Shadows of Forbidden Gods

Shadows of Forbidden Gods

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Tags: Wonder, god
File Size
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11.824 MB
7 Apr @ 1:53am
23 Jun @ 3:07am
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Clestium

Description
News
Version 1.0.03 (Loss Victory Fix)
Date: 21/06/2025 (dd/mm/yyyy)

Introduction
Celestium introduces a pair of wonders, the Solar Observatory and the Lunar Observatory, which each have a dedicated once-use power to aid in your destruction of the world. These powers are performed through challenges, and each have specific conditions that must be met to use.

If you have the "Enable Celestium God" mod option enabled, which it is by default, you can also use these powers, in conjunction with a third power to create Celestium, a god that can only be played by switching to it mid-game through the use of the wonders.

Celestium is a very straightforward, powerful god with mechanics centered around raising the global temperature to make the world uninhabitable to life. Expect a Celestium game to be a bit of a power trip.

Spawning Celestium
To become Celestium, your game must have spawned the Solar and Celestial Observatory wonder pair. You can set the spawn priority to 3 in the mod options to force them to spawn upon starting a new game.

The information needed to figure out how to become Celestium is included piecemeal in the descriptions of the challenges introduced at the Solar Observatory. If you want to figure it out for yourself, there are only three challenges to check.

If not, here is a step-by-step guide. Warning: Spoilers.
1) Charge the Solar Observatory by enshadowing it or the lunar observatory, and waiting. You can view the charge level on the solar observatory subsettlement.
2) Use Prophecy Starfall from the Solar Observatory, it doesn't matter where. It will leave behind a Star Metal property at the location it strikes.
3) Send an agent there and gather it using the challenge.
4) Once gathered the agent carrying the star metal will be able to use Prophecy Sunfall at the Solar Observatory, which immediately switches god after completion.


Dependency
Celestium is completely dependent on the Community Library to operate. The Community Library must be enabled, and must be before (above), Celestium in the mod load order. Celestium will error if the Community Library is not enabled.

The order in which a mod finishes loading is not deterministic. Later mods can finish loading before earlier ones in some cases.
To minimise the chance of Mod Load Errors for dependent mods, place them as far from the Community Library as possible (as low in the mod load order as you can).

Notes
For none-Steam use, please visit the releases page of the mod's Github page: https://github.com/ilikegoodfood/Celestium/releases

Credits
All image credits and licensing information are included in the "credits.txt" file in the mod folder for each supported game version.

Some images, include the use of, are are directly made by, Neural Network Image Generators, more commonly known as AI Image Generators.
Popular Discussions View All (1)
3
24 Jun @ 7:18pm
Bug Reporting Thread
ilikegoodfood
11 Comments
ilikegoodfood  [author] 23 Jun @ 3:08am 
Version1.0.03 (Loss Victory Fix):
- (Base Game & DLC) - When switching to Celestium, the loss and victory state of the game is cleared.
SnickeringSnaussages 13 Jun @ 5:46am 
You know what, I started and loaded a couple time since then and also did not have a save file. If I run into it again I'll get that for ya.
ilikegoodfood  [author] 11 Jun @ 2:19pm 
@SnickeringSnaussages I've just searched through Celestium and OrcsPlus and cannot find any error where it reports that it could not find either lunar or solar observatories, using a wide variety of wordings. It's possible that I have missed it, but it would be a lot easier to find with the exact wording.

The game records a log of the current time the application was launched, and the previous time. These files can be found at:
%AppData%\..\LocalLow\FallenOakGames\ShadowsOfForbiddenGods

They are called `player.log` and `player-prev.log` respectively.
If you are able to find the error in the log and paste it and a few lines above and below it that would be extremely helpful.
SnickeringSnaussages 11 Jun @ 1:58pm 
Hey I got an error playing an orcs game where it was like "cant find solar cant find lunar" and I think maybe it's cause they hadn't spawned that map
ilikegoodfood  [author] 20 Apr @ 3:50am 
Celestium Version 1.0.02 (Lava Pathfinding Fixes):
- (Base Game & DLC) Fixed maths error in the lava avoidance pathfinding delegate that caused units to erronously believe they were guarenteed to die if they tried to get anywhere.
- (Base Game & DLC) Fixed that the lava avoidance pathfinding delegate was being applied to player controlled units, even though they are imune to the effects of the lava.
- (Base Game & DLC) Restructured the lava avoidance pathfinding delegate to improve performance.
ilikegoodfood  [author] 20 Apr @ 3:27am 
@=(FGR)=Sentinel I have fixed the pathing constraint effecting player agents. That was an error on my part. The update will go live momentarily.

As for the Heroes not being able to move, this is a result of a maths error in the calculations for death by travelling through lava. This has now been fixed, and thus should no longer erroneously be telling unit's that they will die if they attempt to path anywhere.
=(FGR)=Sentinel 19 Apr @ 10:14am 
Just a head's up that, from the one time I played through to becoming Celestium, their victory seems highly trivialized for for two reasons:
1. Any units on locations Celestium has expanded to take one point of damage per turn
2. Any non-CO units that end their turn on a location Celestium has expanded to appear to lose the ability to move at all. This also happens to include Celestium's generic agent.
The end result of both these things is simple. Mages sealing Celestium become a complete nonissue if they have to travel through at least one Celestium-occupied region to reach the heart of the star since they get permanently stuck in place and die, meaning they can never seal you. The Chosen One also becomes highly trivialized because they'll frequently try to put up an arcane fortress before they start to fulfill the prophecy, meaning they typically die before they get to the actual sealing step. I'm not sure if this has been mentioned or fixed yet, though.
ilikegoodfood  [author] 18 Apr @ 2:15pm 
Version 1.0.01 (Typoes)
- Fixed all typos in Celestium Victory Messages.
- - Thank you to callmesalticidae on the Discord for the proofreading and corrections.
ilikegoodfood  [author] 16 Apr @ 2:13am 
@thatotherdavidguy To switch to Celestium your game must have spawned the Solar and Lunar Observatory wonder pair. If you are starting a new game and want them to definitely appear, you can set their spawn priority to 3 in the mod options.

The information you need is in the description texts for the challenges that are at the observatory wonders.
I didn't include a guide on the mod page, as I wanted people to be able to discover it for themselves. Considering there are two locations, with a total of five new challenges added through the wonders, you would have to check at most 7 tool-tips to figure it out for yourself.
ilikegoodfood  [author] 16 Apr @ 2:13am 
If you don't, here there be spoilers:

You need to charge the Solar Observatory by enshadowing it or the lunar observatory, and waiting. You can view the charge level on the solar observatory subsettlement.
Next, you use Prophecy Starfall from the Solar Observatory, it doesn't matter where. It will leave behind a Star Metal property at the location it strikes.
Send an agent there and gather it using the challenge.Once gathered bring it back to the Solar Observatory, and they, the agent carrying the star metal, will be able to use Prophecy Sunfall, which immediately switches god after completion.