Shadows of Forbidden Gods

Shadows of Forbidden Gods

Community Library
Showing 91-100 of 156 entries
< 1 ... 8  9  10  11  12 ... 16 >
Update: 15 Feb, 2024 @ 10:01am

Version 2.0.00-PR4 (Natural Wonder Fix):
This update only effects the 2.0 closed beta:
- Natural wonders will now only spawn on the surface map layer.

Update: 14 Feb, 2024 @ 10:10am

Version 2.0.00-PR3 (God Sorting Options):
- Implemented new mod options that allows for sorting the gods in the New Game mod selection screen in a variety of ways.
- - The default settings moves "Bonus God: Death's Games" to the end of the list of vanilla gods, including Cordyceps, and places all modded gods after all vanilla gods.
- - Make sure to set this up as you see fit in the Community Library's Mod Configuration screen when you next open the game.

This change log effects both game version 1.1 and the 2.0 closed beta.

Update: 14 Feb, 2024 @ 4:40am

Version 2.0.00-PR2 (Experimental Hotfix):
- Fixed incorrect challenge assignment.
- Fixed pathfinding bug.
- Introduced a Force Community Library Pathfinding mod option (default true).

Update: 14 Feb, 2024 @ 3:41am

Version 2.0.00-PR1 (Experimental):
This update provides experimental support for the closed-beta for the upcoming underground expansion. As far as I can tell, all features are functioning, but there may be interactions from new game content that are not yet accounted for or properly handled.
Documentation on the wiki has updated instructions and examples for both main branch and the closed-beta branch.

The following change-log applies only when suing the closed-beta branch of the game:
Pathfinding:
- Changed the pathfinding algorithm to account for multiple layers.
- - The algorithm now operates using two passes.
- - The first pass will only use the layers that the origin and destination locations are on, while the second pass will allow transit through other layers.
- - The second pass will only operate if the first failed to find a valid path.
- Changed the signature of pathfinding delegates to include the origin and destination.
- - **This breaks mods** that pass a pathfinding delegate into the Community Library's pathfinding algorithm. Any effected mod will need to be recompiled using the build of the Community Library in the 2.0 folder.

UAEN Override AI:
- Implemented Override AI for the new `UAEN_CaveSpider`.
- Implemented Override AI for Cordyceps' `UAEN_Haematophore`, which i apparently missed before.
- No existed AI needed changes at this time (12/02/24).

Update: 4 Feb, 2024 @ 3:36pm

Version 1.9.07 (Hotfix):
- Fixed null error in `Task_AttackUnitWithCustomEscort`.
- Disabled missed debugging log lines.

Update: 4 Feb, 2024 @ 3:00pm

Version 1.9.06 (Mod Options & Collections)
Mod Options:
- Moved Target Orc Horde Count mod option to the Community Library from Orcs Plus.
- Moved Dynamic Orc Horde Count mod option to the Community Library from Orcs Plus.
- - This means that people playing without Orcs Plus have the abaility to use these options.
- Implemented Target Natural Wonder Count mod option.
- Implemented Dynamic Natural Wonder Count mod option.

Collections:
- Implemented `registerVampireType` and `checkIsVampire` functions, allowing mods to register custom unit types as vampires, and easily check if a unit is any type of vampire, base game or modded.
- Implemented `registerLocusType` and `checkHasLocus` functions, allowing mods to register custom arcane locus types, and easily check if a location has any arcane locus, base game or modded.
- Implemented `registerMagicType` and `checkKnowsMagic` functions, allowing mods to register custom magic types, and easily check if a person knows any magic, base game or modded.
- - All of the above functions already account for modded locus types, vampire types, and magic types, that exist at time of implementation (03/02/2024).

Hooks:
- Implemented two version of `onMapGen_PlaceWonders` hook.
- - `List<Type> onMapGen_PlaceWonders()` returns a list of all types of natural wonder that you wish to generate.
- - `void onMapGen_PlaceWonders(Type t)` is called *IF* one of the wonders that you wish to generate has been selected to be generated. The type to be generated is passed into the hook. It should do the job of generating the wonder.

Distance Divisor:
- Forced all distance divisor checks to use pathfinding instead of `map.getStepDistanceTo`.
- - This will give much more sensible results, and will allow for cheaper (at a code level) distance modifying items and minions, but will negatively hurt base performance.
- Changed `onUnitAI_GetsDistanceToLocation` hook signiture to include the path to the desitination: `int onUnitAI_GetsDistanceToLocation(Unit u, Location target, Location[] pathTo, int travelTime)`
- - As far as I am aware, no mod is unsing this hook yet, thus the lack of warning and preperation time that it may break dependent mods.
- Implemented `onUnitAI_GetsDistanceToLocation` function for Covens. Curses, and Curios' Heroic Boots item.
- - This means that AI that care about the time it takes them to travel to a challenge now account for the fact that they have two extra steps each turn.
- - This also effects the duration of attack, disrupt and bodyguard jobs, as they are always longer than the time needed to reach the target.

Death Prevention:
- Implemented "REVIVE_PERSON" event outcome. Use with care, as it requires some setup to get working correctly. Check the Documentation in the mod's Github Wiki.
- - While called Revive person, because that's what it does under the hood, this event outcome is intended to be used primarily for effects that prevent death.
- Implemented "Potion of Perfect Healing", a test item that prevents the holder's death once, and fully heals them.
- Implemented "noDeath" console command that gives the target person a Potion of Perfect Healing test item.
- Implemented `onRevivePerson_CreateAgent` hook, which allows dependant mods to define what agent should be granted to a Person who is being revived and needs a new agent to inhabit.
- Implemented `onRevivePerson_EndOfProcess` hook, which allows mods to reset any values that are unique to them, and which may have been cleared by theperson's death.
- Implemented `registerReviveAgentCreation` function that allows non-dependent mods to register a deligate with the following signiture to define what agent should be granted to a Person who is being revived and needs a new agent to inhabit: `UA functionName(Person person, Location location)`

Update: 1 Feb, 2024 @ 11:03am

Version 1.9.05 (Custom Escorts):
- Implemented `Task_AttackUnitWithCustomEscort`. This task mimics the functionality of the base game's `Task_AttackUnitWithEscort`, but supports any military unit (`UM`) type as a possible escort.
- Fixed `interceptUnitDeath` hook.
- The `interceptUnitDeath` hook no longer fires if a preceding mod has already intercepting the death.
- Implemented `onAgentBattle_ReinforceFromEscort` hook. This allows mods to specify what minion is created when an agent reinforces from an escorting army.

Update: 27 Jan, 2024 @ 2:18pm

Version 1.9.04 (Cease War Fix):
- Orc Upstarts will now prioritise locations that are near themselves when performing the Cease War Ritual.

Update: 6 Jan, 2024 @ 6:42am

Version 1.9.03 (Load Order Fix):
- Refactored ModData class to be initialized on game launch and cleaned when a new game is made, instead of being instantiated only when starting a new game. This should avoid potential load order issues that have been seen with Orcs Plus and Living Societies.

Update: 15 Dec, 2023 @ 8:40am

Version 1.9.02 (Unstick little AI):
- Fixed error in `Task_GoPerformChallengeAtLocation` that would lead to an agent getting stuck if the challenge was no longer valid when they arrived.