Shadows of Forbidden Gods

Shadows of Forbidden Gods

Enemies of the Dark
22 Comments
NilchEi 3 Apr @ 4:27pm 
Playing with three adversaries are proper fun, you can get one or two out of the way with Shoggoth and, if you're lucky, wars but even one of them is a pain in the ass that'll eat hundred of turns to counteract. Definitely provides distinct flavour that gives Elder Gods something to ponder.
Honshu Higamori 30 Mar @ 8:44pm 
Very cool mod, the default difficulty of the game feels way too easy and I don't super enjoy cranking up the difficulty level because all it really does is make challenges take longer, ie make you take longer to arrive at the same game state, the game desperately needs a more "active" set of heroes other than the Chosen One that tries to do something about you, and this really delivered on that promise. It makes the game feel a lot more dynamic when you have a more significant opposing force to contend with. I haven't seen any bugs or anything that impedes a normal playthrough after two games with it either.
Overall 5/5, good mod and strongly recommended to anyone who wants a bit more challenge in their playthrough
crawlers 14 Feb, 2024 @ 6:59pm 
Well of light challenge does not seem to care about personal shadow. A 96% shadow mediator can do it just fine even with 140 motivation.
crawlers 6 Feb, 2024 @ 5:52am 
The quest to cleanse a fountain should not be available at permanently enshadowed locations like werewolf runs and deep one sanctums. It is quite futile to try it there.
crawlers 5 Feb, 2024 @ 5:01pm 
Oh, I did not realize they do not respawn the cult. That changes things.
Doopliss  [author] 5 Feb, 2024 @ 4:48pm 
Occultist's Manors presently tick over with no effect if there are no uncorrupted Manors, which I'm satisfied with - they seem powerful enough as is, and I'd generally rather remove fiddly bits than add fiddly bits. Likewise, I'm okay with Remove Deep Ones being available at Deep Manors, since it's a valid strategic choice (you might want the Deep Manor to stick around to weaken the Stewards, and they pop off fast) and shouldn't respawn the Deep One Cult.

I've patched the mod with various Warden fixes, as well as changing it so infiltrated Steward Influences won't suppress Deep Ones or Ophanim (though infiltrated uncorrupted Manors still will until you corrupt them). Could be the Wardens are too easily corruptible in this version, but if that needs to be harder I'd rather do so in simpler ways.
crawlers 5 Feb, 2024 @ 4:10pm 
Remove deep ones challenge should also be forbidden at deep manors.
crawlers 5 Feb, 2024 @ 4:07pm 
Infiltrated steward locations should not suppress deep ones.

I also wonder, what does the occult manor do if it gets to 100 charge when there are no uncorrupted manors? The enforcer manor removes infiltration, so what does the occult manor do in such circumstances?
Doopliss  [author] 29 Jan, 2024 @ 2:35pm 
It's a save-load issue then. I've uploaded a fix, but the link between the manor and the beckoning property will still be lost to the mists of time on existing saves. Please let me know if it happens again on a new game.
crawlers 28 Jan, 2024 @ 8:03pm 
I had umbral elves disabled; it was just an ordinary human city. I'm not aware of any other abnormal behavior in that place.
Doopliss  [author] 28 Jan, 2024 @ 4:53pm 
Hmm, so that means the issue was that it's not storing its associated modifier properly. Could it be that something odd happened to the home location at some point (for example, an Umbral Elf teleportation)?
crawlers 28 Jan, 2024 @ 4:41pm 
Vampire manor beckoning modifier isn't removed as it said it would be when a hero gets the hunger so it can create a huge number of hungry heroes.
crawlers 28 Jan, 2024 @ 3:59pm 
The killer was the supplicant, who was not a blasphemer or part of a blasphemer society/species.
Doopliss  [author] 28 Jan, 2024 @ 3:56pm 
I've aggressively null-checked the crashing function. Thank you for the report!

Killing someone belonging to a blasphemer society should do it, and did do it in testing, but I'll dig into it a bit more when able.
crawlers 28 Jan, 2024 @ 3:50pm 
I also wonder how to become a friend of the wardens. First I tried killing a blasphemer but it seems that didn't do it. Then I waited till they denounced a society (in this case the witches) and then killed one of them, but that didn't do it either. Am I missing something?
crawlers 28 Jan, 2024 @ 3:37pm 
Ran into an error when a fellow got the hunger at a vampire manor.
crawlers 28 Jan, 2024 @ 3:37pm 
NullReferenceException: Object reference not set to an instance of an object
at DarkEnemies.Ch_Darkfoe_LuredToManor.complete (Assets.Code.UA u) [0x00023] in <d297bb37409242a38865cd2ef4c7801b>:0
at Assets.Code.Task_PerformChallenge.turnTick (Assets.Code.Unit unit) [0x0076e] in <1f3c866800404fcb81e55c918b1d35bb>:0
at Assets.Code.Unit.turnTick (Assets.Code.Map map) [0x000a6] in <1f3c866800404fcb81e55c918b1d35bb>:0
at Assets.Code.UA.turnTick (Assets.Code.Map map) [0x00001] in <1f3c866800404fcb81e55c918b1d35bb>:0
at Assets.Code.Map.processUnits () [0x00043] in <1f3c866800404fcb81e55c918b1d35bb>:0
at Assets.Code.Map.turnTick () [0x00159] 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
crawlers 28 Jan, 2024 @ 3:36pm 
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
at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x0006f] in <9bfae1dbc3ab45afbfa204130a1cfc3a>:0
crawlers 28 Jan, 2024 @ 3:36pm 
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()
crawlers 26 Jan, 2024 @ 9:33am 
The stewards seem too eager to purge minuscule quantities of shadow from the alliance. They should deprioritize doing this if the amount removed is too small. A malign catch at the alliance capitol made them just purge shadow from it endlessly.
Elpresidente 21 Jan, 2024 @ 10:35am 
take care of yourself, i love your mods
apf 20 Jan, 2024 @ 6:57pm 
Another winner by Doopliss! Each of the factions are good at mucking up decent things and can be sabotaged in different ways. Increasing how many of the factions spawn works as a decent, scalable Hard Mode for the game. Easy 5 stars.