Scroll.
- (Base Game & DLC) The Transpose Soul(s) name, description, and restriction text now all properly adjust to the recipe using one or two souls.
- (Base Game & DLC) Fixed a few typos in passing.
This changelog is too large for a single comment, so if you want o see the full thing,please check out the Change Notes tab up above.
Here are a few highlights:
- Fixed Null Reference Exception when a person gains a Soulstone item.
- Souls relating to the DeepOnes Tag are now called "Pegalist".
- - The "Alienist" label now refers to souls relating to the Madness tag, matching the game's own use of the term.
- - The new "Alienist" is a new soul type.
- The Transposing Scroll now has a second instant ritual attached to it, "Soul Search". This let's you view the types of all souls currently on the map, and pan to the one you select.
This update almost certainly breaks save games. Sorry about that.
If you want to continue your ongoing game, you can download any version of the mod via the Githgub link above.
- (Base Game & DLC) Updated cast restriction of psychogenic plague to specify that the caster must consume a soul of Mediator or Doctor type.
- (Base Game & DLC) Fixed incorrect assignment of the plague's change in charge to the effected property instead of the boost value.
- - The plague should no longer drain away the property it is intended to boost.
- (Base Game & DLC) Fixed null reference exception and invalid location checking in the Transpose Soul ritual's `validFor(UA ua)` function.
In your Steam library, right-click on Shadows of Forbidden Gods, and select:
Properties > installed files > verify integrity of game files
This will instruct Steam to check that all of the game's, and mods', files are correct. If it finds any that aren't, it will redownload them.
If the mod download was corrupt, then the game is likely to be in an invalid state, and you would need to start a new game. If it shows up again, please let us know, along with the log file, which can be found at:
%AppData%\..\LocalLow\FallenOakGames\ShadowsOfForbiddenGods
You fine folks may notice some things work slightly differently to before, as it is a complete rebuild, from the ground up.
If you notice any bugs, please let us know.
I have no idea why this would be coming from this mod, since it's not mentioned anywhere on its features, but its presence is somehow being triggered by the mod. Maybe it was something in-development that was meant to be hidden?
InvalidCastException: Specified cast is not valid.
at CovenExpansion.I_RazRatKing.turnTick (Assets.Code.Person owner) [0x00024] in <4b0131a8276745e98cc712fc87448c71>:0
at Assets.Code.Person.turnTick () [0x0009b] in <221144119cd747968d55a5b073ab7f52>:0
at Assets.Code.Map.processPeople () [0x0002c] in <221144119cd747968d55a5b073ab7f52>:0
at Assets.Code.Map.turnTick () [0x00129] in <221144119cd747968d55a5b073ab7f52>:0
at Assets.Code.World.bEndTurn (System.Boolean forceThrough) [0x0036e] in <221144119cd747968d55a5b073ab7f52>:0
at Assets.Code.UIInputs.hotkeys () [0x00867] in <221144119cd747968d55a5b073ab7f52>:0
at Assets.Code.UIInputs.Update () [0x00052] in <221144119cd747968d55a5b073ab7f52>:0
The optimal is have an agent use the influence challenge; the tenet giving bonus lore on covens synergies very well. I suggest making it only work in human settlements.