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at LivingWilds.T_Nature_Lycanthropy.turnTick (Assets.Code.Person p) [0x006d6] in <88a9ab134f3e42d285722023bf190d64>:0
at Assets.Code.Person.turnTick () [0x00077] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.Map.processPeople () [0x0002c] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.Map.turnTick () [0x00196] in <87722c3d024842ed81b5e159dacda8fd>:0
at (wrapper dynamic-method) Assets.Code.World.Assets.Code.World.bEndTurn_Patch0(Assets.Code.World,bool)
at Assets.Code.UIInputs.hotkeys () [0x008ec] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.UIInputs.Update () [0x00052] in <87722c3d024842ed81b5e159dacda8fd>:0
I was able to end the first turn for which he was a werewolf, but the end turn button became unresponsive the following turn.
:)
The underground has a ton of room for new critters, mini-societies, etc, but it's unlikely I'll be the one making them (partly just because I don't like map layers that much on a personal level, and partly because I already have enough ideas that I'll absolutely be sick of SoFG modding by the time I finish them). Retrohammer on the Discord was working on more naval stuff a while back, though I'm not sure if it's still ongoing.
That makes a ton of sense about why underground creatures don't make sense to add (though something peaceful that raids the surface once enshadowed could be cool) - a naval creature would also be a lot of fun.
@thatotherdavidguy No plans to add underground creatures - given the underground's low population and unique relationship with shadow, it wouldn't really make sense for them to be part of the Living Wilds game loop. Wilderness creatures should be spawning mid-game if they get below their equilibrium amount, though.
https://drive.google.com/drive/folders/1YBzz7NIdjAFPEBMqaIaMbsFJRK7kDHNz?usp=sharing
I've recently bought the DLC, curious to see how it interacts with the mods... :o
Werewolf Runs don't count toward Enshadowed Population (as with Destroyed Population, the people in them aren't considered population), but Enshadowed Population is based on the surviving population instead of the population at game start. In other words, blowing up a non-enshadowed location will increase Enshadowed Population as long as there are enshadowed people elsewhere on the map, and blowing up a location that had the exact average amount of shadow will have no effect on Enshadowed Population. In this case it's likely that the differences in Enshadowed Population from the werewolf'd locations is very small and being outweighed by normal fluctuations.
... Bad news, I ended up getting too many points from other things and only about a quarter of my points were from Population in Werewolf Runs...
(I got 20 from Enshadowed and Insane Rulers and Heroes, 27 from Insane Rulers and Heroes, 68 from Enshadowed % of population outside Dark Empire, 59 from Population Destroyed, and 56 from Population in Werewolf Runs.)
Oddly, I didn't notice the enshadowed % of population go down as population centers turned into Werewolf Runs. Do Werewolf Runs still count towards enshadowed population? For that matter, when a location becomes a Werewolf Run, does it also count as Population Destroyed?
Also, another question - is it intentional that rulers who like combat will try to raid temples of their own religion?
Initiation Rites is from CCC, so I can't speak to that. Generally acolyte recruitment is locked behind an increasing gold cost, and witches have trouble earning gold early, though I don't know if Initiation Rites reduces the cost or otherwise changes that.
The strategy went poorly overall. The witches did almost nothing useful (confirmed that they only spread infection in places of their religion, and the werewolf infections being done by werewolf characters were too far away for the witches to care about). I wasn't able to prevent the alliance from being formed. Then the game encountered a fatal error before I could see if things would turn around. :( (the error seems unrelated to this mod, something about being unable to load a shipwreck png)
- Covens, Curses, & Curios
Ah, yup, that'd be it then. Well now I feel like less of an idiot for not finding your strategy obvious, at least. :)
Hrrm, +8 influence??? Maybe I have that mod you mentioned, because if I remember correctly I only get +2 for infiltrating... That mod wouldn't happen to be Covens, Curses, & Curios, would it?
How are you going about taking over the holy orders? Are you using Influence Holy Order, or are you collecting gold to use Fund Holy Order? For the bigger holy orders, I often find that trying to influence them directly is very slow (ie, around +25 for either Influence or False Miracle).
I found music of the spheres tenet goes well with werewolves since it generates power and those settlements the covens are in are going to be destroyed by werewolves anyway.
... All four? I've only ever seen three holy orders, not including the witch covens. Speaking of those, is it useful bothering with them? They can get a lot of agents, but my understanding from the tenet description is that they only seed lycantrophy and infect rulers in territory belonging to their religion, which means I'd have to invest resources into preaching, and then they'd spend time preaching at each other rather than doing their tasks (a mistake I made before)...
The difficulty with not concealing werewolves is that the religious acolytes typically do it too slowly, so some werewolves get purged, and they grow slowly (having more werewolf heroes out doesn't help werewolf population of a location get to 300% faster), so purge is a huge setback. This wouldn't be too big of a deal if I was playing normally, but I'm specifically trying to challenge myself to get a majority (or at least a plurality) of my points from Werewolf Run population, so my agents aren't doing much of the things I typically would have them doing.
Something I've found is that the acolytes waste a lot of time on stuff like charitable work, so maybe it'd be worthwhile to throw more resources at the holy order in order to remove that...
Speaking of holy orders, a slight problem: It's possible for your agents to join holy orders so that they can do tasks normally reserved for acolytes, but while acolytes keep their holy order faction while in werewolf form (and in fact can only do many werewolf-related challenges while in that form), your agents still go to the "Wanderer" faction that all non-acolyte werewolves go to.
Bigger problem: Orcs can expand into Werewolf Runs without any consequence, turning them into orc camps. Unsure if there's a way I can stop them from doing this.
I have yet to have a successful werewolf game (it's quite hard to both spread the werewolf infections to new heroes/locations and still have time conceal werewolf locations quickly enough), though I'm having fun trying. My favorite so far is their synergy with the mod god Kishi, which, among other useful features, has the ability to place Misleading Clues. It's hilarious to have random humans being blamed for werewolf attacks, *especially* if you're familiar with the party game Werewolf.