Shadows of Forbidden Gods

Shadows of Forbidden Gods

Community Library
Showing 41-50 of 156 entries
< 1 ... 3  4  5  6  7 ... 16 >
Update: 6 Jan @ 8:26am

Version 2.4.03 (Orc Expansion Tweak):
- (Base Game & DLC) Orcs will no longer spread culturally spread to minor locations during war.
- (Base Game & DLC) Removed apostrophe in `it's` when the ownerless pigeon flies away in `onAgentAI_EndOfProcess`.
- (Base Game & DLC) Removed duplicate `e` from `initialiseHidenThoughts` in `ModCore`.
- (Base Game & DLC) Added get before accessing Data in `ModCore` initialization.

Update: 25 Dec, 2024 @ 11:10am

Version 2.4.02 (Property.addProperty Hotfix):
- `Property.addProperty` now correctly adds properties with stack style of None.

Update: 10 Dec, 2024 @ 12:06pm

Version 2.4.01 (addproperty Fix):
- (Base Game & DLC) Fixed vanilla static `Property.addProperty` function.
- - Property values are now merged with the first property of the same type, rather than the first property **not** of that type.
- - Property influences lists are now merged when stacking a property.
- - `TO_MAX_CHARGE` stackStyle now caps at '100.0' instead of having a minimum value of '100.0'.
- - `TO_MAX_CHARGE` stackStyle now adds the values of the provided and found properties.

Update: 9 Dec, 2024 @ 4:51am

**Vanilla Fixes**
- (Base Game & DLC) Fixed that `Task_Follow` did not account for the performing agent having more than one movement point available.
- (Base Game & DLC) Fixed that the `Ch_H_CultivateHerGifts` challenge would throw a null reference exception if you were not playing as Vinerva.
- (Base Game & DLC) Modified the description of the "Noble Connections" starting trait for the Courtier to specify that it only effects human cities.
- (Base Game & DLC) The `"CANCEL_ALL_ATTACKS"` event property, which is used by the "The Entrance" wonder, now also cancels all instances of `Task_Follow` and `Task_Bodyguard`.
- (Base Game & DLC) Completely replaced the back-end for how orc societies process turns (`SG_Orc.turnTick`). It should be more robust to unexpected map-layer interactions and modding, and perform better.
- (Base Game & DLC) Orc camps that are destroyed by climate change now undergo the `fallIntoRuin` process.
- - Once any orc camp has fallen into ruin, if the camp had no subsettlements that have survived the process, the ruin is removed, leaving no trace that the camp was ever there.
- (Base Game & DLC) The "Orcish Raiders" ritual (`Rt_Orcs_RaidingParty`) now uses the orc camp's society for the raiders, rather than the Orc Warlord's society.
- - This makes it robust both against raising raiders in another orc society's lands, and against the Warlord not being of an orc society.
- (Base Game & DLC) The "Orc Funding" ritual (`Rt_Orc_ReceiveFunding`) is now invalid if the orc warlord's society is not an orc social group.

**Community Library Features**
- (DLC) Fixed that Cave Spiders could not enter locations with Ancient Ruins, City Ruins, or Natural Wonders.
- (Base Game & DLC) Fixed that the `onAgentLevelUp_GainTrait` hook was not called for an agent's starting traits.
- (Base Game & DLC) Fixed that the `"is_delver"` event field always returned false.
- (DLC) Fixed that units performing `Task_AttackArmy`, `Task_AttackUnit`, `Task_Bodyguard`, `Task_DisruptUA`, and `Task_Follow` where not able to find a path that followed their target into the underground, if on the surface, or onto the surface, if in the underground, and they were not otherwise allowed to cross layer boundaries.
- (DLC) The `canSettle` function or Orc Social Groups and the "Claim Territory" ritual now check properly if the target location is on a map layer that the orcs are able to access.
- (DLC) Systematically improved the way that permissible map layer checks are performed.
- (Base Game & DLC) Reverted the restriction on the "Claim Territory" ritual to better match vanilla behaviour.
- - It now only needs adjacency to the orc society, not to an orc camp of that society.
- - The ability to settle any coastline if the orc society has a full shipyard has not changed.
- (Base Game & DLC) Implemented `Task_GoToUnit` (inherits from `Task_Follow`), which causes a unit to move to the location of the target unit. Optionally, it can have a turn limit, the agent can continue to follow the target for a number of turns after reaching them, and/or the agent can immediately run their `turnTickAI` function upon arrival.
- (Base Game & DLC) Implemented `"is_wonder"` event field that returns true if the location is any of the natural wonders. Also works for modded wonders.
- (Base Game & DLC) Made improvements to the Community Library's Universal Agent AI
- - Small performance improvements.
- - Fixed incorrect location being displayed for some tasks and challenges in the UI.
- - Fixed universal delegates not being applied to challenges and rituals for which there is no AIChallenge registered due to the `considerAllChallenges` and/or `considerAllRituals` Control Parameters being set to `true`.
- - Fixed that you couldn't add two instances of a task type to the Universal Agent AI.
- - - The Universal Agent AI now supports multiple instances of a Task type being assigned to it provided their `AITask` intermediate object is assigned a unique title.
- - Fixed that AI Tasks didn't correctly add up utility from multiple utility delegates.
- - `RequireLocal` challenge tag now skips validity tests for locations that are not the agent's current location.
- - Implemented `Rt_HiddenThoughts` dummy ritual, named "Veiled Thoughts".
- - Agent AI's with the `hiddenThoughts` control parameter set to true now display a single dummy instance of the "Veiled Thoughts" ritual in the UI.
- - Implemented `AgentAI.ChallengeData` and `.TaskData` constructors that takes an existing instance of `AgentAI.ChallengeData` and `.TaskData` respectively. This will copy all values from the provided insatnce to the new instance.
- - Any unit that calls `base.turnTick` will now be automatically checked against the Universal Agent AI's list of registered agent types.
- - Any call to an agent's `turnTickAI` function will now be checked against the Universal Agent Ai's list of registered types.
- - - Implemented an exception so that the `turnTickAI` function of an agent of a registered type can now be accessed from with the Universal Agent AI's `interceptAgentAI` hook. Doing so from any other Universal Agent AI hook will cause infinite recursion, crashing the game.
- - - If you want a specific instance of an agent to behave differently, use the intercept hook to either redirect the AI entirely, or to add challenges, tasks, and/or delegates to the AI, and then remove them again in the endOfProcess hook.

**Covens, Curses, and Curios:**
**NOTES:**
**1)** This should be everything that is required for Covens, Curses, and Curios to function error free with the DLC, but not every possible feature and interaction has been tested. As such, it is possible that games using Covens Curses and Curios with the DLC may still crash.
**2)** These remote fixes for Covens, Curses, and Curios will be integrated directly into the base mod as I recreate it, which I have started doing, with permission and help from the original developer NPC (aka. Oh no).
As such, the items listed in the following section will be removed when the new version of Covens, Curses, and Curious is released into the wilds.
**3)** Coven's Curses and Curios has an unlisted dependency on the Living Wilds mod.

- (Base Game & DLC) Disables the injection of CCC's custom Warlock Type into the recruitment list.
- (Base Game & DLC) Uses the Community Library's `onAgentLevelUp_GetTraits` hook to add the Curseweaving trait to the Warlock's 1st level-up traits list.
- (Base Game & DLC) `UAEN_Toad` and `UAEN_Pigein` now make use of the Community Library's Universal Agent AI, opening them up to mod-modding.
- (Base Game & DLC) Implemented message that informs the player when the Pigeon disappears, where, why, and that it has left whatever it was carrying at that location.
- (Base Game & DLC) Implemented message that informs the player when the Pigeon returns to its owner.

Update: 29 Nov, 2024 @ 10:01am

Version 2.3.09 (Aberrant Metal Compatch):
- (Base Game & DLC) Deep Ones will no longer attempt to go to Factories in order to create Deep One Cults.
- - Deep Ones currently doing so in a saved game will cancel their task on turn end.

Update: 16 Nov, 2024 @ 9:13am

Version 2.3.08 (Eternal Winter Fix):
- (DLC) Fixed that the "Eternal Winter" victory condition, achieved through the use of the "Death of the Sun" ritual, included underground locations in the calculation for the required percentage of frozen locations.
- (Base Game & DLC) The Shipwreck subsettlement now always shows up as "Shipwreck" in the subsettlement map filter.
- (Base Game & DLC) Fixed error in the description one of the possible outcomes of the Community Library's Shipwreck exploration event 4.
- (Base Game & DLC) Implemented new `blazingSun` console command. It removes all shadow from people, locations and hexes that are not under the control of the dark.

Update: 7 Nov, 2024 @ 3:53am

Version 2.3.07 (Disrupt Conclave Fix):
- (Base Game & DLC) Fixed that the "Disrupt Conclave" challenge did not count Might towards challenge progress despite displaying that it does.
- (Base Game & DLC) Fixed that the "Disrupt Conclave" challenge would display a minimum progress of 3 (minimum 1 progress for each stat), instead of the actual minimum progress of 1 (minimum 1 total progress).

Update: 14 Oct, 2024 @ 11:36am

Version 2.3.06 (Broken Maker Fixes):
- (Base Game & DLC) Implemented fixes for The Broken Maker's powers when recruiting rulers.
- - Recruited rulers are now commandable by the player.
- - Recruited rulers from a landed holy order are now Acolytes instead of Warriors.
- (Base Game & DLC) Re-designed God Sorting back end to vastly improve performance.
- (Base Game & DLC) Added new "God Sort: Ignore "The" at Start of God Names" mod option (default value: false), which, when enabled, ignores the word "The" at the beginning of a god's name when alphabetizing.

Update: 5 Oct, 2024 @ 6:44am

Version 2.3.05 (Dwarven Expansion):
Features:
- (DLC) Added "Enshadow in Dwarven Cities" mod option (default value: `false`). If enabled, dwarven cities will have the "Enshadow" challenge.
- (DLC) Added "Lay Low in Dwarven Cities" mod option (default value: `false`). If enabled, dwarven cities will have the "Lay Low" challenge.
- - Neither of these options will effect an ongoing game, due to the save data including the option itself.
- (DLC) Added "Dwarven Expansion Mechanics" mod option (default value: false). If enabled, dwarves will be able to rebuild and expand their underground holdings.
- - NOTE: Their ability to expand is intentionally very limit.
- (DLC) Added "Dwarven Surface Fortresses" mod option (default value: false). If enabled, dwarves will rapidly expand onto surface locations that neighbour their settlements, once awareness of the underground reaches 100%. These settlements will always be cities and will contain fortresses.
- - NOTE: This is mechanically the same system that the "Dwarven Expansion Mechanics" mod option uses, and has the same constraints.
- (Base Game & DLC) Implemented `Task_BuildSettlement`, which can be assigned to a military unit. Upon completion, it will build a new settlement of a type matching the society of the military unit, and consume the military unit. Supports Dwarves, Elves, Humans, Orcs, and Deep Ones, and is automagically integrated with Living Societies.

Fixes:
- (Base Game & DLC) Fixed that some Tasks added by the Community Library did not implement an override for `Task.getLocation()`.
- (Base Game & DLC) Removed mention of "Temples" from the description of the "Awareness of Elder Powers" holy tenet, as they do not raise or lower awareness, and are not involved in acolytes raising or lowering awareness.

Update: 30 Sep, 2024 @ 4:07am

Version 2.3.04 (Longstanding Bugs Fixed):
Feature Development:
- (Base Game & DLC) Added `is_agent_delver` event field for Delver mod.

Vanilla Bugfixes:
- (Base Game & DLC) Fixed wording in the description for the "Opportunistic Encroachment" challenge.
- (Base Game & DLC) Fixed typo in She Who Will Feast's dark empire victory message.
- (Base Game & DLC) Fixed Orcish Raiders maxHP not properly adjusting based on the commanding Warlord's Command stat.