Shadows of Forbidden Gods

Shadows of Forbidden Gods

AAEnglishman and Mall's Event Pack - REDUX
26 Comments
SnickeringSnaussages 2 Jul @ 2:51pm 
Just wanted to add the events you created are AWESOME a la "You call this a storm?" for the Buccaneer or Fisherman. Perfect flavor-wise
SnickeringSnaussages 2 Jul @ 2:50pm 
I'm interested in what you said about scripting- I just added you.
SnickeringSnaussages 2 Jul @ 2:48pm 
Rouse the rabble doesn't seem to work (for when you find assistant evildoers)
SnickeringSnaussages 29 Jun @ 9:32am 
oh boy oh boy oh boy
mall  [author] 28 Jun @ 10:24am 
Gave some custom agents more event options and event a few events. Besides fixes, I don't think I'll do much more adding here.

@SnickeringSnausages : The difference is that coders modify the game to do new things, while those using scripts are basically just using whatever tools got left behind the developer or modders.
SnickeringSnaussages 16 Jun @ 1:54pm 
Also I didn't know there was a difference between scripting and coding, so that's cool.
SnickeringSnaussages 16 Jun @ 1:48pm 
I can help you with that:

Get Living Societies and Orcs Plus in a game and for LS set the spawn chance of the crypt to very high and maybe the mage tower.

Play as the thing beneath and roll a good starting orcs map where you can hassle enemies and also use tentacles to feed yourself from a crypt spawned nearby.

Once the humans get aggro bait one to die near you then spawn The Shaman.

You can then use the crypts death abilities early on with an orc hero, and probably harvest another soul or two to level up!

Had a fantastic orcs game doing this strategy specifically +sprinkling in a few werewolf dens to just put me over the edge for victory points. You'll love it.

I haven't had the best success finding a use case for Buccaneer, but the thought of playing her using Mammon to enrich trade routes then raid them did cross my mind...
mall  [author] 17 May @ 1:47am 
Regarding those suggestions, I should probably be a bit more clear: I'm not a coder, I use scripting to make these. That means I don't have event scripting commands to affect any mechanics that weren't already in the game.

Also while I'm not exactly avoiding doing events for agents I don't use, I've barely used any of the orcs other than warlord, so if an agent is lacking specialized events for them, that's because I don't have a good grasp on them.
SnickeringSnaussages 16 May @ 1:00pm 
Cool, thank you. And naturally the wishlist needs no promise. And yes, good point that a lot of them have unique mechanics. You could either play into those, or use some base game assets

Examples

Couple suggestions:

Delver: add 3 artifacts or else just give him Maddening Tongues then deactivate the event
Rat King: Adds a local infestation modifier at 40% or else just give him 2 rat minions
Bandit Lord: Adds a local banditry charge at 40%
Whisperer: Either give her a goblin or double her current psychic whispers
Courtesan: 2 nearby heroes gain liking
Redeemer: not sure, maybe give him one level of madness, I've never used him effectively
Duelist: increase his command by 1

I haven't looked hard, but never noticed events for the orc pirate girl, the underground elf, the seeker, the shaman or the spellweaver, but if there aren't those maybe should get priority(if u choose to do anything at all). Maybe something strong for the buccaneer, like filling empty slots with orc rarbble
mall  [author] 15 May @ 9:29am 
The Community Library actually seems to have conditionals set up for some of those mod agents, however I'm not familiar with all of them and not entirely sure what kinds of event rewards I should give them, or what I can give them if they revolve around their own mod-added mechanics.

I'd also have to ask the other modders some questions so I won't misunderstand or -characterize their agents.

I'll consider it. No promises.
SnickeringSnaussages 14 May @ 2:37pm 
Wishlist:

Event choices for Rat King, Delver, Whisperer etc.

The extra heroes are core mods for me in a lot of runs, since with the others I've seen it all done it all.
mall  [author] 20 Feb @ 12:37pm 
Thanks right back at you, that's a generous compliment considering how small of a part the events are in the game.
2chuu4u 16 Feb @ 9:12am 
Righto! Thanks for the info, and for adding so much content for the game c:
mall  [author] 16 Feb @ 8:37am 
Uninstall the old pack. While here's no harm in having both (at least I don't think there should be), you'll run into a lot of repeated content if you keep both.
2chuu4u 16 Feb @ 7:27am 
For clarification, should we uninstall the old Event Pack? Or do we use them both together?

I like the new events by the way, great work!
mall  [author] 11 Jan @ 7:31am 
Both god_is_maker and other_stat_command are modded conditionals and your game not recognizing them leads me to believe you've not installed Community Library.

But If you do have it installed and loading in the right order (first out of them all I think) and it's still spitting out those errors, then I'll go nudge the Community Librarian in the game's Discord.
Federex 11 Jan @ 6:49am 
Still some compatibility issue:
Error evaluating condition for event maeRedux.midch_arcane_temptation
Unknown field name:god_is_maker
Federex 11 Jan @ 6:42am 
Updated: Placing the Event Pack and then Aberrant Metal both at the top helped. It is working now.
Federex 11 Jan @ 6:35am 
This seems to be incompatible with Aberrant Metal. Whenever I try to create a game with both active I get a log message and It does not work. Any ideas how to fix it? Thanks!

---

Log excerpt from a game created with Aberrant and then this mod activated (I know it is not the right way, I just wanted to trigger the error in game).

Exception: unknown field name: other_stat_command
at Assets.Code.EventRuntime.evaluateNode (Assets.Code.EventParser+SyntaxNode n, Assets.Code.EventContext ctx) [0x004ac] in <ab4f1d6629d0469ab8c78d86b4da945e>:0
at Assets.Code.EventRuntime.evaluateNode (Assets.Code.EventParser+SyntaxNode n, Assets.Code.EventContext ctx) [0x00014] in <ab4f1d6629d0469ab8c78d86b4da945e>:0
at Assets.Code.EventRuntime.evaluateNode (Assets.Code.EventParser+SyntaxNode n,
SnickeringSnaussages 30 Sep, 2024 @ 10:56am 
come as often*
SnickeringSnaussages 30 Sep, 2024 @ 10:56am 
Didn't even realize vinerva and dragon were base-game. I figured my hero would get a modifier or something for Vinerva for example, so figured it was like a trigger or something.

I wanted to comment that playing this seems in some ways like a difficulty mod, simply because the most useful challenge in the game, gaggle of alchemists for bonus shadow, doesn't come as oven. I think I bumped into an event that added TWO shadow and my jaw just dropped.
mall  [author] 21 Sep, 2024 @ 9:04am 
There probably were a couple miscellaneous ruins events I have added, but to my understanding those shouldn't appear or affect the base game ruin event chains like Vinerva or the Dragon. I also don't recall overwriting any existing events.

The few I did would appear in the regular ruins types, where you get 5 random events that mostly revolve around losing HP vs gaining gold.

So I don't *think* those resulted from this mod.
SnickeringSnaussages 21 Sep, 2024 @ 7:30am 
Does this mod make alternative exploration scenarios possible in the ruins? I got a ruins of Vinervas seed and sent an agent to an ambitious leader and a gold-liking ruler and neither effect happened. Also there was a dragon one, and when I "maddened" the dragon it created the unit, but then dropped a cache of 0 gold.
mall  [author] 14 Jun, 2024 @ 4:22am 
No, this one replaces only our previous one.

(https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2736116808)

If the agent specific events mod still works, there should be no conflict running it alongside this one.
Parthed 11 Jun, 2024 @ 6:49am 
Does this also replace the agent specific events mod?