Shadows of Forbidden Gods

Shadows of Forbidden Gods

Community Library
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Update: 1 Feb @ 12:49am

Version 2.4.13 (Intermediates):
- Implemented `Set_Wonder`, `Sub_Wonder`
- - These are empty intermediate classes for the purposes of grouping Wonders.
- - Checks for wonders can check for this intermediate type, rather than all subtypes.
- Implemented `Set_NaturalWonder` and `Sus_NaturalWonder`.
- - These are also empty intermediate classes, designed for grouping.
- - Orcs will treat wonders that inherit form these classes in the same way as the base game's three wonders (The Entrance, The Isles, and Primal Font).
- - checkIsNaturalWonder will automatically detect wonders that are subclasses of these intermediates, without the need for registration.
- Implemented `T_MagicMastery` intermediate class.
- - This class has default `getMaxLevel` override, which returns 3.
- - This class has default `turnTick` override, which manages the magical arms race.
- - Checks for Magical Mastery traits can check for this intermediate type, rather than all subtypes individually.
- - `checkKnowsMagic` will automatically detect traits that are subtypes of this intermediate, without the need for registration.

Update: 29 Jan @ 3:14pm

Version 2.4.12 (checkKnowsMagic Hotfix):
- (Base Game & DLC) Changed the new overload of checkKnowsMagic to return the magic mastery traits rather than data about the magic mastery traits.
- - The function signature is now `public bool checkKnowsMagic(Person person, out List<Trait> magicTraits)`
- - Fixed typo in function name.

Update: 29 Jan @ 2:52pm

Version 2.4.11 (Raze Subsettlement Fix):
- (Base Game & DLC) Implemented multiple fixes for the Raze Subsettlement task (`Task_GoRazeSubsettlement`) that armies can use to destroy menace producing subsettlements.
- - Will no longer raze the society's own capital.
- - Will no longer raze their own elven cities that have multiple infiltratable subsettlements.
- - (DLC only) Will no longer raze their own dwarven cities that have multiple infiltratable subsettlements.
- (Base Game & DLC) Implemented new overload of the `checkKnowsMagic` helper function that outs the names, magic trait types, and levels for any knownn magic on the character.
- - The function's signiture is `public bool checkKnownsMagic(Person person, out List<string> knownTraitNames, out List<Type> knownTraitTypes, out List<int> knownTraitLevels)`.

Update: 27 Jan @ 10:21am

Version 2.4.10 (Wonder Handling Improvements):
- (Base Game & DLC) Improved logic for handling modded Natural Wonders.
- (Base Game & DLC) Improved logic for handling modded Wonders in the wonder spawn pool.
- (Base Game & DLC) Orcs will now properly handle registered Natural Wonders.

Update: 22 Jan @ 1:26pm

Version 2.4.09 (Typo Fixed):
- (Base Game & DLC) Fixed typo in the description of the 4th generic exploration event for shipwrecks.

Update: 20 Jan @ 4:59am

Version 2.4.08 (Niche Fixes):
- (Base Game & DLC) The "Wasting Souls" curse no longer effects player agents or player aligned agents.
- (Base Game & DLC) Fixed null reference exception that could occur in `Person.embedIntoSociety` function if called on a person whose society is The Dark Empire, just after the Dark Empire's capital has been razed earlier that turn.

Update: 17 Jan @ 12:25pm

Version 2.4.07 (Hotfix):
- (Base Game & DLC) Modified the tone of the new CHosen One death message to be strictly informational narration to avoid implying lore about the god being played.
- (Base Game & DLC) Added `Chosen One Death Message` mod option (default true). If enabled, the above-mentioned message will be generated whenever the Chosen One dies.

Update: 17 Jan @ 5:21am

Version 2.4.06 (Chosen One Death Message):
- (Base Game & DLC) Added a death message when the Chosen One dies.
- (Base Game & DLC) Fixed null reference exception in base game Arcane Secret.

Update: 12 Jan @ 8:48am

Version 2.4.05 (Overmind Hooks):
-Implemented `onCalculateAgentsUsed` hook, which allows mods to change the counted number of enthralled agents.
- Implemented `onGetAgentCaps` hook, which allows mods to change maximum number of recruited agents a god has at any seal level.
- Implemented `onGetMaxPower` hook, which allows mods to change the current maximum amount of player a god can have.
- A new "Overmind" section has been added to the "Hooks" documentation page.

Update: 10 Jan @ 4:25pm

Version 2.4.04 (Misc Fixes):
- (Base Game & DLC) The Harvester's starting traits (`T_Howl_Sin` and `T_Howl_Madness`) now ignore agents belonging to a Dark Social Group, and agents belonging to Ophanim's Faith.
- (DLC) The Urban Prowler minion trait (`Mt_UrbanProwler`), which is typically found on Razor Rats, now effects Dwarven Cities.
- (Base Game & DLC) Holy Orders will no consider their prophet to have died when they transform into a werewolf from the LivingWilds mod.

Many of the base game's console commands crash if not used in exactly the right way, which can only be determined by reading the code for that specific command. As such, I have started implementing replacement logic for those that cause problems. In some cases this includes new console commands, or new capabilities from the commands.
All of these changes effect both the Base Game and the DLC unless specified otherwise.
- All commands replaced by the Community Library are not case sensitive. Those not replaced still are.

- "ghast" - Will no longer crash if you have a unit selected. It will spawn the Ghast at the selected unit's current location.
- "ravenous" - Will no longer crash if you have a unit selected. It will spawn the Ravenous Dead military unit at the selected unit's current location.
- "shadow", "halfshadow", "99shadow"
- - Will no longer crash if you have a military unit selected.
- - Will no longer crash if you have a location selected that does not have a settlement.
- - Will no longer effect a location with a settlement that blocks shadow spread, or effect a unit led by the ruler of such a settlement.
- - Will now enshadow locations with no settlement.
- - Will now enshadow the leader of a military unit, if applicable.
- - Will now also effect the shadow of the settlement's ruler, if applicable.
- - Will now also effect all hexes belonging to a target location, if applicable.
- - If you have selected a hex that is not a location, it will now enshadow the location that the selected hex is in the territory of.
- - The "shadow" command can be given an integer value between 0 and 100, separated from the command name by a space (`shadow 71`, `shadow 11`). The target's shadow will be set to that value.
- - Implemented "forceshadow", "forcehalfshadow", "force99shadow", which ignores a settlement's shadow policy, and can be used to enshadow hexes that are not territory of any location.
- "nationShadow" - Will now operate as if you had used the "shadow" command on each location and unit belonging to that social group.
- - Will not effect the Alliance if the alliance is set to unenshadowable.
- - Can be given an integer value between 0 and 100, separated from the command name by a space (`nationShadow 71`, `nationShadow 11`). The mation's shadow will be set to that value.
- - Implemented "forceNationShadow" command which will ignore the alliance's, or a settlement's, shadow policy.