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- (Base Game & DLC) Updated Agent AI for all Orcs Plus units to make use of the new challenge subtype support introduced in the Community Library V2.6.07.
- - Orc Units will now try and perform variations of challenges that they are allowed to perform that are added by mods.
- - Example: They would now consider recruiting minions from the Circus.
Properties > Installed Files > Verify integrity of installed files.
That will have Steam check that all of the game's files are intact, and the files for all downloaded mods for the game. It will re-download any that aren't correct.
Go to your save game directory for the game, which are at: %AppData%/ShadowsForbiddenGodsSaves
Inside of there will be a file called:
modList.txt
Open it.
On each line of the file, there is the name of a mod, and the status of the mod. Move the line for Orcs Plus to the bottom of the file and save it. Don't change anything else, and don't leave a blank line where Orcs Plus used to be.
If that fails, and you still can't launch, go back to that file and change where the Orcs Plus line reads !:!ENABLED to !:!DISABLED.
I'm having to break this down into a few posts. The first one you should try will be at the top.
- (Base Game & DLC) Orc Elders can now buy items at the Seat of the Elders and Great Halls.
- Fixed missing assignment to map field in `ComLibHooks` class after changing to use delegates instead of a hooks subclass issue.
- - It's playable again. Apologies for the rudimentary error.
Steam wouldn't let me post this last night for some reason, so here it is belatedly.
Version 2.8.01 (Community Library Update):
- Updated to account for changes in how the Community Library populates the challenges and tasks UI for armies.
- Changed from a Hooks subclass to registered delegates.
- Implemented "Dynamic Orc Elder Limit" mod option (default true) that prevents more orc elders being spawned than camps owned.
- Implemented "Orc Elder Limit" mod option (default 5) that allows a custom limit for the maximum number of orc elders per culture.
- Implement "Orc Spirit Caller Respawn Chance" mod option (default 25%) that allows custom respawn chance for Orc Spirit Callers. If set to 0, disables Orc Spirit Caller spawning.
@NilchEi I had a moment to spare.
When I have time, I can see about offering a setting for the number of Orc Elders, both fxed and dynamic.. A dynamic limit option would prevent them from having more elders than settlements.
The others are all one per settlement, so they can't be lowered without much more substantial changes.
- (Base Game & DLC) Fixed null reference exception in `ModCore.soverignAI` hook.
- (Base Game & DLC) Orc units are now more likely to attack or disrupt targets they dislike, and less likely to attack or disrupt targets they like.
- - Was the other way around.
- Removed support for obsolete game version 1.0.
- (Base Game & DLC) Added mod integrations for the recreation of Covens, Curses, and Curios that is now in beta.
- - These integrations are functionally identical to those already existing for Covens, Curses, and Curios.
- (Base Game) Fixed null reference exception in `Ch_Orcs_FundWaystation.valid`.
- (Base Game & DLC) Removed unnecessary habitability check for Living Terrain validity
- (Base Game & DLC) Improved handling of living terrain for Funding Waystations and settling camps.
- (Base Game & DLC) Ensured that orcs are unable to settle on natural wonders, and can always build waystations on natural
But I'm someone who double checks any bugs I report, so I'm sure she was an Elf when I encountered it. As that's why I then specifically tested a Human and Undead to complete the set. And it occurred on turn 4, the same turn my Orc Warlord finished Subjugating the Fortress to allow the "Drink Orc Grott" challenge to non-Orcs, so not DE related. Although I did create her in an Orc settlement.
Maybe it's a mod conflict? Here's my mods and load order:
Community Library
Chinese Cultural Scheme
Insect God
Deep Ones Plus
Living Societies
Orc Plus
If I encounter it again I'll make sure to keep the save next time. But otherwise, assume I missed some detail somewhere, such as her being an Orc when it occurred and I just mistakenly assumed she was an Elf.
As for the bug with The Trickster not taking damage... That's an odd one, as the damage is dealt purely based on the target's species not being the orc species.
The only thing I know of that can lead to The Trickster being an orc is them being created inside of the Dark Empire after the Dark Empire has started funding an orc horde.
- (Base Game & DLC) Orcs will now be unable to build camps and will be able to build waystations on the locations of Natural Wonders registered to the Community Library.
- (Base Game & DLC) Fixed typos relating to drinking orc grott.
- (Base Game & DLC) Reworded text for Build Great Hall.
- - The text now includes stats for the Orc Champion.
The description of the "Build Great Hall" reads a bit weird IMO.
"A local orc champion will pledge themselves to your service if you, and you will gain 40 influence over the orc culture, by building this great hall"
If you remove the text between the commas then the "...if you by..." is badly worded.
"A local orc champion will pledge themselves to your service if you by building this great hall."
Maybe something like this instead:
"Building a great hall will result in a local orc champion pledging themselves to your service. You will also gain 40 influence over the orc culture."
And it might be worth providing the stats of the orc champion (HP 5 Att 6 Def 5 Cost 3), as well as capitalising Orc Champion to match the capitalised Orc Warrior and Goblin in their respective recruitment descriptions.
The "agents" in the description has a missing apostrophe. "...temporarily boosts an agents...". It should be "agent's". (The "Refill Drinking Horns" challenge has the same typo).
Then in the message the player receives after the challenge:
There's a stray "t" in "envigorated" in the white text at the start, "[Name] feels envigortated..."
And there's an incorrect apostrophe in "It's" in the second sentence of the blue text, "It's taste is..."
And the 2 damage mentioned in "..but if the agent is not an orc, they suffer 2 damage when drinking it." doesn't seem to apply to The Trickster. I've tested it with The Courtier (Human) and The Harvester (Undead), and they both suffer 2 damage. So I assume it's the elf tag that's causing it, although I haven’t tested it with another elf to check/confirm this.
- (Base Game & DLC) Fixed typo in description of "Join Horde" challenge.
"...become a member of the [Horde Name]. You current horde is unlikle yot appreciate this action."
Should say:
"...become a member of the [Horde Name]. Your current horde is unlikely to appreciate this action."
- (Base Game & DLC) Fixed typo in orc army intercept message.
- Fixed that orcish raiders dying would trigger the death events for the leading warlord even when the warlord survives.
- When an army captures a location, it will now destroy any orc waystations at that location that they are hostile with.
- (Base Game & DLC) Orc Elders will not attempt to disrupt targets that are resting in orc territory.
Shadows of Forbidden Gods uses Unity's dynamic multi-threading system. As such, the order in which a mod finishes loading is not deterministic. Later mods can finish loading before earlier ones in some cases.
To minimise the chance of Mod Load Errors for dependent mods, place them as far from the Community Library as possible (as low in the mod load order as you can).
- Fixed that the "Raiding Party" ritual available to the Orc Warlord would not spawn an orc raiding party unless the location was perfected, at which point it would spawn two and leave the game in an invalid state.
This one is mostly fixes, performance improvements, and other back-end stuff. The changelog is too long for a comment, so check out the Change Notes tab for an exhaustive list of changes.
As such, without log files, I am unable to identify the potential cause of the errors. There's a chance it'll be fixed or identified incidentally, but I wouldn't rate that chance very highly.
@pratorean and @umbral_heyokah , please do send error logs my way so that I may investigate further. Accompanying mod-lists would also be helpful.
I usually test with mods enabled, as getting compatability between them is usually harder than making the base game work. As such, it is possible that an error is happening when a mod isn't enabled, and my poor testing practices has resulted in my missing it.
I am right in the middle of a major update to the Community Library, so I probably won't be testing, and hopefully fixing, Orcs Plus it until that is done. I would hope to have done so within the next week or two.
If I cannot replicate the bug, I'll be back to waiting for log files, and will report as such.
It is most likely some form of corrupt download, as I suggested before.
Given that it's dependent on the Community Library, if the Community Library is the mod that Steam failed to update correctly, that could potentially manifest as a load error in Orcs Plus.
I'm afraid to say that without game logs, there's basically nothing I can do.
The official Discord Server has a mod-bugs channel you can post the logs to, if you are a Discord user. Otherwise, pastebin should do the trick.
The file can be found at %AppData%/../LocalLow\FallenOakGames\ShadowsOfForbiddenGods and is called Player.log
And here's the Discords join-link, in case you can't find it: https://discord.gg/eWd9yCvE
If that doesn't work, can you please send me the log file. It can be uploaded on the games official discord server, or copied into pastebin and linked here.
The file can be found at %AppData%/../LocalLow\FallenOakGames\ShadowsOfForbiddenGods and is called Player.log
It will only contain the log from the last time you launched the game.
As for expanding to a new location, and great constructions, that is done at the society level. If you select a settlement that belongs to a social group, such as a human town, there is a "National Actions" tab in the UI panel on the right hand side. This shows actions that the society is doing or are able to do. Orcs' expansion is handled there.
In the case of settlements that have local rulers, there is also a local actions tab in the same panel.
Also, much to my own embarrassment: "Fixed incorrect "it's" in..." is in the same changelog that says "...property to make it's function clearer.", which is the wrong "its".
- (Base Game & DLC) Increased Shaman's utility for creating "Faceless Servitor" to increase the likelihood that they choose to make them over "Skeletal Servitor".
- (DLC) Fixed incorrect "it's" in description for the "Explosives Stockpile" property.
- (DLC) Modified the description for the "Explosive Stockpile" property to make it's function clearer.
They are also the ones that build waystations to bridge past settlements that the horde can't otherwise interact with.
Essentially, the Orc Upstart is the young, bloodthirsty orc leader who promises great victories, but has never experienced the horrors of fighting against an organised military.
The elders are those few upstarts who have survived such horrors long enough to get old and wise, and to understand that, without outside help, they cannot win.
The Elders' primary job is to reduce the menace that orc upstarts generate. They will force orc upstarts to stop causing trouble if their menace and or profile get too high. They will also spend some of the gold that upstarts generate to give gifts to nearby rulers, reducing their society's menace if it gets too high.
In addition to that, they will automatically use the "Retreat to the Hills" challenges in camps that are being razed, or camps adjacent to them, raising their defense and making it harder for invaders to wipe them out.
And finally, as you have noticed, they will disrupt those operating inside of their territory, increasing the time available for the upstart to then come over and start a fight.
Part1/2
BTW thank you for such a great mod. My cousin was playing and he said he couldn't figure out the purpose of the orc elders, and I didn't either until I played that super hard evil beneath game and went hard into orcs, and realized that the purpose of the elders was to cast "disrupt" on enemy heroes.
Are they also the active unit that casts fortify industry and expand base?