Shadows of Forbidden Gods

Shadows of Forbidden Gods

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Living Wilds
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11 Feb, 2023 @ 4:54pm
7 Jan @ 7:46pm
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Living Wilds

Description
This mod aims to turn the wilderness from an empty wasteland to another battlefield for the forces of light and dark, introducing challenges to fight for control of it and wilderness creatures who help or hinder you based on the shadow of the lands they're in.

Battle for Nature - New challenges have been added to let the player quickly spread shadow through unoccupied locations that have enshadowed settlements near them, and to let heroes fight back. This doesn't directly contribute to victory, but it allows for Wells of Shadow to open new fronts for shadow to seep back into civilization.

Creatures of the Wild - 5 new types of wilderness creature will appear in untamed lands, each with their own effects. Most will start out benevolent or indifferent, but they will succumb to darkness and start furthering your schemes as the wilderness around them is consumed by shadow.

You're Damn Right We Got Werewolves - Feral werewolves keep to themselves and defend their territory (until they start falling to the dark), but if they wound a human in combat they'll pass on their curse. Infected humans will temporarily turn into werewolves when the Blood Moon rises, rampaging and spreading lycanthropy to others until entire settlements run howling into the night. You also might throw your own agents to the wolves to speed the process up, or manipulate holy orders and witch covens into accepting lycanthropy willingly.

Encroaching Civilization - A new preference tag has been added for Nature. Characters who like Nature will be more interested in fighting wilderness monsters and defending the wilds from shadow, while characters who dislike Nature will keep to the cities and sacrifice their lands' habitability for easy gold. Starving lands may organize hunts in nearby wilderness to fill their storehouses, while nature-loving rulers next to the wilderness may build Nature Sanctuaries to improve nearby habitability.
Popular Discussions View All (1)
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11 Feb, 2023 @ 5:12pm
Art Credits
Doopliss
96 Comments
MechaMarshmallow 21 Mar @ 6:20pm 
It seems you're right. I'm not sure if something bugged out in my last run or if I just didn't see it the last 2 times it happened today, but it worked this time. Fingers crossed it's just me being inattentive because it's probably a hard bug to recreate.
Typical_Name 21 Mar @ 6:08pm 
You should definitely get a notification when the werewolf begins to move to harry your agent, but as far as I remember it doesn't tell you each turn when the damage happens, if that's what you meant.
MechaMarshmallow 21 Mar @ 6:00pm 
Maybe I've encountered a bug, because I've not seen any and it's happened multiple times now. I'll double check that I don't have it filtered for some reason.
Typical_Name 21 Mar @ 5:56pm 
There *is* a notification that your agent is being harried by a werewolf, though...
MechaMarshmallow 21 Mar @ 5:52pm 
Cool mod, but I think you should add an alert if one of your agents is being harried by a werewolf. I've had a few games now where an agent died out of the blue because a werewolf moved into their square while they were performing a task and killed them without any notification because I wasn't watching them every turn.
Grimmulf 16 Dec, 2024 @ 9:17pm 
Hey i really like the mod i just wanted to ask if you ever considered maybe adding some unique Agents based on the 5 new creatures?
Doopliss  [author] 1 Dec, 2024 @ 7:54pm 
That would make sense as an explanation. I can't get too deep into the weeds on shapeshifting at the moment, but I'm planning to give it a thorough once-over soon.
Typical_Name 1 Dec, 2024 @ 5:25pm 
NullReferenceException: Object reference not set to an instance of an object
at LivingWilds.T_Nature_Lycanthropy.turnTick (Assets.Code.Person p) [0x006d6] in <88a9ab134f3e42d285722023bf190d64>:0
at Assets.Code.Person.turnTick () [0x00077] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.Map.processPeople () [0x0002c] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.Map.turnTick () [0x00196] in <87722c3d024842ed81b5e159dacda8fd>:0
at (wrapper dynamic-method) Assets.Code.World.Assets.Code.World.bEndTurn_Patch0(Assets.Code.World,bool)
at Assets.Code.UIInputs.hotkeys () [0x008ec] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.UIInputs.Update () [0x00052] in <87722c3d024842ed81b5e159dacda8fd>:0
Typical_Name 1 Dec, 2024 @ 5:25pm 
I encountered some sort of crash. The error was not very helpful - all I know for sure is that it had something to do with something switching to werewolf form. My best guess is that it had something to do with one of the werewolves being a vampire (he had the hunger, attacked a werewolf character, got infected, died, came back as vampire and still had the werewolf infection). He was also underground, which is unlikely to be a problem, but I mention it in case that's a possible concern (I haven't observed any other instance in which a werewolf happened to be underground when they transformed).
Typical_Name 1 Dec, 2024 @ 1:14am 
I don't know if this is fixable, or if it's too niche to be worth fixing, but the Delver (from the Delver mod) seems to bug out when he becomes a werewolf. He can't do any challenges at all, and doesn't get the wolf minions werewolves usually get. Also, his artifacts get reset to 0.

I was able to end the first turn for which he was a werewolf, but the end turn button became unresponsive the following turn.