Shadows of Forbidden Gods

Shadows of Forbidden Gods

Living Societies
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Update: 26 Jan @ 7:32pm

Lighting Infrastructure will no longer cleanse a fully-enshadowed neighbour unless that neighbour is also benefiting from at least one other piece of Lighting infrastructure (mainly for Dark Empire purposes)

Update: 26 Jan @ 3:55pm

The Complacent trait will now only reduce challenge/quest progress if they would otherwise gain more than one progress per turn

Update: 12 Jan @ 8:20pm

Alai compatibility patch for Dynasty houses

Update: 3 Oct, 2024 @ 4:07pm

Update: 3 Oct, 2024 @ 3:03pm

Requested compatibility patch for Community Library's plans to add dwarven expansion

Update: 22 Jul, 2024 @ 7:35pm

Fixed a bug that stopped dwarf societies from spawning properly

Update: 19 Jul, 2024 @ 4:09pm

Orc Warlords can no longer convert to Holy Orders

Update: 27 May, 2024 @ 7:36pm

Fixed a bug where Umbral Elves would continue trying to teleport

Update: 22 May, 2024 @ 5:11pm

-Umbral Elf settlements no longer teleport (following discussion on the subject, it seemed like people weren't finding it opened up interesting play, which reflects my own play). Instead, a new challenge has been added to stop them cleansing shadow from neighbours while still increasing their own shadow as if they were.

-Umbral Elves can once again settle new lands.

Update: 19 May, 2024 @ 10:46am

Players with the DLC will now see new dwarven society types:

-Gold Dwarves: As base game. If you infiltrate the capital, a challenge unlocks to make them dig too greedily, gaining gold and unleashing demons.
-Copper Dwarves: A technologically advanced society that empowers itself and fends off darkness through expensive and difficult-to-maintain infrastructure. If you infiltrate the capital, a challenge unlocks to make them fund their infrastructure by despoiling conquered lands instead of through taxes.
-Granite Dwarves: A traditionalist society that cleanses its shadow by making offerings to their ancestors and summoning Ancestral Spirits that can be attacked by your agents. If you infiltrate the capital, a challenge unlocks to let your agents and the Granite Dwarves themselves steal offerings before they can be used.

Dwarf armies will now attack nearby Cthonians more proactively, even if busy recruiting (can be turned off via mod settings)

Isolated Village landmarks are no longer independent from the societies surrounding them

Dynasties will now have a Corrupt Tradition challenge available at the capital for any houses that don’t have an ancestral shrine

Umbral Elves can no longer expand, befitting their spectral nature (and because their teleporting made them way more expansion-happy than normal)

Fixed a bug where Pharoahs would continually restart the Cleansing Sunlight quest

Fixed a bug where Beastkin and Become Werewolf would not properly have the Nature tag

Attempted to fix an Enemies of the Dark compatibility bug relating to Umbral Elf teleportation