Shadows of Forbidden Gods

Shadows of Forbidden Gods

God: Escamrak
140 Comments
motylpiotr123 9 Jun @ 1:51pm 
To those whose rulars are dissapearing, I belive it is not a bug, but a bace game mechanic.
Basicaly you lose rulers of the cities, once it becomes living one, due to the fact, that it swiches kingdoms, leading to dethronization of the ruler, like it would be conquered by another kingdom. (Note that it only happens AFTER Escamarc awekans, as he makes a new kingdom and one a living settlement is made, it always joins him, also a tip: you can use monarch to make a dark Empire out of the Escamark Kingdom, and forcibly spread it with dark crusades)
Honshu Higamori 29 Mar @ 10:11pm 
Overall 3/5 mod, it has a great concept and a very complete batch of content, but I'd be surprised if people weren't bored of it by the end of their 1st playthrough because of the lack of gameplay variety, and some annoying bugs sour an otherwise good experience
Honshu Higamori 29 Mar @ 10:10pm 
4) His Powers felt a bit anemic. I'm sure this is mostly because of how the majority of the content of Escamrak is found in Fleshcrafting magic and Living Cities, but this really helped play into point #1, where you really only have a singular gameplay loop and can't really interface with much of the game beyond that loop in a special or unique way, nor would you want to because teaching Fleshcrafting is how you break your seals. I think it would have been nice if you could use power to create some lesser monsters to harry heroes and the world, sort of like what Cordyceps does. There's just not much choice in terms of what you do with your power; either you're gunning towards Living Cities or empowering agents and you're spending power, or you're not and you aren't
Honshu Higamori 29 Mar @ 10:08pm 
3) Some unusual bugs seemed to occur throughout my playthrough where Elven rulers would, upon achieving Living City status, disappear, which would immediately render the Living City almost impotent, because it would despawn the army associated with the city, and it would leave you without a ruler to consume. This also intermittently seemed to affect Human rulers, but it seemed to happen every time an Elven city went Living City mode, whereas maybe it only occurred 40% of the time on a Human city. Another poster made it sound like it happened every time him but for whatever reason it didn't for me, it only seemed to occur in the later game once I tried converting Elven settlements into living cities
Honshu Higamori 29 Mar @ 10:07pm 
2) Escamrak himself is pretty absurdly powerful once on the table for his ability to straight up obliterate armies. He has a 1 turn ability to deal 75 damage to ALL human armies within 1 step of his location, so armies that aren't actively chasing him down get mulched in one or two turns. It honestly feels like a bit much because he isn't just doing that, he's corrupting Geomantic Loci, blanketing his area in flesh growth that functions as a terrain effect that forces cities to turn into Living Cities, which lets him consume population centers, and he has a bit of reasonable bite to him himself at 100 army points, which he can regenerate by consuming Living City populaces. I'm fairly confident that if I had Escamrak and even just one Flesh Army, I could kill an entire alliance's worth of army. It just feels like it's almost impossible to lose once he's out
Honshu Higamori 29 Mar @ 10:05pm 
1) The gameplay loop, although entertaining to play through once, really lends itself to this being a "one and done" god. You dangle Fleshcraft treats in front of a population center, distract or fight heroes who come to try to impede your Fleshy Revolution, then eat them when the time is right to get your insanely powerful fleshy God on the table. There's really not much in the way of gameplay variety here; going back to the Vinerva and Iastur comparison, Vinerva has a decent variety of tools to both bring rulers under her thumb and two primary tools to bring them to ruin. You can either induce madness and/or consume settlements for points or focus on building up a strong Dark Empire. Iastur has tons of variety since he can influence rulers and heroes in any number of different ways to achieve a number of different ends. There's just not a lot of strategies for Escamrak to successfully employ other than this one loop.
Honshu Higamori 29 Mar @ 10:04pm 
Interesting mod. Escamrak has a pretty neat vibe to him that feels like a blend of Vinerva and Iastur. The niche that Fleshcraft occupies is a pretty cool one, in that it empowers individual agents in a way that other magics don't. It feels like a fun addition. A couple things came to mind while playing him though;
TN 4 Nov, 2024 @ 4:02am 
Oh! I'm definitely gonna recreate a proto-sarkic cult and title my supplicant the Grand Karcist, muahaha!!! >:D
VoidBlood 28 Oct, 2024 @ 10:12pm 
@apf Ah, fair enough. Kinda annoying, but not much I can do about it. Its bad in the end game, but I had already won by then, and its still very fun even with that bug
Von Tarkin 27 Oct, 2024 @ 8:15pm 
@apf thank youi for your swift reply. I'm quite new to the game and didn't see this communicated anywhere.
apf  [author] 27 Oct, 2024 @ 6:58pm 
@Von Tarkin The seals don't advance on their own: you have to teach fleshcrafting to the popuilation of villages.

@VoidBlood It's not intended, but a side-effect of how the game handles families and bloodlines. Not much I can do about it.
Von Tarkin 27 Oct, 2024 @ 6:51pm 
Hi. Found a new bug - Or maybe I am just unlucky. - Can't locate the fault, but basically, the seal timer refuses to advance.
VoidBlood 26 Oct, 2024 @ 9:39am 
I'm not sure if this is accidental or intended, but each time that a Living Settlement is formed, the previous ruler (that had Fleshcrafting Magic LVL 3) disappears from existence, and the heir replaces them. This wouldn't be a problem, but the forming of armies for a Living Settlement requires a Fleshcrafting Mage LVL 2 to create a Flesh Army, so that means that the heir needs to learn a Escamrak Secret, learn Fleshcrafting Magic LVL 1, learn another 2 different Escamrak Secrets, learn Fleshcrafting Magic LVL 2, and then they can finally create armies again, and its entirely possible that they do something else first.

That means that for a good period of time the settlement is just unable to do anything, form armies or do much at all, so its easy pickings for any human armies, since they cant defend themselves.

Still fun
shocker 25 Oct, 2024 @ 12:21am 
It appears Living Cities are bugged in the latest patch. I have an error log I would be happy to send, but unfortunately I haven't been able to diagnose which section is useful as of yet. Near as I can make it, it now gets confused about the locations for the Living Settlements.

Apf I'll leave the error log in a discussion post I think. Good luck!
FigVonRolla 6 Aug, 2024 @ 1:17pm 
Mod borken
NullReferenceException: Object reference not set to an instance of an object
at God_Flesh.Harmony_Stuff.UAE_Warlock_getStartingTraits_postfix (Assets.Code.UAE_Warlock __instance, System.Collections.Generic.List`1[Assets.Code.Trait]& __result) [0x00001] in <806bd7edad9a4cbda180f2f42a604238>:0
at (wrapper dynamic-method) Assets.Code.UAE_Warlock.Assets.Code.UAE_Warlock.getStartingTraits_Patch1(Assets.Code.UAE_Warlock)

Pls Fix
The Asbestos Express 23 May, 2024 @ 11:58pm 
I had the same issue, StreamLined, only later on in an Escamrak campaign when trying to recruit a second warlock
StreamLined 21 May, 2024 @ 10:36pm 
I'm facing an issue where i cant seem to be able to recruit Warlocks (when I'm not playing as Escamrak) in the later game, more specifically he is summoned but doesn't increase my agent number and cant be leveled up. I only think that this mod could be the cause as Flesh is mentioned at the top of the error log. (This is just the first few line to keep it short.)

NullReferenceException: Object reference not set to an instance of an object
at God_Flesh.Harmony_Stuff.UAE_Warlock_getStartingTraits_postfix (Assets.Code.UAE_Warlock __instance, System.Collections.Generic.List`1[Assets.Code.Trait]& __result) [0x00001] in <806bd7edad9a4cbda180f2f42a604238>:0
at (wrapper dynamic-method) Assets.Code.UAE_Warlock.Assets.Code.UAE_Warlock.getStartingTraits_Patch1(Assets.Code.UAE_Warlock)

I had this issue back in February also but stopped playing for a bit. I apologize If I'm off base as I don't really understand what the error means. Feel free to correct me either way, Thank you.
The Asbestos Express 17 May, 2024 @ 5:23pm 
Are the periodic spawning armies supposed to be unkillable? I never saw the alliance bother to defend against them or titans.

Still awesome mod, totally official quality and maybe even better
SDSkinner2011 10 May, 2024 @ 11:24pm 
They expansion unbalances the mod. Just teach the dwarves fleshcraft, train warlocks to level 3 and have them merge at the 8th seal so you only need one living settlement to awaken and you can win the game by founding living settlements in empty spots underground. You get points from pops enshadowed AND insane/enshadowed rulers and can win quickly.

The problem is you are playing solitare- dwarves are extremely vulnerable and can't counter you and above ground can't react until awareness of the underground is over 100%.
MissGunBunny 4 May, 2024 @ 12:41pm 
Yes, it's working now. Thank you very much.
apf  [author] 22 Apr, 2024 @ 4:39pm 
@figureoflight It already was. Steam might just be having an issue updating it for you.
MissGunBunny 21 Apr, 2024 @ 7:08pm 
This is my favorite god, I hope it gets updates to run with the new version.
apf  [author] 17 Apr, 2024 @ 9:22am 
@Gabarn apparently there's a bug with the newest update that puts this mod's files, of all things, as a default mod to be uploaded. And then people click 'upload mod' out of curiosity and... yeah.
Gabarn 17 Apr, 2024 @ 8:35am 
why are there suddenly multiple instances of this mod on the workshop, by different people?
Cactus.jpg 16 Apr, 2024 @ 11:19pm 
update let's gooooo
Gabarn 12 Apr, 2024 @ 11:56am 
had the same bug happen as well, hope this mod gets updated to fix this
Cactus.jpg 10 Apr, 2024 @ 2:14pm 
I also experience the thing The Grand Mugwump is talking about.

Specifically, 'breaks the game' means you just entirely lose the ability to end turns when a crowd reaches the Elder Tomb.
The Grand Mugwump 6 Apr, 2024 @ 5:05pm 
Escamrak breaks the game when trying to construct his body.

MissingMethodException: Method not found: void Assets.Code.GraphicalMap.panTo(int,int)
at God_Flesh.Task_MergeWithEscamrak.turnTick (Assets.Code.Unit unit) [0x000df] in <46302b6e317c4b1bb015a58dd7c04f85>:0
at Assets.Code.Unit.turnTick (Assets.Code.Map map) [0x000a6] in <b3411e4b648f43a1b44c6dc6a1d81154>:0
at Assets.Code.UM.turnTick (Assets.Code.Map map) [0x00001] in <b3411e4b648f43a1b44c6dc6a1d81154>:0
at Assets.Code.Map.processUnits () [0x00043] in <b3411e4b648f43a1b44c6dc6a1d81154>:0
at Assets.Code.Map.turnTick () [0x0018f] in <b3411e4b648f43a1b44c6dc6a1d81154>:0
at Assets.Code.World.bEndTurn (System.Boolean forceThrough) [0x0036e] in <b3411e4b648f43a1b44c6dc6a1d81154>:0
at Assets.Code.UIInputs.hotkeys () [0x008ec] in <b3411e4b648f43a1b44c6dc6a1d81154>:0
at Assets.Code.UIInputs.Update () [0x00052] in <b3411e4b648f43a1b44c6dc6a1d81154>:0
apf  [author] 17 Mar, 2024 @ 6:37am 
@History Is Cool

Are you sending just rulers with high-level fleshcraft or town populations too? Use the Spread Knowledge power to 'level up' commoners to level 3, make a Living Settlement, and then send that to merge.
Brickedupman 16 Mar, 2024 @ 8:54pm 
how can i break the final seal? i cant seem to construct no matter how many i send to merge
pizza1138 17 Feb, 2024 @ 4:37pm 
For me at least, I don't see maddened swarms attacking or being attacked. They just raze settlements with no opposition.
apf  [author] 9 Dec, 2023 @ 3:42pm 
@batsy Yes
batsy 9 Dec, 2023 @ 11:42am 
are Fleshcrafting challenges (like Learn Escamrak Secret) supposed to be affected by the Plague Doctor's Physician trait?
brat.dominik 7 Dec, 2023 @ 11:55pm 
@ VoidBlood
Yes, You are right. I thought that "teaching the fleshcraft" challenge just teach it local heroes (and I already had fleshcrafting heroes), but it is something different. Your advice helped me enjoy this mod in full and it was fun. Thanks!
VoidBlood 30 Nov, 2023 @ 2:14pm 
Pretty sure you have to actually teach settlements fleshcrafting, and each numbeer of population that learns Fleshcrafting helps break the seal. So, if you teach fleshcrafting to a city of 200 then your seal will be reduced by 200
brat.dominik 30 Nov, 2023 @ 2:52am 
What to do to break the seals? I won without any progress towards breaking, but on higher difficulty level it would be probably impossible. I gave holy order tenet which make its acolytes mutating, I taught some NPCs Fleshcrafting, my Supplicant achieved highets level of fleshcrafting and transphormed into independent monster... Nothing influenced seals.
slowandsteady77 21 Nov, 2023 @ 2:17pm 
Is there a way to make sure armies will fight the Esmarak spawned military units. Rn they just kind of ignore them. Makes it feel too easy.
apf  [author] 13 Oct, 2023 @ 10:41am 
@figureoflight It should be on 1.1 for a while now.
MissGunBunny 5 Oct, 2023 @ 6:37pm 
Please update to the new version, this one is my favorite.
thatotherdavidguy 2 Oct, 2023 @ 8:40am 
I think it would make a ton of sense if the Revelry of the Body tenet was only available to Holy Orders with at least one faithful person "aware of fleshcraft". Realistically, it isn't too hard to get someone to have that tag, and narratively it would make a lot more sense that way. Plus, it is satisfying to have it more feel like the corrupting knowledge is spreading.
Keansor 26 Sep, 2023 @ 2:35am 
An AMAZING mod, but it has a small issue with the armies spawned by it. Unless you form the Dark Empire after awakening (and the Monarch has to be spawned from a non-living city), Horrid Titans and Maddened Spawn can run around razing settlements without being contested. And even when you do form the empire, they'll only be attacked by armies you're at war with. I don't mind crushing my enemies with hordes of living flesh but I'd at least like for them to fight back, y'know?
Trans Bussy 6 Sep, 2023 @ 7:02am 
Tzimisce:lunar2020ratinablanket:
StarMade 4 Aug, 2023 @ 2:47pm 
Thanks! (to masdrain for the version edit thingy)
Masdrain 31 Jul, 2023 @ 2:07am 
I have very little experience with modding so take this with a grain of salt but the mod seems to work fine on 1.0, you just need to edit the mod_desc.json so that the game will load it.

The file was at C:\ProgramFiles(x86)\Steam\steamapps\workshopsteamapps\workshop\content\1741640\2900259087. I just added "1.0" in the versionsSupported line and it worked. I did a playthrough and the only problem I had was getting stuck on end turn once after awakening, but saving and reloading fixed it.

This was my first time playing this god so it's possible something wasn't working correctly but it seemed right to me. YMMV
Typical_Name 30 Jul, 2023 @ 10:01am 
Any word on updating to 1.0? It's been a while. :(
Morcalvin 27 Jul, 2023 @ 6:41am 
Please update this! It's so good!
Scrumptious! 19 Jul, 2023 @ 8:25pm 
dying for an update too
ToGG 18 Jul, 2023 @ 4:08pm 
This is the only god I play with lol Fingers crossed it gets updated to 1.0
Gabarn 16 Jul, 2023 @ 1:52pm 
please update for 1.0, this is such an interesting god to play
darthdud0 15 Jul, 2023 @ 10:35am 
please update for 1.0
this is my favorite mod.