Shadows of Forbidden Gods

Shadows of Forbidden Gods

Community Library
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Update: 29 Sep, 2024 @ 3:57pm

Version 2.3.03 (Joining Battle Fix):
- (Base Game & DLC) The behaviour of armies trying to join an ongoing battle has now been fixed.
- - The result of the fix is that an army will now join an existing battle as long as they are of a dark aligned social group and they will only be fighting alongside other armies from dark-aligned social groups, or that they are from non-dark aligned social groups and they will only be fighting alongside other armies from non-dark aligned social groups.

Update: 20 Aug, 2024 @ 10:53am

Version 2.3.02 (Tiny Tweaks):
- (DLC) Orc Upstart overide AI now respects `canBeSeenAcrossZLevel` boolean on challenges.
- (Base Game & DLC) Slightly improved performance and robustness of `getChallengeUtility` integration for the Universal Agent AI.

Update: 12 Aug, 2024 @ 4:13am

Version 2.3.01 (onGetChallengeProgressPerTurn):
- (Base Game & DLC) Implemented `onGetChallengeProgressPerTurn` Hook. This hook can be used to make traits and other features effect the progress rate of challenges.

Update: 20 Jul, 2024 @ 7:31am

Version 2.3.00 (Miscellaneous Fixes):
- (DLC) The Elder Tomb, as placed by the `map.placeTomb` function, now much better prioritises the surface.
- (DLC) Cthonians will now ignore settlements belonging to a dark society, the Dark Empire, or an Ophanim Theocracy, in addition to their already ignoring settlements with high shadow (>75%).
- (Base Game) Added "awareness_of_underground" event key placeholder to prevent versioning issues for events. It always returns 0.
- (Base Game & DLC) See Heroes Button is now only visible if a unit calls that location home.
- - Button text reads "See Units" if both an army and agent call that location home, "See Armies" if no agent calls that location home, and "See Agents" if no army calls that location home.
- - Removed Popup messages that fire when the button is pressed if there is no agent that calls that location home. These are rendered mute by the dynamic visibility and naming.
- (Base Game & DLC) Changed Desert Only movement type to be inclusive of Volcanic terrain.

Update: 25 Jun, 2024 @ 1:36pm

Version 2.2.14 (Trade Route Fix):
- (Base Game & DLC) Fixed that the Community Library's trade route system did not populate all required vanilla data structures.
- - This means that Mammon is once again able to expand his influence along trade routes.

Update: 19 Jun, 2024 @ 2:53am

Version 2.2.13 (Re-Enabled checkIsUnitSubsumed):
- Re-enabled `checkIsUnitSubsumed` function.
- Modified how this function is called from a HolyOrder's turnTick function.

Update: 18 Jun, 2024 @ 3:58pm

Version 2.2.12 (Miscellaneous):
- (DLC) Refugees now respect awareness of underground.
- (DLC) Added `awareness_of_underground` event field (value between 0 - 1).
- (Base Game & DLC) Disabled `checkIsUnitSubsumed`.
- - This function has not been functioning for some time, due to errors and internal values that defy all logic. As far as I can tell, the outputs that I'm getting during testing are physically impossible [shrug].
- - This means that Holy Orders will once again think that the Warlord has died when they create an Orcish Raiding Party.

Update: 14 Jun, 2024 @ 4:16pm

Version 2.2.11 (Event Field Fix):
- Fixed null object exception in `is_agent_` event fields for modded agents.

Update: 14 Jun, 2024 @ 10:17am

Version 2.2.10 (Hotfix):
- Fixed error in `onSovereignAIDecision` hook.

Update: 14 Jun, 2024 @ 3:30am

Version 2.2.09 (Minor Fixes):
- Fixed duplicate key error caused by missing `Get().` infront of `data.addModIntegrationData` for Cordyceps and DeepOnesPlus.
- Added check for default vampire setup to `isVampireType` (u person species is undead and has trait VampireCurse or The Hunger), after checking the types. The type check is more efficient, thus it is done first, but it relies on a hardcoded List, so this should provide some robustness against new agents being added by mods.
- Made `AddModIntegrationData` robust to duplicate Keys.
- - A duplicate key error will be printed to the game log, but will not cause a crash.
- Made `ModData.afterLoading` explicitly set `isClean` to false.