Shadows of Forbidden Gods

Shadows of Forbidden Gods

Living Wilds
96 Comments
MechaMarshmallow 21 Mar @ 6:20pm 
It seems you're right. I'm not sure if something bugged out in my last run or if I just didn't see it the last 2 times it happened today, but it worked this time. Fingers crossed it's just me being inattentive because it's probably a hard bug to recreate.
Typical_Name 21 Mar @ 6:08pm 
You should definitely get a notification when the werewolf begins to move to harry your agent, but as far as I remember it doesn't tell you each turn when the damage happens, if that's what you meant.
MechaMarshmallow 21 Mar @ 6:00pm 
Maybe I've encountered a bug, because I've not seen any and it's happened multiple times now. I'll double check that I don't have it filtered for some reason.
Typical_Name 21 Mar @ 5:56pm 
There *is* a notification that your agent is being harried by a werewolf, though...
MechaMarshmallow 21 Mar @ 5:52pm 
Cool mod, but I think you should add an alert if one of your agents is being harried by a werewolf. I've had a few games now where an agent died out of the blue because a werewolf moved into their square while they were performing a task and killed them without any notification because I wasn't watching them every turn.
Grimmulf 16 Dec, 2024 @ 9:17pm 
Hey i really like the mod i just wanted to ask if you ever considered maybe adding some unique Agents based on the 5 new creatures?
Doopliss  [author] 1 Dec, 2024 @ 7:54pm 
That would make sense as an explanation. I can't get too deep into the weeds on shapeshifting at the moment, but I'm planning to give it a thorough once-over soon.
Typical_Name 1 Dec, 2024 @ 5:25pm 
NullReferenceException: Object reference not set to an instance of an object
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
Typical_Name 1 Dec, 2024 @ 5:25pm 
I encountered some sort of crash. The error was not very helpful - all I know for sure is that it had something to do with something switching to werewolf form. My best guess is that it had something to do with one of the werewolves being a vampire (he had the hunger, attacked a werewolf character, got infected, died, came back as vampire and still had the werewolf infection). He was also underground, which is unlikely to be a problem, but I mention it in case that's a possible concern (I haven't observed any other instance in which a werewolf happened to be underground when they transformed).
Typical_Name 1 Dec, 2024 @ 1:14am 
I don't know if this is fixable, or if it's too niche to be worth fixing, but the Delver (from the Delver mod) seems to bug out when he becomes a werewolf. He can't do any challenges at all, and doesn't get the wolf minions werewolves usually get. Also, his artifacts get reset to 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.
Foxomexra 16 Nov, 2024 @ 6:57pm 
Absolutely love this mod and it's on basically every game I have, but it has an issue when playing as The Broken Maker - wilderness tiles do not lose their enshadowment when using Eternity. I would greatly appreciate if this was looked into!
TN 4 Nov, 2024 @ 4:17am 
Really cool mod! Adds for a more dynamic world with a bit more life in it.
:)
thatotherdavidguy 26 Jul, 2024 @ 8:31am 
Excellent! Gotta say, all of your mods are excellent, and I really appreciate all that you've done.
Doopliss  [author] 14 Jul, 2024 @ 7:32pm 
You will be happy to know that the equilibrium number is based on the number of wilderness locations at any given time, so it does in fact go up as settlements collapse (you can tinker with the number in the mod settings, in fact).

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.
thatotherdavidguy 14 Jul, 2024 @ 7:12pm 
Ah, having an equilibrium number and restoration to that number makes a lot of sense. It would be cool if that equilibrium number went up as settlements collapsed and thus there was more total wilderness.

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.
Doopliss  [author] 11 Jul, 2024 @ 3:20pm 
@Jaguar_Tordu: Thank you for the report! I'll look into it when I have the time, though lately pretty much every evening and weekend has been spoken for. It would be helpful if you could send me a save and mod list/order from right before the crash, though I understand if you've since lost it.

@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.
thatotherdavidguy 8 Jul, 2024 @ 2:51pm 
Do you plan on adding new creatures for the underground? Also, it would be great if there was some mechanism that created new creatures during a game
Jaguar_Tordu 23 Jun, 2024 @ 2:43am 
hi, I really enjoyed your mod so far, exept every game i tried to focus on werewolves I always get the error "NullRefferenceExeption: Object refference not set to an instance of an object" on turn 300. i reproduced the bug on 3 differents seeds, the first two times with a full mod list, the last time with only this mod on (and the comunity library, couldn't remember if i needed it). the crash occurs on the full moon event, the error message pops up in the bottom and the transformation never occurs. I think it's due to the rulers being infected by witches, i've been playing vinerva on the three games, I'll try later with a different god and with the werewolf tenet only at -2. I've been able to complete games fine with the mod on while not paying much intention to werewolves. here is a link to the logs i also kept the saves but i couldn't find the files. I'd be really happy if you could look into it.
https://drive.google.com/drive/folders/1YBzz7NIdjAFPEBMqaIaMbsFJRK7kDHNz?usp=sharing
Doopliss  [author] 30 Apr, 2024 @ 9:25pm 
Presently your options would be to increase the number of wilderness creatures that spawn or deactivate some or all the non-hermit wilderness creatures. If there are no werewolf hermits in play, the next wilderness creature to spawn should be a werewolf hermit, so there will always be at least one for you to kick things off with.
Typical_Name 30 Apr, 2024 @ 8:27pm 
Is there a way to make werewolf hermits more likely to exist at game start, aside from just increasing the number of all Wildlife faction units? It might be confirmation bias, but it feels like with the DLC that there's even less wilderness in the world.
Doopliss  [author] 28 Apr, 2024 @ 8:49pm 
I believe the "victory text isn't from one of the hardcoded VP sources" outcome is just a victory screen with no flavour text and the original/destruction victory art, so you would have been robbed of anything exciting either way. :(
Typical_Name 28 Apr, 2024 @ 8:45pm 
Damnit, the victory text for werewolves was exactly what I was hoping to discover (or to discover that none existed, causing the game to amusingly crash upon attempting to load it, that would have been cool too). :(
Doopliss  [author] 27 Apr, 2024 @ 8:08pm 
If it makes you feel better, there's no victory art/text for werewolves and it wasn't particularly designed for competing with other VP sources.
Typical_Name 27 Apr, 2024 @ 8:06pm 
Makes sense to me. Damn, guess I'll just have to keep trying.

I've recently bought the DLC, curious to see how it interacts with the mods... :o
Doopliss  [author] 27 Apr, 2024 @ 7:53am 
Destroyed Population compares the number of people in populated settlements currently against the number of people in humanoid settlements (as in the ones that have food, prosperity, rulers, etc) at game start. Therefore, werewolf runs, Deep One sanctums, etc all count toward destroyed population.

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.
Typical_Name 26 Apr, 2024 @ 10:31pm 
Good news, I finally managed to win with a werewolf-based strategy!

... 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?
crawlers 26 Apr, 2024 @ 9:03am 
Temples with any menace can be obliterated by either raiding forces or the temple's own monarch (or any monarch nearby for those outside a nation), and the motivation to do so for the monarch depends on some things like combat preference.
Typical_Name 25 Apr, 2024 @ 10:35pm 
Hrrm, that does seem to be the explanation (the werewolf in question was an agent, and they don't seem to get the nature modifier one way or the other on werewolves under a certain amount of shadow), but seeing how werewolf activity in a location exists solely to eventually turn it into an enshadowed Werewolf Run, it doesn't make sense that it wouldn't be considered "high shadow wildlife". Not that I'm complaining, though...


Also, another question - is it intentional that rulers who like combat will try to raid temples of their own religion?
crawlers 25 Apr, 2024 @ 7:55am 
Was the werewolf in question a high shadow werewolf hermit? Liking for nature makes characters try to purge all high shadow wildlife and not attack low shadow wildlife.
Typical_Name 24 Apr, 2024 @ 10:03pm 
For comparison, the challenge Purge Werewolves gets a penalty for characters that like Nature.
Typical_Name 24 Apr, 2024 @ 9:52pm 
Possible bug: I notice that a hero with an obsession with nature gets additional motivation to attack werewolves. I could have sworn that the nature tag was generally pro-werewolf, so shouldn't an obsession with nature make attacking werewolves less likely?
crawlers 23 Apr, 2024 @ 3:02pm 
Initiation rites increases their recruitment budget by 4 each time so they recruit faster, but the cost of a new acolyte scales with the number of acolytes, so it takes time for them to go up to 11.
Doopliss  [author] 23 Apr, 2024 @ 2:43pm 
Good catch that the prophet criteria aren't getting moved over - I can definitely patch that.

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.
Typical_Name 22 Apr, 2024 @ 9:53pm 
Something I notice is that while I can get the witches Initiation Rites up so that their maximum number of acolytes increases, they take a very long time to actually recruit the additional acolytes. Why is this? Do they need gold or something? If so, should I be having them start preaching before I increase their Initiation Rites (since I'm pretty sure their income comes from rulers following the faith)?
Typical_Name 22 Apr, 2024 @ 9:51pm 
Also, sidenote, it seems that prophet requirements are tracked separately for regular form and werewolf form. I had a warlock who explored an ancient ruin (while in human form), and then later met another prophecy requirement while in werewolf form, but didn't get recognized as prophet until he reverted to human form (he did continue being prophet upon his next transformation, at least). If it matters, the requirement he met while in werewolf form was listed prior to the ancient ruins exploration requirement.
Typical_Name 22 Apr, 2024 @ 9:49pm 
Taking over the prophet position was a good idea, but not always possible. In my attempt from today, in which I attempted to execute the strategy you described, I was unable to get a prophet for one of the orders because they wanted someone who commanded a battle.

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)
crawlers 22 Apr, 2024 @ 4:19pm 
Part 2: Influencing the larger orders I do not do with money (unless I am ophanim and have a theocracy). Instead I take over the prophet position and infiltrate the seat of the holy order - sometimes this is very slow but it does work and leaves the agent free to do whatever once set up. It requires planning from the start of the game to get the right agent at the right home area. Sometimes a holy order is smaller for one reason or another and thus can be influenced at some reasonable rate (like 40 or so per action).
crawlers 22 Apr, 2024 @ 4:18pm 
Part 1: Yep, I use that mod too. With it, infiltrating the starting coven is not a bad idea but not so game-changingly dramatic. Instead, use an agent with good lore/command to influence them over and over till they get the tenets you like. Each action gives 100 influence and eventually your agent can complete it in like 6 turns. With that mod, witches can become even more powerful with investment since a single order of them can get 11 witches that get exp faster due to having crows spawn as their minions.
Typical_Name 22 Apr, 2024 @ 4:01pm 
"-Maximum influence gain for covens is capped based on the covens size. No longer will the optimal strategy be to take all the tenets you want before you begin preaching! (The influence gain from prophets isn't affected by this cap.)"

- 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. :)
Typical_Name 22 Apr, 2024 @ 3:53pm 
Jaha, I understand the difference in count now - I forgot that I had increased the number of holy orders because I like to play on bigger worlds. I have SIX holy orders to deal with (three regular, three witch covens). :D

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).
crawlers 22 Apr, 2024 @ 3:36pm 
Part 2: You not using them explains why you were having a hard time. It is possible to go with a minimum effort investment by infiltrating them and waiting for the +8 influence per turn this generates (+11 once the witch characters get enshadowed) to do all the work to convert them, or you can speed it up by using the influence holy order which will generate 100 per action due to their small size. They are so easy to set up that I have seen a mod put a cap on how much influence you can get just by infiltrating their starting coven.

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.
crawlers 22 Apr, 2024 @ 3:36pm 
Part 1: I include witch coven as part of the holy order, and they are the most useful because of how easy they are to convert and thus can start much earlier. The only resource I invest in them is converting them to the desired tenets, preaching costs scale with the amount of land they have converted so when they are tiny it is zero and as they get income they can pay for it. I don't set preaching higher than 1. Set up reasonable tenets before telling them to preach because they get harder to influence once they are larger. If their agents are not sufficiently busy dealing with the werewolves in their own land, they will expand to and seed more places.
Typical_Name 22 Apr, 2024 @ 3:27pm 
Yeah, I hadn't thought before to try removing existing tenets, normally I just give them the tenets I want and move on. I also thought that Charitable Work in particular might help recover population (to be turned into werewolves) by removing devastation, but it seems ineffective. It also seems like they still like doing charitable work even when I max out Liberation of Beasthood, so out it goes...

... 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)...
crawlers 22 Apr, 2024 @ 1:18pm 
If they are spending time on other things like charitable work to remove devastation, you have not sufficiently reformed the holy order. Also, don't do it just for one holy order, but for all 4 of them. Concerning the -50 motivation thing, fair enough maybe I missed that part but it probably is sufficient to make them stop purging so much.
Typical_Name 22 Apr, 2024 @ 1:12pm 
Hrrm, really? Might be a bug, then - it looks like heroes with lycantropy CAN purge werewolves, they just get a -50 to their motivation to do so. This helps a lot, but isn't infallible.

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...
crawlers 22 Apr, 2024 @ 9:30am 
A thing to note is any hero that has lycanthropy is unable to suppress werewolves, so infecting the heroes who are most effective/motivated to do so with your werewolf agent(s) can be useful too.
crawlers 22 Apr, 2024 @ 9:27am 
I wouldn't worry about them not concealing it fast enough. Simply through quantity and distraction and turning lots of people into werewolves the situation gets so out of control that what suppression is done on werewolves is of limited impact. Trying to get your agent to conceal werewolves is a horrid waste of time; if you are doing it that explains why you are having trouble. You should be increasing the underlying causes of problems and letting the heroes/acolytes deal with the symptoms.
Typical_Name 21 Apr, 2024 @ 10:52pm 
Not a bad idea. Having trouble getting it to work in practice, though - the holy order people typically can't conceal werewolves fast enough, and don't prioritize their actions very strategically (which is to be expected, being NPCs)

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.
crawlers 21 Apr, 2024 @ 6:20pm 
What worked better for me concerning werewolves (relative to the other options with them) was to get a werewolf agent (by just attacking a werewolf hermit) and then spread the werewolf tenet to all holy orders and use the werewolf agent to infect a hero now and then.
Typical_Name 21 Apr, 2024 @ 4:04pm 
Ah, that's a good point. I hadn't thought of that since for some reason the AI werewolves in my games seem to rarely ever bother attacking heroes (they mostly group up and Hunt in Outskirts, with a lot of wasted effort because the challenge becomes invalid after a couple of them do it). For some reason the game doesn't display their reasoning like it does the actions of most NPCs, so I don't know what drives them to do 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.