Shadows of Forbidden Gods

Shadows of Forbidden Gods

Community Library
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Update: 6 Mar @ 3:59pm

Version 2.5.05 (Data Structure Modifications):
- Implemented new `PowerDelayed` class that inherits from `Power`.
- - `List<Pair<Location, int>> TargetDelays_Locations` is used to store targeted locations and their turn count to completion.
- - `List<Pair<Unit, int>> TargetDelays_Units` is used to store targeted units and their turn count to completion.
- - `virtual void turnTick` needs to be called each turn. It has a base implementation that iterates over all target delays, decrimenting delays, and calls the corresponding CastDelayed overload when a delay reaches zero.
- - `virtual void CastDelayed(Location location)` and `virtual void CastDelayed(Unit unit)` are used by the turnTick function in order to trigger the effect.

- Implemented new `Pair<T, U>` mutable data class.
- Refactored `PriorityQueue` to use `<TValue, TPriority>` instead of `<TItem, TPriority>`.
- Refactored `ItemPriorityPair` to `ValuePriorityPair`.
- Refactored some internal functions of `OrderedDictionary`

Update: 3 Mar @ 12:07pm

Version 2.5.04 (Hotfix):
- (Base Game & DLC) Fixed null reference exception when interacting with the "Wonders" collection.

Update: 1 Mar @ 8:22am

Version v2.5.03 (Dwarven Civilization Count):
- (DLC) New Mod Options: "Target Dwarven Civilization Count" and "Dynamic Dwarven Civilization Count"
- - 1 and false by default, respectively.
- - The actual count has 10% chance to be lower, or a 25% chance to be higher than you chose.
- - The dynamic option adds an extra to large maps and reduces the count automatically for small maps.
- - The amount of the underground that Dwarven Civilizations occupies will be approximately one-third at 1 civilization, up to two-thirds at 6 civilizations.
- (Base Game & DLC) Changed the wording of the Alignment holy order tenet description to be clearer.

Update: 28 Feb @ 3:10am

Version 2.5.02 (Hotfix):
- Added save-updating for the new trade route manager.

Update: 27 Feb @ 2:16pm

Version 2.5.01 (Trade Route Fixes):
- (Base Game & DLC) Change signature of the second overload of `onMapGen_PlaceWonders` to `void onMapGen_PlaceWonders(Type t, out bool failedToPlaceWonder)`.
- - If the hook outputs `failedToPlaceWonder = true`, no further instances of the hook will be called, the wonder will be removed from the spawn pool, and another attempt will be made with a different wonder.
- (Base Game & DLC) Completely rebuilt trade route formation logic to properly mimic base game behaviour.
- - Performance has improved noticeably.
- - Only the minimum number of trade routes required to link all trade route endpoints will be made. This will result in many fewer trade routes overall.
- - Trade routes are much less likely to bunch up or overlap.
- - Trade routes are visually cleaner.
- (Base Game & DLC) New mod Option: Dense Trade Routes
- - Disabled by default.
- - If enabled, ensures that all trade route endpoints are connected to their nearest (cheapest) endpoint, in addition to the normal trade routes.
- - Tends to only add a small number of trade routes.
- - Prevents strange gaps in the trade route network.
- (Base Game & DLC) Modified Trade Route cost delegate for Realistic Trade Routes.
- - Trade routes are less likely to cross from land to water and vice versa if there is not a dock or market present.
- - Trade routes will now try to avoid extremely cold water.
- (Base Game & DLC) Fixed bug that prevented second pass of all pathfinding and trade route generation from functioning.

Update: 15 Feb @ 9:47am

Version 2.5.00 (Wonder Spawn Rework):
- (Base Game & DLC) Created new `WonderData` class to store data required to manage wonder spawning logic.
- (Base Game & DLC) Changed the signiture of the `OnMapGen_PlacingWonders` hook to return `List<WonderData>` instead of List<Type>.
- (Base Game & DLC) Changed wonder spawning logic so that it can handle the following features:
- - Duplicate wonders.
- - Wonder spawn priorities (standard and high).
- - Forced spawning of specific wonders.
- - Unique wonders, that cannot be safely duplicated.
- (Base Game & DLC) Added "Wonder Priority" mod options for all three vanilla wonders, allowing you to set their priority between 0 (never spawns) and 2 (high priority).

Update: 9 Feb @ 10:29am

Version 2.4.17 (Duplicate Wonders):
- (Base Game & DLC) New Mod option: "Allow Duplicate Wonders". If enabled, the same wonder can be generated multiple times.
- (Base Game & DLC) Increased maximum target wonder count from 3 to 9.
- (Base Game & DLC) Fixed wonders not spawning in map generation after the 1st map since launching the application.
- (Base Game & DLC) Fixed null reference exception that could occur if generating multiple games in a row.

Update: 9 Feb @ 3:26am

Version 2.4.16 (Misc. Fixes):
- (DLC) Fixed incorrect tool-tip in Xerxes Sand 2 event outcome. The second outcome requires a minion and 4 or more might.
- (DLC) Elven expansion now respects awareness of underground.
- (Base Game & DLC) Build Mage Camp (`Ch_Orcs_BuildMages`) now makes use of the Community Library's `checkKnowsMagic` function, allowing it to recognise all registered modded magic types (Fleshcrafting and Curseweaving), in addition to the base game ones.

Update: 5 Feb @ 5:31am

Version 2.4.15 (Wonder Spawning Hotfix):
- (Base Game & DLC) Fixed that base game wonders were not spawning.

Update: 5 Feb @ 3:31am

Version 2.4.14 (Dark Prophets):
- Removed support for Obsolete game versions (1.0 and 0.13).
- (DLC) Fixed that the description of "Dwarven Vigilance" claimed to grant 3 security, but actually granted 4. It now claims to grant 4.
- (Base Game & DLC) New Mod Option: "Dark Prophets".
- - DISABLED by default.
- - If enabled, a holy orders prophet that is from one of Ophanim's Theocracies, or that is enshadowed (shadow > 50%) and from The Dark Empire, will count as a player controlled prophet from purposes of influence gain.
- - Makes use of the new `bool checkIsProphetPlayerAligned(HolyOrder order)` utility function in the Community Library's mod kernel.
- (Base Game & DLC) Deep Ones Plus' "Drowned Prophet" will always count as a player controlled prophet from purposes of influence gain.
- (Base Game & DLC) Implemented `bool onCheckIsProphetPlayerAligned(HolyOrder order, UA prophet)` hook, which allows a mod to specify that a non-player-controlled prophet should be treated as a player controlled prophet from purposes of influence gain.
- (Base Game & DLC) Implemented `OrderedDictionary<T>`.
- - This is a generic data structure that can be accessed and manipulated through both by item index and by dictionary key.
- (Base Game & DLC) Implemented Wonder collection, with `registerWonderType(Type)` and `checkIsWonder(Location)` collection functions.
- - These are for unique locations that do NOT behave like the base game's wonders, but should be considered unique and irreplaceable.
- - No base game behaviour is associated with this collection.
- - `checkIsWonder` will return true if the location contains a wonder or natural wonder.