Shadows of Forbidden Gods

Shadows of Forbidden Gods

Orcs Plus
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Update: 24 Jul, 2023 @ 4:02am

- The decay-rate of shipwrecks has been doubled.
- Units and agents that die on the ocean now have a chance to spawn shipwrecks.
- Orc Upstarts now grab (spawn) a new horde banner if they no longer have one when the player's turn starts.
- Orc Upstarts now passively loose XP over time during History generation. This results in most upstarts being level 1 when the game starts.

Update: 18 Jul, 2023 @ 6:58am

- Fixed Typos in Wall of Thorns power name and description.
- Fixed Typo in Wall of Thorns property description.

Update: 18 Jul, 2023 @ 6:54am

- Fixed that not all orc festivals and god-tenet related challenges which should give society menace, did not give society menace.
- Reduced the amount of society menace generated from festivals and god-tenet related challenges by 50%.
- Reduced utility for Spirit Callers learning arcane secrets from 100 to 80.
- Spirit Callers now calculate the amount of time it will take them to get to and complete a task requiring death, and works out, including the base -0.5 per turn decay and the -5 per turn pull from neighbouring catacombs, if there will still be enough death to complete the task. This should stop them wasting as much time.

Update: 17 Jul, 2023 @ 12:54pm

- Combining two orc hordes now updates the banners of orc upstarts belonging to the effected hordes.
- Added Shipwrecks property.
- - Certain actions can generate shipwrecks, such as razing a city with docks in it.
- - Shipwrecks decay over time, and can be recovered, at the cost of gold, for use by orcs, or plundered for gold and items (including abyssal items if you have Deep Ones Plus enabled). This allows the filling of orc shipyards without the need to have an Orc Warlord.
- Fixed , updated, and standardised, all on death, on raze, and on ruin influence gain code.
- - Influence gain from enemy and proximity no longer stacks.
- As a result of the above-mentioned work, the final tick of Razing a settlement now also grants a large chunk of influence, both to you and to human armies.
- Fixed (hopefully) incorrect target selection in Orcish Raiding.
- Fixed Orc Elders only checking for the Orcish Gift challenge if within a human society's borders.
- Doubled Orcish Gift utility bonus for rulers who like gold and/or orcs.
- Raid Periphery and Raid Port both now grants influence over orc cultures that are at war with the target, or if the target is too close.
- Fixed being unable to use Orcish Raiding from an Orc Waystation.
- Added completion text to Rouse the Horde that tells you how large an orc army it created.
- Added completion text to Raid Outpost which tells you if you destroyed the outpost, and how much gold you stole from it.
- Fixed Orc Spirit Callers being unable to study death.
- Spirit Callers will no longer create or learn arcane secrets once their Death Mastery is at maximum.
- Fixed the orcish fear of vampires not applying to The Baroness, or Living Wild's Vampire Nobles. She can now travel through and act in orcish lands without fear of attack.

Update: 15 Jul, 2023 @ 10:00am

- Updated to account for the Community Library's latest hotfix.

Update: 15 Jul, 2023 @ 2:33am

- Fixed Null-error related to the Expansionism tenet for orc cultures.
- Fixed typo in the Tip that appears at the start of a new game.

Update: 14 Jul, 2023 @ 7:37am

- Improved `onUnitDeath` logic for orc culture influence gain.
- Orc cultures, with Mammon's Client tenet elder aligned, will now hire Mercenary armies offensively, if they have enough plunder. They keep enough plunder in reserve to hire mercenaries twice for defensive wars. Their motivation do do so increases as their excess plunder increases.

Update: 14 Jul, 2023 @ 6:43am

- Replaced the Tip displayed on game start.
- The `Raid Periphery` now grants influence over neighbouring orc cultures.
- The `Recruit Raiders` challenge will, if performed at a perfect camp by an Orc Warlord of a perfect orc culture, recruit Perfect Raiders. They have twice the HP pool, start at 33.3% max HP instead of 25%, and gain twice as much gold as plunder.
- `Holy: Orcish Gift` has received the following changes:
- - It is no longer valid if the ruler of the target settlement dislikes gold or orcs.
- - It now has a utility bonus if the ruler of the target human settlement likes gold or orcs.
- - It now gives more society menace reduction if the ruler of the human settlement likes gold or orcs.
- - It now gives a small relationship bonus.

Update: 13 Jul, 2023 @ 10:07am

- Improved phrasing in several places.
- The orc culture god-specific tenet for She Who Will Feats, Serpent Warriors, and the generic god-specific tenet for modded gods, has the following improvements:
- - Now has a chance to provide benefit immediately, which scales as the army's home location shadow increases.
- - Now includes messages in battles, so that it's effects and cause are easier to understand.
- - Now effects Orc Raiders as well as other orc armies.
- Spawn rate of Orc Elders has increased, and is now immediately responsive to changes to the number of orc elders that a culture has.
- A commandable army razing a settlement adjacent to an orc culture will now grant influence over that orc culture. This stacks with the influence gain from razing a settlement that is at war with an orc culture.

Update: 13 Jul, 2023 @ 8:12am

- Fixed numerous typos, phrases, and incorrect words.
- The `Challenge The Horde` challenge can now be performed by an agent with minions.
- Added the (forgotten) Expansionism tenet. At +1 alignment, it doubles the `Organisational Difficulties` penalty for orcish expansion, at -1, it halves it, and at -2, it removes it altogether.