Shadows of Forbidden Gods

Shadows of Forbidden Gods

MEKHANE: The Broken God
44 Comments
crawlers Jan 1 @ 8:27am 
It seems like one infiltrator is able to function just fine but all the other ones sit around doing nothing.
crawlers Jan 1 @ 7:46am 
I have seen maxwellist infiltrators just sit there in groups waiting to accomplish something, this may have something to do with many nearby locations being infiltrated already.
crawlers Jan 1 @ 5:39am 
Abyssal Ore does not increase deep one cult charge.
crawlers Dec 31, 2024 @ 3:15pm 
A ruler at 98% shadow rejected mekhanites, getting only -0.2 motivation from shadow compared to +20 from awareness. I feel the math is off.
crawlers Dec 31, 2024 @ 7:45am 
Speaker's sermon gets higher complexity as ruler shadow goes up, this feels like a bug.
Comfort Creature Dec 28, 2024 @ 6:43pm 
WOOOOOOOOOOOOOH UPDATE!
zgold425 Nov 14, 2024 @ 5:04pm 
The mod is not on the workshop
shocker May 23, 2024 @ 2:11pm 
Hey Wonderblunder!

Thanks for telling me, and I totally understand the inability to patch at this time. Life is chaotic! I did as you recommended though, and encountered another bug. This one occurs exactly at turn 344, right about the time I was moving my Divine Machines into place to go build the god. (I had not placed the god yet.) It gives me the memo "IndexOutOfRangeException: Index was outside the bounds of the array." I don't know what that means, but it triggers when I press "End Turn" on the 344th turn.

When you get the chance to look into patching this thing, let me know. I can certainly wait until then, but I want to be in the loop when that time comes, and am happy to send you more information as you request it.

Cheers!
Comfort Creature May 20, 2024 @ 8:26pm 
The DLC... look what its done to mah boy! (girl? It?)
Wonderblunder  [author] May 12, 2024 @ 9:29pm 
Hey Shocker! Sorry for the late reply, I've been pretty busy.

Yeah, unfortunately as it is, this isn't compatible with the DLC and the underground layer it adds. For now, if you want to continue playing without issue, select the "No DLC" option when starting up the game. You should be able to drop congregations from there.

I'm hoping to get back to working on this god soon to fix this and add in some new mechanics for the Orthodox and Maxwellists.
shocker May 6, 2024 @ 8:01pm 
Hey Wonderblunder!
There is a bug with the latest patch, softlocking it out of the game. Can we get it fixed? I know you are not actively updating it for content, but your god is probably the coolest on the market right now and it would be a shame to lose it to compatibility issues.

Here's how it works;
Placing a congregation always fails. It gives the message "MissingMethodException: Method not found: void Assets.Code.GraphicalMap.panTo(int,int)"

I can supply a log file if necessary.
crawlers Dec 4, 2023 @ 11:57am 
After they made a maddening experiment that generates 30 madness per turn where it goes, I understand now the attention they receive. It makes more sense now.

Another matter though, I noticed automatons and mekhanites seem to really like to harvest obsidian parts and go to unearthed fragments but seem reluctant to bother with blood and iron or mechanical salvage. This is relevant since it means such places with devastation and death lying around get ignored, which can be relevant for a dark empire or mekhanite empire.
crawlers Dec 4, 2023 @ 11:27am 
Doing a run with the mod and it seems to work now. I had to restart some times and load up an autosave, but oh well. I noticed that aware heroes really hate exiles, even one at 75% shadow still desires to hunt them down above everything else. After placing around 6-8 ish of them the only thing they accomplished was making one rampaging experiment and a number of cases of fueling the unrest caused by unrelated things. They seem rather weak due to the sheer attention they get right now.
Wonderblunder  [author] Dec 1, 2023 @ 6:35pm 
Apologies for the late reply. I've been busy with things these past few weeks.

@crawlers that's intended. Place down a congregation and you'll get access to agents, along with your holy order.

@Typical_Name thanks for the feedback! It probably is a conflict with Living Societies that I'll need to check out before the final release. As of now I've just been developing and playtesting MEKHANE without the other mods activated.

@Comfort Creature thank you for the kind words!
crawlers Nov 30, 2023 @ 7:50pm 
Tried it and started with 0 agent slots, though it might be a mod conflict somewhere. Probably will be fixed once this is updated.
Comfort Creature Nov 26, 2023 @ 4:10pm 
This isn't even finished and it's still my favourite God Mod. I'd love to play this in full before year's end, but I do respect that you're putting in a lot of effort to ensure it's the best God it can possibly be.
crawlers Nov 24, 2023 @ 8:46pm 
Wow, this worked in 1.1? I thought it would just immediately crash. Interesting.
Typical_Name Nov 19, 2023 @ 12:21pm 
Things I've noticed so far that seem like bugs:

The Congregate power says it requires a human settlement that is not the seat of a holy order and does not have the unearthed fragments modifier. It appears that it is unable to be used on any cities (this might be a result of Living Societies introducing new city types).

Sometimes the challenge to increase a ruler's liking towards Mekhanites is unavailable and I don't know why (the area is fully infiltrated).

(Didn't notice anything else obviously wrong on my first night playing this, so that's a good sign. I don't feel like I know what I'm actually meant to do with the god's powers, though - so far I'm just collecting materials and I don't know what the end result will be)
Typical_Name Nov 18, 2023 @ 11:17pm 
Finally I found the workshop page for this again! Was wondering where the hell I got this mod from, lol. Let's see if it actually works! :D
crawlers Oct 10, 2023 @ 4:43am 
Fair enough; I avoid discord.
Wonderblunder  [author] Oct 9, 2023 @ 9:59pm 
@crawlers I've been busy as of late, but I've been slowly chipping away at this mod. I'm much more active on the game's discord than I am on steam.
crawlers Oct 9, 2023 @ 3:26pm 
Has some real life happened to you Wonderblunder? I hope you are alright.
Wonderblunder  [author] Aug 20, 2023 @ 10:11pm 
@crawlers I'm thinking there may be, but I'd definitely need to test MEKHANE with the Living Societies mod active to find out.

As for the unlockables. I've got a text document set up in the workshop folder, and will likely list them in the credits on the workshop page once this mod is officially out.
crawlers Aug 18, 2023 @ 3:17pm 
Have you looked at the new living societies mod? I wonder if there would be some compatibility issues due to making new societies when that one uses that mechanic quite a bit.
crawlers Jul 22, 2023 @ 12:06pm 
Will all the unlockables be listed somewhere? It seems a pity to miss out on content due to ignorance.
crawlers Jul 10, 2023 @ 10:08am 
Concerning the mechanical choir, I think if it is changed to require a free agent slot when it is created and the broken song is made less broken, it might be fine.

I haven't actually tested how effective winning through the indirect benefits of the broken song is compared to winning through assembling the elder god since I didn't try the latter.
crawlers Jun 30, 2023 @ 7:50am 
One other thing I found is the machine seems to consume too much power to use properly compared to its impact. Perhaps I wasn't doing it right? But the effect of slightly distracting and totally enshadowing a few heroes (as most wont get near it since it is immobile) needs a lot of elder power in order to pull off, including the cost of maintaining and creating it.
Wonderblunder  [author] Jun 15, 2023 @ 10:05am 
@crawlers you're not being a bother. I greatly appreciate you taking the time to test out this mod and provide feedback and bug reports! It's very helpful on my end.

I can't tell you much when it comes to the release date for the next update. These past two weeks real life has been keeping me extremely busy.

For now, all I can really say is Soon(tm). It may be sometime early next month if nothing else comes up on my end.
crawlers Jun 11, 2023 @ 6:50pm 
I hope I am not a bother, but do you know when the next update to this will occur? I feel quite hyped about the mechanics of this mod (pun not intended), but it is difficult to play it when it crashes in the midgame.
crawlers Jun 5, 2023 @ 6:32pm 
Infiltrator automatons can bunch up where more than one attempts to infiltrate the same point of interest, making a waste of time. Not sure if issue caused by mod or a vanilla problem (eg deep ones making a cult multiple times in a single place).
crawlers Jun 3, 2023 @ 5:01pm 
The broken song from mechanical choir truly lives up to its name. Through proper production, it is feasible to subvert all of the religions of the world, and with a bit more difficulty perhaps even those with a prophet controlled by humanity. Mechanical choir uses up an agent slot but does not require one, meaning it is possible to get 7 agents. I managed to do so in around 200-230 ish turns.

The mechanical choir's profile reduction power is also outstanding, mostly removing the need for intrigue agents to reduce profile except perhaps at the main production congregation.
crawlers Jun 3, 2023 @ 4:39pm 
I noticed maxwellian saints seem quite reluctant to expand the connection network when not under player control - is this intentional? The priority to assemble components they aren't holding but are inside a congregation is higher than building connections.

I understand they need to make a good number of maxwellian intelligences before the negative motivation for having them drops the priority low enough, but that isn't what I speak about since eventually the condition is met.
Wonderblunder  [author] Jun 3, 2023 @ 3:32pm 
I'll need to keep a note on that one. I'm currently in the middle of doing rather hefty update for the next test build (which, ironically, focuses on ruler actions), so that bug fix will have to be with that update instead of within a hotfix.
crawlers Jun 3, 2023 @ 2:28pm 
Hm, turns out it also breaks agent actions - they do not progress in this state. I guess it is game over when this happens.
crawlers Jun 3, 2023 @ 2:24pm 
Got an error of index outside bounds of array, seems to happen consistently when a ruler completes the spread the word message. Afterwards, it is necessary to restart the game after every single turn in order to keep playing.
Wonderblunder  [author] May 26, 2023 @ 6:37pm 
Oh now that is an unexpected bug. Luckily it seems like a simple fix. Thanks for reporting!
Xeldren May 26, 2023 @ 5:37pm 
Whenever a Mekhanite transforms using Standardization/Apothiosis while in the middle of a Challange/Quest, the task that he/she was on gets locked with nobody else being allowed to use it in that location.

This can be bad whenever the unit was using Divert attention because this then gets forever locked with no unit or agent able to decrease profile.
SDSkinner2011 Apr 25, 2023 @ 3:59pm 
2 I agree- it is useful to get everything funneled to the same place. It is a noob trap because you use it the first time you play Mekhane and you get the chosen one smashing down your door.
6 Correct. You need to produce 15 relics and then 5 divine relics (which require 3 of each relic) to break the seals; played optimally you are going to skip through the fun toys.
megabot Apr 25, 2023 @ 1:12am 
talking about mekhane and it needing to be more disrupting, mekhane is actually a boon wherever she is because of the ability to consume devastation to create components, which either should be more akin to increasing devastation, or it should create a modifier like "scavenged metal" or something like that, which, if it is higher than devastation prevents more components to be made from said devastation, and the modifier is reduced at the same rate as devastation is

at least that is my sugestion. some other things that could be interesting is the cult taking prosperity away from somewhere to create pieces and components
Wonderblunder  [author] Apr 24, 2023 @ 11:26pm 
Hey SDSkinner, thanks for the feedback!

-Good point! I have a couple of ideas on how to make Mekhanite activity more disruptive.
-It's largely there as an optional power to use. The ability to add or remove it for free is meant to alleviate any unwanted attention early on.
-Another good point. It's definitely something I'm considering rebalancing.
-Not necessarily, at least in my experience. It's there if someone doesn't want to bother with the alternate sources, which were always meant to be optional.
-Aside from saving power? No, they're meant to be direct upgrades from the base Congregations.
-Are you referring to the unlockable SCPs? They were originally intended to be expensive given how powerful they can be, but I am strongly considering reducing their cost in the next update or two.
SDSkinner2011 Apr 21, 2023 @ 12:52pm 
-There needs to be a negative for the cult. The way the Gods work is they do negative activities and this gets push-back (even Vinerva- awareness gets people to stop taking your gifts, but humanity doesn't attack heart of the forests until you start using them). MEKHANE doesn't have that- people immediately hate you.
I'd recommend tying destructive industry from Living Wilds to the cult or make cultist activities damaging.
-Priority power is (early game) a trap- having everything in one spot spikes motivation for heroes to bother you
-Influence holy order is too good for MEKHANE. Waiting takes 22 turns for each point and you need alot.
-Regenerate metal shouldn't be a power. It eliminates the need for alternative options of getting pieces.
-Is there any reason not to upgrade all collectives?
-The power slope is odd. Breaking the final seal requires enough relics to build MEKHANE but you have a bunch of abilities that need relics.
megabot Apr 20, 2023 @ 9:20am 
[insert megamind drawn as a mechanite] no iron?
Wonderblunder  [author] Apr 20, 2023 @ 8:33am 
abandons imperfect flesh and embraces the purity of the machine

rusts
megabot Apr 20, 2023 @ 4:26am 
the flesh is weak
but steel ist strong

as our flesh decays
the purity of the machine shall keep us functioning