Shadows of Forbidden Gods

Shadows of Forbidden Gods

Community Library
Showing 11-20 of 156 entries
< 1  2  3  4 ... 16 >
Update: 31 Mar @ 11:03am

Version 2.6.00 (Delegate Support) is live on Steam and Github:
**Compatability Breaking Changes**
- Completely removed `interceptChallengePopout` hook.
- Merged `Hooks.TaskData` and `Hooks.TaskData_Popout` into new `Hooks.TaskUIData`.
- Changed the signature of the `onUIScroll_Unit_populateUM` hook to return `List<TaskUIData>`.

**Update Instruction**
- Download the pre-release.
- Change the reference for the Community Library in your mod to point to the prerelease versions.
- Fix errors:
- - Replace instance of `Hooks.TaskData` with `Hooks.TaskUIData`.
- - Copy assignments made to `Hooks.TaskData_Popup` in `interceptChallengePopout` hook to the `onUIScroll_Unit_populateUM` hook, and assign the data to the new `Hooks.TaskUIData` object.
- - Remove the override for the `interceptChallengePopout` hook.

**Development**
- Implemented new `HooksDelegateRegistry HookRegistry` in the Community Library's ModCore.
- - Offers an alternative to the `Hooks` class, which can be used without dependency.
- - Has a smaller performance impact compared to the `Hooks` class system.
- - The `Hooks` class remains for legacy compatibility. All new mods should use the `HooksDelegateRegistry` instead. Old mods should switch over as a low-priority task.
- - - There are no plans, at this time, to ever remove the old `Hooks` class or the registration function for it. As such, you can still use it if you don't understand delegates.
- - Documentation has not yet been updated.

Update: 30 Mar @ 3:19pm

Version 2.5.15 (MinionAttack Hooks Fix):
- (Base Game & DLC) Fixed minion attack hooks for the defender agent in agent battles not assigning damage correctly.

Update: 29 Mar @ 4:44pm

Version 2.5.14 (Branch Safety Update):
- Re-update to ensure that the incorrect branch wasn't released by mistake.

Version 2.5.13 (Hotfix):
- (DLC) Fixed Key Not Found eexception in modified dwarf spawning logic.

Update: 29 Mar @ 4:23pm

Version 2.5.12 (Dwarf Fix):
- (DLC) Changed Dwarf spawning logic so that the size of each civilization is tracked separately, and they are prevented from growing beyond 1.1 times their share of the total target dwarven settlement count, even if this means that the total target dwarven settlement count will never be reached.

Update: 27 Mar @ 6:24pm

Version 2.5.11 (HexGridUtils Fix):
- (Base Game & DLC) Massively refactored `HexGridUtils` class.
- - Improved performance by over 50% (estimated), higher in some cases.
- - Fixed incorrect methods for determining Circles and Circular Rings.

There is a known bug where Circular Ring and Circle do not agree. I will try to address it in a future update.

Update: 23 Mar @ 5:00pm

Version 2.5.10 (QoL and Mod-Support):
**Gameplay Changes**
- (Base Game & DLC) Fixed that Ghasts would attempt to enshadow locations with Wards, even when their enshadow task fails at those locations.
- (Base Game & DLC) The Shadow Breakdown UI now accounts for all vanilla features that externally modify a settlement's shadow gain over time.
- - SWWF's Supplicant's "Dying Light" starting trait
- - The effect of SWWF's "Serpent's Coils" power
- - "Ophanim's Faith" property
- - "Darkstone" items, "Deep Ones Cult" property
- - "Malign Catch" property
- - Desecrated Cathedral subsettlements.
- - The Monarch's "The Setting Sun" starting trait
- - The Monarch's "They Will Obey" starting trait.
- (Base Game & DLC) The Broken Maker's sleep cycle now deletes undead and, if you have the DLC enabled, cthonian armies.

**Mod-Support Changes**
- (Base Game & DLC) Changed when Map Generation places wonders.
- - (DLC) Placement is now after humans, witches, elves, and dwarves, but still before cthonians and ancient ruins.
- - (Base Game) Placement is now after humans, witches, and elves, but still before ancient ruins.
- - - It used to be immediately after humans in both cases.
- (Base Game & DLC) Implemented new `HexGridUtils` static class which contains a full set of functions for acquiring Hex Distances, Square Euclidean Distances, Euclidean Distances, and hexes within Radii, Radii Rings,, Circles, Circular Rings, and Lines, using cube-coordinate conversions.
- - These are the industry standard methods for operating on hex grids, offering agnostic, extremely efficient computation that, unlike the vanilla logic, is not impacted at all by the size of the hex grid.
- (Base Game & DLC) Implemented new `onBrokenMakerSleeps_StartOfProcess`, `_TurnTick`, and `_EndOfProcess` hooks.
- - Tracking this in your own mod si fairly easy to do, but it is yet another thing you have to know of and keep track of. Condider these a convenience feature that makes supporting The Broken Maker simpler.
- - Please make sure to support the Broken Maker's sleep cycles properly.

Update: 19 Mar @ 5:18pm

Version 2.5.09 (Shadow Gain Support):
- (Base Game & DLC) Implements new `onSettlementComputesShadowGain` hook and delegate for displaying modded shadow gain effects in the UI.
- - I haven't yet gone through and accounted for all base-game features that do not normally display, such as Ophanaim's Faith.
- (Base Game & DLC) Implemented new "Forced Wonders Don't Count" mod option.
- - Default false.
- - If enabled, wonders with priority 3 (forced) will not count against the target wonder count when spawning wonders.

Update: 8 Mar @ 4:03am

Version 2.5.08 (Advanced checkIsWonder):
- (Base Game & DLC) Added an advanced version of `checkIsWonder` and `checkIsNaturalWonder` which output the elements of the location that classify as a wonder for further processing.
- - This is similar to the second overload of `checkKnowsMagic`, which outputs the magic mastery traits for further processing.

Update: 7 Mar @ 9:54am

Version 2.5.07 (ModJam Jumble):
- (Base Game & DLC) Modified the AI of human armies so that they will consider armies that are not their ally, which are razing or capturing a location of their society, as valid attack targets.
- - This is to address a specific edge-case where human armies would sometimes ignore armies belonging to The Dark, or other elder aligned social groups, when the army is razing a settlement.
- - Due to the specific and unknown conditions under which the bug occurs, this fix cannot be fully tested. If you still observe this behaviour after this update please report it.
- (Base Game & DLC) Changed the button labels for the popup that appears when changing your agent's task would result in a significant moss of challenge progress. They now read "Confirm New Task" and "Continue Current Challenge" instead. Hopefully this will reduce confusion.
- (Base Game & DLC) Added `virtual WhileDelayed` unctions for both Location targets and Unit targets to `PowerDelayed`. These can be used for duration-based powers.
- - They are not called on the turn that the delay value reaches 0.
- (Base Game & DLC) Implemented `delegate_IMMOBAILE` for pathfinding system.
- - It is automatically added for units where `getMaxMoves()` returns 0, or lower.
- - It causes all pathfinding attempts including that delegate to fail immediately, preventing standard movement for that unit.

Update: 6 Mar @ 4:33pm

Version 2.5.06 (PowerDelayed Tick):
- Automatically ticks all instances of `PowerDelayed` in `God.Powers` during the `onTurnStart` hook.