Shadows of Forbidden Gods

Shadows of Forbidden Gods

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Enemies of the Dark
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19 Jan, 2024 @ 2:22pm
20 Jul, 2024 @ 6:56pm
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Enemies of the Dark

Description
Enemies of the Dark is a difficulty mod that adds three new Adversary factions to the game, with methods of destroying or corrupting each. To see their details in-game, you can look at the points of interest and modifiers in their capitals.

The Stewards
The Stewards are a secret society dedicated to growing their influence and unifying humanity against you. They spread a competing form of infiltration across the map, and use their gathered influence to build Manors that defend society from your machinations. Locations with the Stewards' influence are harder to infiltrate or enshadow, but if you do infiltrate them or beat the Stewards to the punch you can corrupt their members into serving your schemes.


The Wardens
The Wardens are an order of heretic-hunters dedicated to purging otherworldly threats from the world. When the Wardens are in play, crimes committed by heroes and agents will leave Traces behind, which the Wardens can then use to further spike the criminal's menace. Once they gather enough Traces against a specific person, faction or non-human species, the Wardens will start actively sabotaging them. Your agents can deal with this by spending extra time to clean up the evidence, or by framing other people for their crimes and then earning the Wardens' trust by killing them.


The Menders
The Menders are an order of healers and mystics dedicated to healing society's wounds. While they specialize in purging shadow, they are easily distracted by devastation and plague. They start out uncorruptible, but as their operatives are killed they will become more violent and paranoid at the expense of their original mission.


Customization
By default, one randomly selected Adversary will appear on the map, and they will generally have three operatives on the map at any one time (scaling with map size). By pressing the in-game Configure button on the mod, you can fine-tune your difficulty by toggling certain Adversaries, changing their operative count, or changing the number of Adversaries that appear. Default settings are intended to add a major complication to your game, and playing with all three Adversaries is intended to be properly rude.
Popular Discussions View All (1)
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19 Jan, 2024 @ 2:28pm
Art Credits
Doopliss
22 Comments
NilchEi 3 Apr @ 4:27pm 
Playing with three adversaries are proper fun, you can get one or two out of the way with Shoggoth and, if you're lucky, wars but even one of them is a pain in the ass that'll eat hundred of turns to counteract. Definitely provides distinct flavour that gives Elder Gods something to ponder.
Honshu Higamori 30 Mar @ 8:44pm 
Very cool mod, the default difficulty of the game feels way too easy and I don't super enjoy cranking up the difficulty level because all it really does is make challenges take longer, ie make you take longer to arrive at the same game state, the game desperately needs a more "active" set of heroes other than the Chosen One that tries to do something about you, and this really delivered on that promise. It makes the game feel a lot more dynamic when you have a more significant opposing force to contend with. I haven't seen any bugs or anything that impedes a normal playthrough after two games with it either.
Overall 5/5, good mod and strongly recommended to anyone who wants a bit more challenge in their playthrough
crawlers 14 Feb, 2024 @ 6:59pm 
Well of light challenge does not seem to care about personal shadow. A 96% shadow mediator can do it just fine even with 140 motivation.
crawlers 6 Feb, 2024 @ 5:52am 
The quest to cleanse a fountain should not be available at permanently enshadowed locations like werewolf runs and deep one sanctums. It is quite futile to try it there.
crawlers 5 Feb, 2024 @ 5:01pm 
Oh, I did not realize they do not respawn the cult. That changes things.
Doopliss  [author] 5 Feb, 2024 @ 4:48pm 
Occultist's Manors presently tick over with no effect if there are no uncorrupted Manors, which I'm satisfied with - they seem powerful enough as is, and I'd generally rather remove fiddly bits than add fiddly bits. Likewise, I'm okay with Remove Deep Ones being available at Deep Manors, since it's a valid strategic choice (you might want the Deep Manor to stick around to weaken the Stewards, and they pop off fast) and shouldn't respawn the Deep One Cult.

I've patched the mod with various Warden fixes, as well as changing it so infiltrated Steward Influences won't suppress Deep Ones or Ophanim (though infiltrated uncorrupted Manors still will until you corrupt them). Could be the Wardens are too easily corruptible in this version, but if that needs to be harder I'd rather do so in simpler ways.
crawlers 5 Feb, 2024 @ 4:10pm 
Remove deep ones challenge should also be forbidden at deep manors.
crawlers 5 Feb, 2024 @ 4:07pm 
Infiltrated steward locations should not suppress deep ones.

I also wonder, what does the occult manor do if it gets to 100 charge when there are no uncorrupted manors? The enforcer manor removes infiltration, so what does the occult manor do in such circumstances?
Doopliss  [author] 29 Jan, 2024 @ 2:35pm 
It's a save-load issue then. I've uploaded a fix, but the link between the manor and the beckoning property will still be lost to the mists of time on existing saves. Please let me know if it happens again on a new game.
crawlers 28 Jan, 2024 @ 8:03pm 
I had umbral elves disabled; it was just an ordinary human city. I'm not aware of any other abnormal behavior in that place.