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UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
Assets.Code.World:log (string)
LivingCharacters.Task_Chars_SpreadVampiricInfluence:turnTick (Assets.Code.Unit)
Assets.Code.Unit:turnTick (Assets.Code.Map)
Assets.Code.UA:turnTick (Assets.Code.Map)
Assets.Code.UAE:turnTick (Assets.Code.Map)
Assets.Code.Map:processUnits ()
Assets.Code.Map:turnTick ()
(wrapper dynamic-method) Assets.Code.World:Assets.Code.World.bEndTurn_Patch0 (Assets.Code.World,bool)
UnityEngine.Events.InvokableCall`1<bool>:Invoke (bool)
UnityEngine.Events.CachedInvokableCall`1<bool>:Invoke (object[])
UnityEngine.Events.UnityEvent:Invoke ()
UnityEngine.UI.Button:Press ()
UnityEngine.EventSystems.ExecuteEvents:Execute (UnityEngine.EventSystems.IPointerClickHandler,UnityEngine.EventSystems.BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute<UnityEngine.EventSystems.IPointerClickHandler> (UnityEngine.GameObject,UnityEngine.EventSystems.BaseEventData,UnityEngine.EventSystems.ExecuteEvents/EventFunction`1<UnityEngine.EventSystems.IPointerClickHandler>)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse (UnityEngine.EventSystems.PointerEventData,UnityEngine.GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress (UnityEngine.EventSystems.PointerInputModule/MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent (int)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent ()
UnityEngine.EventSystems.StandaloneInputModule:Process ()
UnityEngine.EventSystems.EventSystem:Update ()
at LivingCharacters.Task_Chars_SpreadVampiricInfluence.turnTick (Assets.Code.Unit unit) [0x000aa] in <7e14f1278d7647d899ab8af70f743a76>:0
at Assets.Code.Unit.turnTick (Assets.Code.Map map) [0x000a6] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.UA.turnTick (Assets.Code.Map map) [0x00001] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.UAE.turnTick (Assets.Code.Map map) [0x00001] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.Map.processUnits () [0x00043] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.Map.turnTick () [0x0018f] in <87722c3d024842ed81b5e159dacda8fd>:0
at (wrapper dynamic-method) Assets.Code.World.Assets.Code.World.bEndTurn_Patch0(Assets.Code.World,bool)
at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00010] in <b18ae20108aa49ccb481b7d86c1fcbd2>:0
at UnityEngine.Events.UnityEvent.Invoke () [0x00074] in <b18ae20108aa49ccb481b7d86c1fcbd2>:0
at UnityEngine.UI.Button.Press () [0x00027] in <9bfae1dbc3ab45afbfa204130a1cfc3a>:0
at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00010] in <9bfae1dbc3ab45afbfa204130a1cfc3a>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <9bfae1dbc3ab45afbfa204130a1cfc3a>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x0006f] in <9bfae1dbc3ab45afbfa204130a1cfc3a>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
Here is the file, if you end turn it should produce the error.
Community Library
Chinese Cultural Scheme
Insect God
Ixthus, King of cups
Deep Ones Plus
Living Wilds
Living Characters
Covens, Curses & Curios
Names of the World
Orcs Plus
KeeperItemMod
Saving Grace
World Panic and Victory Condition
Horror & Devastation: Breaking Minds
Living Societies
Gates
The Zealot
Transfer Minions
Scrdest's French Realist Potraits - Reforged
Enemies of the Dark
I am willing to send you the save file, but I am not sure how to do so. Do you have a method in mind?
Parameter name: index
at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <6073cf49ed704e958b8a66d540dea948>:0
at LivingCharacters.UAEN_Chars_DemonicCompanion.turnTickAI () [0x007c6] in <0dc097e72cd0428491fcaa163c070b80>:0
at Assets.Code.Unit.turnTick (Assets.Code.Map map) [0x000ba] in <1f3c866800404fcb81e55c918b1d35bb>:0
at Assets.Code.UA.turnTick (Assets.Code.Map map) [0x00001] in <1f3c866800404fcb81e55c918b1d35bb>:0
at Assets.Code.UAE.turnTick (Assets.Code.Map map) [0x00001] in <1f3c866800404fcb81e55c918b1d35bb>:0
at LivingCharacters.UAEN_Chars_DemonicCompanion.turnTick (Assets.Code.Map map) [0x00001] in <0dc097e72cd0428491fcaa163c070b80>:0
at Assets.Code.Map.processUnits () [0x00043] in <1f3c866800404fcb81e55c918b1d35bb>:0
at Assets.Code.World.bEndTurn (System.Boolean forceThrough) [0x0036e] in <1f3c866800404fcb81e55c918b1d35bb>:0
at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00010] in <b18ae20108aa49ccb481b7d86c1fcbd2>:0
at UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) [0x00001] in <b18ae20108aa49ccb481b7d86c1fcbd2>:0
at UnityEngine.Events.UnityEvent.Invoke () [0x00074] in <b18ae20108aa49ccb481b7d86c1fcbd2>:0
at UnityEngine.UI.Button.Press () [0x00027] in <9bfae1dbc3ab45afbfa204130a1cfc3a>:0
at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00010] in <9bfae1dbc3ab45afbfa204130a1cfc3a>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <9bfae1dbc3ab45afbfa204130a1cfc3a>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
Although I do feel like there should be something for certain rulers to be harder to just simply assassinate. A cruel or mad ruler would know that they'd have someone plotting to end them, cruel rulers feeling the target painted on their back and mad ones being paranoid of it of course.
In the meantime, hirelings have a "cooldown" motivation making rulers less likely to spam them, so after the first few of assassins the first time someone's VERY motivated to send assassins, they should normalize to once every 60 turns or so no matter how much the rulers want to assassinate someone.
Maybe I just wasn't looking carefully enough, if so apologies. It was my first run learning the god when I had that struggle, so it could honestly have been on me and if so my bad!
That said, testing suggests that a hireling assassination correctly gives the bloodstain to the person who hired the assassin.
I'll likely add new elf behaviours eventually, but not until they stabilize a bit more. Things seem kind of in the air with them right now, and I don't want to be trying to wrestle the balance patches too much.
I prefer the flow of A Lightbringer (particularly given it matches base game stuff like A Warlock and A Heirophant). They're temporary and typically won't level up, and I think referring to them in that way reinforces that they're kind of disposable.
In testing my conclusion was that, while this mod does add some new unrest sources, the party event seems extremely common whether or not I'm running Living Characters. Definitely agree that it's too much, though. :D
Also I thought about elves more, some events they could take. Things like making Crystalsmiths like shadow distributing evil stones, or Wayfinders deliberating finding corrupt heroes. It would be neat to have dark elves....
Then again that touches on my balance concerns because in the base game heroes don't ever do anything that directly benefits you even if they love shadow and cruelty and etc. I love it because it adds a lot of flavor when they do, and I play this game more as a story generator than optimizing it.
But I do always wonder a little about balance, hopefully the helpful events they do offsets the benefits you get from the bad characters!
I think it makes it harder to actually find them when searching through the map and having all of them appear at the top of the list. Just "Inquisitor" would be simpler. I don't think those minor characters level up, do they? Do they have timed lives?
Also I noticed that there are a lot more quests for characters that wind up helping you if they have the right traits.. Then again, I suppose good heroes are also buffed ideally to make up for it and challenge against that?
Is there a list of events? And will you think about adding more interactions/etc for things like Elves? They seem a little simple comparatively.
Final thought, That unrest party event is so absurdly common. I swear I get it every turn I am performing an action in a settlement with any unrest.
Great mod though!
I've also included various other fixes and balances. I'm reasonably certain I've fixed the issues with Scapegoat Ruler, but definitely send me a save if it's still crashing or you're running into other issues.
For getting more mid-challenge events, I thought I had only added your mods but it turned out I added one that added a couple other events and I disabled that, I think either I was getting a weird streak of luck, or it was that mod.
I also suspect that since I was between this empire and the wilderness, there may have been a unicorn that wandered over and warded the edge cities once or twice, but not real sure.
I started another game last night and it went more as I would have expected.
Overall, both your mods are awesome. Almost feel like they should be part of the base game, lol.
Regarding the Lightbringers, it sounds like you may have had bad luck and got a nearby ruler who obsessively hated Shadow. Recruitment actions like Hire Lightbringer have reduced motivation as you hire more of them (displaying as "Lightbringers in demand" on the local action list), so getting hit with a bunch of them early should mean that they're far less likely to show up later, no matter how high rulers' motivation is. Your options are generally to either recruit a combat agent to beat them up or just direct your attention elsewhere while they waste their time warding the Elder Tomb.
I'm sure there's certain strategies to combat this, perhaps making the ruler insane, but it just felt weird seeing 250% wards at like turn 20.
I also seemed to be getting a lot more challenge events on my agents. I think I saw the smoking lady event about 10 times in those ~70 turns. I once had the merchant event happen twice during one challenge (was like a 20 turn infiltration, but still...)