Shadows of Forbidden Gods

Shadows of Forbidden Gods

Aberrant Metal
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Update: 23 Apr @ 6:46pm

  • Fixed potential bug with contaminated waters

Update: 16 Apr @ 3:31pm

  • Added a fix to custom event variables not initializing if loading a save game

Update: 30 Mar @ 8:22pm

  • Fixed a typo in the event code that made it so conditions like "Requires 1 Power" or "The location must be 100% enshadowed" are ignored

Update: 25 Mar @ 10:08pm

  • Added Shrouded Eyes elder power (Costs 1 Power), which reduces a location's security by 2 for 30 turns. This is unlocked with your first seal.
  • Overdrive no longer consumes Shadow and now doubles a Production Core's Efficiency.
  • Moved the Blood is Fuel power to the third seal to accompany Now Hiring.
  • Moved the Choking Hazard power to the fourth seal.
  • Contaminated Waters now acts similarly to Eldritch Smog in how it spreads and dissipates if a location does not have enough shadow.
  • Contaminated Waters now only reduces the habitability of locations with less than 50% Shadow
  • The Contaminate Waters challenge no longer costs Power, but instead costs an agent's HP and scales based on their Lore.
  • The Contaminate Waters challenge can be cast on any coastal or sea Production Core.
  • Buffed the amount of Contaminated Waters an Abyssal City generates each turn.
  • The Under Smog combat bonus for Mobile Factories, Abberrant Laborers, and Smogborn Orcs now matches the Spellweaver bonus.
  • Fixed a bug with Under Smog where it would be active even if the battle takes place in a location without Eldritch Smog
  • Challenges to boost smog or contaminated waters now give profile and menace.
  • The Wandering Labor event now has fourth option where you gain 1 Power if the location is 100% enshadowed

Update: 5 Feb @ 7:49pm

Update: 5 Feb @ 5:38pm

Update: 5 Feb @ 5:25pm

  • Removed the "They are bid to work" option in the Wandering Labor event since it was not working as intended.
  • Changed "Blood is Fuel" to generate Units instead of Shadow so you can rush through seals a little faster
  • Possibly fixed a bug where Dwarven rulers could not build Siphons

Update: 22 Jan @ 10:31pm

  • Added a Contaminate Waters challenge if a Core exists in a location with a Deep One cult. It costs 2 Power and will generate or boost a Contaminated Waters modifier at the location.

Update: 15 Dec, 2024 @ 2:42pm

  • Fixed a bug where heroes could still banish Production Cores despite the location's Eldritch Smog reaching 100% charge or higher

Update: 28 Nov, 2024 @ 10:36pm

  • Reduced the Units needed to break your later seals
  • Fixed a bug where flipping the switch on a Mobile Factory to "Mode: Strip Mining" did nothing. Now those smug Alliance cities will get whats coming to them.
  • Fixed a bug where flipping the switch on a Mobile Factory to "Mode: None" did nothing. Now you, as the dark elder god ushering in an industrial apocalypse, can smugly show the Alliance that you are in control.
  • When you integrate a Factory into the Dark Empire, the local Aberrant Laborer army should now be notified by its manager that it now works for the Monarch (or whoever is in charge of your Dark Empire)
  • Aberrant Laborers who have just spawned or are at half their current health should no longer do a suicide charge towards the 500 HP Alliance army invading one of the Dark Empire's settlements. Instead, they should now look at their 5 HP and realize it may be wiser to increase that number before attacking.
  • Heroes who banish a Production Core get to face the consequences of their actions, as the quest's Danger should now potentially kill them and their minions if it's high enough.