Shadows of Forbidden Gods

Shadows of Forbidden Gods

Living Societies
72 Comments
💚Placeholder Name💙 9 Apr @ 3:36pm 
It looks like when Duality (Shadow) procs on an Umbral elf settlement, it spreads that 30 shadow throughout the entire kingdom of umbral elves, and it looks like Ophanim's faith doesn't decrease shadow in the same tile in umbral elf settlements like it does in human settlements.

Is this intentional, or is this a bug? It looks like it makes umbral elves extremely vulnerable to ophanim's light, which would be a neat feature since they seem really resistant to shadow.
Cookies Mcsalsa 2 Apr @ 1:10pm 
Yep, tried out everything, and it's all running smooth and as intended. Appreciate the reply.
Doopliss  [author] 2 Apr @ 12:11pm 
Hi! As I understand it the new Community Library patch does not break compatibility for any of my mods.
Cookies Mcsalsa 2 Apr @ 11:40am 
Hello, just wondering if the Living mods are still usable, or do i need to wait for them to be compatible with the Community Library
SnickeringSnaussages 3 Oct, 2024 @ 7:54am 
Interesting. I've had community library's natural wonders set on "3" every game but it's only every few maps I get a primal font. I thought maybe they competed.
Doopliss  [author] 1 Oct, 2024 @ 5:00pm 
Landmarks are entirely a Living Societies concept, and do not include natural wonders like the Primal Font and Brother of Sleep.
SnickeringSnaussages 1 Oct, 2024 @ 3:03am 
Also I'd like to say just by random chance the first time I used this mod with my first successful Evil Beneath game, I spawned with a haunted crypt only one tentacle away, and a section of 4 connected orc camps to the south.

My god went "yum yum yum" very quickly on the crypt, and then when orc aggro drew a soul, my spirit caller walked a little bit north and abused tf out of the camp to have zombies and plague coming from the north, and a green tide coming from the south.

Also a fast Buccaneer realized that in the sea just northwest, there was a trade route that I could plunder 1900 gold from.

Sadly I drew too much awareness by awakening too fast and not realizing that the plague power has a major drawback of creating evidence (got to learn to read one of these days....)

I got stomped by an even-more massive alliance army, but boy the mid-game and early game of that run through was pretty sweet!!
SnickeringSnaussages 1 Oct, 2024 @ 2:56am 
It'd be nice if you could add a section for landmark weights for the holy fountain and the brother of the deep
Doopliss  [author] 22 Jul, 2024 @ 7:38pm 
Hmm, looks like something might have went wrong with my file-juggling during the upload.

Fixed now. Thank you for the report!
Forsaken One 20 Jul, 2024 @ 8:00am 
Did dwarves sub-nations got removed with yesterday's patch?
Even after a full removal/re-install of the mod and the game, only the vanilla dwarven nation is spawning now.
I also cannot load games prior to this mod update; getting some missing content error.

Thx for all your mods btw, it really helps elevating the game even more :D
crawlers 20 Jul, 2024 @ 6:17am 
Yes, in vanilla you can do it by going to a human nation's capitol and buying an outpost for 300 g and then placing it. Nations other than dark empires or theocracies require not having much menace. Elves can be made to expand by giving their borderland rulers 60 gold.
thatotherdavidguy 14 Jul, 2024 @ 7:08pm 
It would be cool if, once the Dark Empire exists, if there was a way for your agents to found new settlements/outposts instead of just funding ones that already exist, and have them be part of the empire once they complete.
Doopliss  [author] 3 Jul, 2024 @ 6:01pm 
Any of the nation types can be turned into a Dark Empire, and they'll still retain their unique traits.
Rukas Bronte 3 Jul, 2024 @ 5:51pm 
Is it possible to have my dark empire be a merchant republic, or is that hardlocked in the game code to not be possible?
Doopliss  [author] 1 May, 2024 @ 3:38pm 
You can send me a link to a file-sharing site, or you could pop by the SoFG Discord if that's easier - Discord's in-built file sharing is way more robust.
Baka-sama 1 May, 2024 @ 3:34pm 
I took a screenshot of my mod configuration if that works. How would you like me to send them to you? I've never actually tried to send someone a file through Steam.
Doopliss  [author] 30 Apr, 2024 @ 2:19pm 
If you could send me the save and your mod list (and mod order) I would very much appreciate it! Thank you for the report.
Baka-sama 30 Apr, 2024 @ 11:49am 
I made a save the turn before the crash and one during the turn where the crash first appeared. (I can't load the latter.) Though I should mention I was playing Kishi at the time, if that's an issue. If it is I can try to see if I encounter it on a vanilla god. If it isn't then I could keep reloading the save and noting the differences, or I could just send them to you. Whichever you'd prefer.

All that said, I've really enjoyed your mods and all the content they've added. I'm looking forward to what you do with the dwarves. :)

[Part 2/2]
Baka-sama 30 Apr, 2024 @ 11:48am 
I think I've encountered a pretty major bug that keeps causing my game to crash. Or rather, it doesn't crash until I try to load a save, then the whole game just closes. I'm not sure what's causing it, but any save made after it happens will fail to load.

I've managed to avoid it by loading a save far enough back, but other times it will occur even after reloading, so there must be a trigger that I don't know about. I can't actually be sure it's one of your mods that's causing it, but I never encountered this in vanilla and the only other mods I have are extra gods. (Kishi, Living Void, and Escamrak.)

This crash started happening after I downloaded your mods (Wilds, Characters, Societies, and Names.) and the extra gods. (I downloaded everything at the same time.) It has happened with multiple gods, both vanilla and modded.

[Part 1/2]
Doopliss  [author] 24 Mar, 2024 @ 10:27am 
I'm really glad to hear you're enjoying it!

New dwarf societies are in development, but right now I don't have any plans to add underground content to Living Wilds. You could put all kinds of things underground, but with the size of the underground wilderness and dwarvish self-enshadowing it doesn't really make sense to have them plugged into the Living Wilds gameplay loop of "enshadow locations next to the wilderness, enshadow the wilderness itself, corrupt the inhabitants".
SirSlaughter 24 Mar, 2024 @ 9:58am 
Just wanted to say I really enjoy all of your mods for the game! I'm hopeful that you'll expand this and your living wilds mods to include changes to the underground as well
Janonas 17 Mar, 2024 @ 11:17pm 
Imagine like tech dwarves that get stronger as the game progresses and they invent new things
GregamazingNinja 17 Mar, 2024 @ 9:47am 
Excited for the next update of this mod.
timlagor 16 Mar, 2024 @ 7:16am 
You may have to check the forum for a link to the DLC but it is out. Don't know why it isn't linked in the store
Doopliss  [author] 15 Mar, 2024 @ 5:48pm 
SoFG just got a DLC that adds an underground layer to the game, along with dwarves and other beasties inhabiting it. Right now dwarves don't come in unique society types, but I'm hoping to add them like I did elves.
arbenzlola 15 Mar, 2024 @ 4:32pm 
Sorry, what's all this talk about dwarf towns? How do I get those?
crawlers 14 Mar, 2024 @ 4:19pm 
Yep, that is the one I was talking about, good to hear you patched it.
Doopliss  [author] 14 Mar, 2024 @ 3:08pm 
Assuming you mean the dwarven minor settlements are turning into human minor settlements, I've just pushed a fix. Thank you for the report!

With that done I should be able to start on the dwarf societies proper.
crawlers 14 Mar, 2024 @ 12:24pm 
Dwarven settlements get messed up by this, perhaps there is something to look into there too.
JoeyJoeJoeJabadu 13 Mar, 2024 @ 9:01pm 
Thanks! For others encountering this problem, may have to uninstall and reinstall the mod before the fix takes effect. Seriously though, this is a huge addition to the game.
Doopliss  [author] 13 Mar, 2024 @ 4:42pm 
Fixed now.
Doopliss  [author] 13 Mar, 2024 @ 9:46am 
Will sort it out after work and mark it non-compatible with v2.0 for the time being. Thank you for the report!
JoeyJoeJoeJabadu 13 Mar, 2024 @ 1:22am 
Since the new patch/expansion released this mod is causing all the leadership from Kingdoms and Republics to disappear on startup of a new game... permanently. They never refill from their successors, and just change every turn.
Doopliss  [author] 5 Jan, 2024 @ 2:36pm 
Hi! I understand from your comments on Orcs Plus that you've sorted the issue out. Me nor ilikegoodfood are trying to figure out what happened, but I understand that the issue is no longer happening to you for the time being.
miguelmonte2005 5 Jan, 2024 @ 6:55am 
hello there. love this mod. but this seems to be incompatible with Orcs plus. is it noted? thkz in advance!
=(FGR)=Sentinel 1 Dec, 2023 @ 2:31pm 
It might be a good idea to check and see if there's a challenge to give money as well, but I've never stopped to watch exactly how it works. Either way, glad I could help if even a little.
Doopliss  [author] 1 Dec, 2023 @ 2:25pm 
Good catch - shows how much I know about the elven economy. I should make Sell Elven Jewelry available to the other unique specialists too.
=(FGR)=Sentinel 1 Dec, 2023 @ 5:23am 
I'm not sure if it's something related to my mod setup or an oversight, but Umbral elves seem to have zero ability to gather gold due to the lack of a crystalsmith (which I guess is where vanilla elven societies get their gold) and weavers not having a challenge/quest to gather gold in the crystalsmith's place. This isn't too big an issue on its own, but it makes Umbral elves especially weak against other societies due to their inability to really replenish their military forces from what I've seen.
Doopliss  [author] 12 Nov, 2023 @ 4:32pm 
I'm guessing that's an unrelated error if it's part of the Dragon's AI (NullReferenceExceptions are by far the most common type of error in SoFG modding). Will look into it.
deathwatch 12 Nov, 2023 @ 8:44am 
I'm also seeing that null reference error that Shadowdancer was encountering, heres part of the stack trace:

NullReferenceException: Object reference not set to an instance of an object
at LivingSocieties.UM_Socs_Dragon.turnTickAI () [0x0008e] in <f7f671aa058c40bb92ab6161cc355057>:0
at Assets.Code.Unit.turnTick (Assets.Code.Map map) [0x000ba] in <44cc5d74573840ce954df078ea6bb29e>:0
at Assets.Code.UM.turnTick (Assets.Code.Map map) [0x00001] in <44cc5d74573840ce954df078ea6bb29e>:0
at Assets.Code.Map.processUnits () [0x00043] in <44cc5d74573840ce954df078ea6bb29e>:0

Also made sure I was on the current version. Seems to occur later in games, I've had this happen twice now turn 200+.
Doopliss  [author] 8 Nov, 2023 @ 7:59pm 
@Shadowdancer I can't seem to reproduce this one, either changing the settings mid-save or starting a game with them disabled. Could it be that you're playing a game that you started under a previous version of this mod?

I've pushed a patch for other tweaks and bugs.
GregamazingNinja 5 Nov, 2023 @ 10:06am 
I had a weird bug where I got Fey Elves to raid a human society, they had a contract with a mercenary company and the army went with them to raid, the war ended abruptly due to the winter cycle and all the armies returned home. When the mercenary company returned to their home location, they began razing their home title until it was destroyed.
Shadowdancer 24 Oct, 2023 @ 7:54am 
{LINK REMOVED}

Getting a null reference error red text. Before I thought it was Khanates specifically, but after turning their frequency to 0 I got it form what I believe to have been Dysnasties.

NullReferenceException: Object reference not set to an instance of an object
at LivingSocieties.SocData_Dynasty.turnTick () [0x0040b] in <28cfd5fbda764fbeb29b18f70ca96458>:0
at LivingSocieties.Soc_Socs_ModSoc.turnTick () [0x00012] in <28cfd5fbda764fbeb29b18f70ca96458>:0
SnickeringSnaussages 16 Oct, 2023 @ 2:36pm 
It was not a silly question, because you were speaking to a silly person. I found that option. Thanks-resolved.
Doopliss  [author] 16 Oct, 2023 @ 2:21pm 
Chinese Cultural Scheme is included in the base game (and I think defaults to on).

This might be a silly question, but could it be that the "Elves" button is unchecked in the map settings?
SnickeringSnaussages 16 Oct, 2023 @ 1:46pm 
This is odd, first I thought the issue was "duh, I forgot to resubscribe to the beta branch when I installed on my new device", but after doing that, and even after unsubscribing from *all* mods, I still can't manage to get the elves to reappear. Strangely the game still shows in the mod list the "chinese cultural names" mod, even though I unsubscribed from it?
SnickeringSnaussages 16 Oct, 2023 @ 1:08pm 
I installed this and several others (orcs plus, community library, living wilds) and wood elves don't seem to be spawning anymore. I disabled these and they still don't so not sure what's up. WIll reinstall and report back
Doopliss  [author] 11 Oct, 2023 @ 2:19pm 
Will look into it!
crawlers 11 Oct, 2023 @ 8:37am 
Isolated village seems to sometimes reduce more than 3 on the modifiers when multiple are present, such as having plague and devastation at the same time.
Mandu 26 Sep, 2023 @ 12:46pm 
The well of shadows challenge is appearing twice in the pits. A small problem, I'm just letting you know hehe