Shadows of Forbidden Gods

Shadows of Forbidden Gods

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Community Library
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8.773 MB
29 Apr, 2023 @ 8:12am
31 Jul @ 4:31am
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Community Library

Description
News
Version Number 2.6.10 (Dark Empire & Theocracy Description Tweaks)
Released on 31/07/2025 (dd/mm/yyyy).

Introduction
Most of the Community Library's features are designed to fix bugs and oversights in the game's code, and to extend the game's modability and mod compatibility. It completely replaces the trade route system, pathfinding system, and the AI for neutral agents (Cave Spiders, Deep Ones, Ghasts, Orc Upstarts, and Vampires) integrating them with the UI.

IMPORTANT: The Community Library must be loaded before (above) all dependant mods. It is recommended to place it first (at the top) in the load order.

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 in the load order as possible (as low in the mod load order as you can).

Details
The community Library offers the following features:
  • Vanilla Fixes - Sadly, the base game and DLC were left with a fair few bugs, and poorly integrated features. The Community Library has a growing list of fixes for bugs in the base game.
  • Custom Hooks - Hooks that mods can use to access parts of the code not currently accessible in the base game. These will be expanded as needed.
  • A* Pathfinding - The Community Library completely replaces the vanilla pathfinding solution with an A* pathfinding algorithm. This solution also allows mods to pass in custom weightings for determining a path's value. This also applies to the Trade Route system.
  • Event Modifications - Modifies some vanilla event fields and properties to be more mod-friendly, adds many missing event fields, and adds fields and properties to interact with other mods safely.
  • Universal Agent AI - A pre-built AI that can handle all base-game behaviours, as well testing rituals against all map locations. It's also hooked into the Unit UI, so you can always see what challenges and unit interactions they are considering, and their utility scores. This AI can have challenges added to or removed from it by multiple mods at once, allowing for cross-mod compatibility.
  • Mod Culture Data - The ability to assign cultural graphics to minor human settlements.
  • Shipwrecks - The Community Library now offers Shipwrecks as an option. These are off by default in the mod config menu, but can be enabled by the user and by a dependent mod if desired. They currently only contain 7 generic exploration events, but they can be added to by other dependent mods.
  • randStore - The randStore is a method for generating and using random values within the Universal Agent AI for profile, utility and validity values, that ensures they remain consistent within the UI.
  • The ability to add new tasks and challenges to commandable military units, and have them show up properly in the unit UI.
  • The ability to change the Religion UI including the values and description text.
  • A registry that allows control over which settlement types orcs can expand onto.
  • A task that lets you send a unit to a different location to perform rituals, which can also handle safe movement, and gives greater message detail compared to the base game.
  • A task that lets you send an agent to attack another with a custom military escort.

Breakdown of the Mod Options and what they do: https://github.com/ilikegoodfood/CommunityLib/wiki#mod-options
Documented Vanilla Fixes: https://github.com/ilikegoodfood/CommunityLib/wiki#vanilla-fixes

For documentation of it's features, please visit the github project's wiki:
https://github.com/ilikegoodfood/CommunityLib/wiki

For non-Steam use, please visit the github project's releases page:
https://github.com/ilikegoodfood/CommunityLib/releases

Notes
  • The tutorial must be completed without mods. Most mods, including the Community Library, do not support it. I do not believe that it is possible to change this due to the game treating it in a fundamentally different way to other games.
Popular Discussions View All (1)
3
3 Apr @ 12:48pm
Bug report that I had to put here because steam wouldn't let me post a comment that had more than 1000 characters
💚Placeholder Name💙
215 Comments
ilikegoodfood  [author] 31 Jul @ 4:31am 
Version 2.6.10 (Dark Empire & Theocracy Description Tweaks):
- (Base Game & DLC) Updated the descriptions of the Dark Empire ritual and the Theocracy power to make it clear that un-aligned (low on shadow or low on faith respectively) rulers of human cities will immediately rebel.
ilikegoodfood  [author] 18 Jul @ 3:54pm 
Version 2.6.09 (Broken Maker Victory Messages):
- (Base Game & DLC) The Deathstone item now deletes itself when its holder dies and the player gains power.
- - This prevents an infinite energy loop that could be achieved by having an agent higher up in the turn order initiiate theft from a ruler that a second later agent kills on the same turn, allowing the item to be retrieved from the victim's corpse.
- - Mod developers who implement onDeath effects on items, please consider that that they are retrievable, and have them self-destruct if neccessary.
- (Base Game & DLC) Added a complete set of unique victory messages for The Broken Maker.
- - Thank you NPC (known on Steam as "oh no", the developer of Covens, Curses, and Curios), and other participating community members.
AshtonAnchors 11 Jul @ 12:21am 
Thanks for the help @ilikegoodfood. I appreciate the help and all the work you do maintaining the community library!
ilikegoodfood  [author] 10 Jul @ 2:20am 
@AshtonAnchors My first recommendation, is to verify your local game files. Right=click on the game in your Steam library and select:
Properties > Installed Files > Verify integrity of game files

This will have Steam verify that all of the game's files, as well of those of any mods, are correct. It will replace any that are not. Hopefully this will get past your download issues.

Failing that, all versions of the Community Library are also available for direct download through GitHub, linked in the description above. The mod folder is in the games folders, which are in your Steam install directory.
You're looking for:
...\Shadows of Forbidden Gods\data\optionalData

You download the mod and unzip it if Steam absolutely won't give it to you.
If you own the DLC and ever play without it, you will also need to copy the mod into:
...\Shadows of Forbidden Gods\BaseGame\data\optionalData
AshtonAnchors 10 Jul @ 12:15am 
Steam keeps giving me a corrupted download error for this mod, and only this mod. The mod does not work, not even showing up on the mod list in game. I've uninstalled and reinstalled the game several times and tested downloads with other mods, and this is the only one that causes the error, which is a shame because it's the most important one. Any ideas for a fix?
ilikegoodfood  [author] 1 Jul @ 2:46am 
Version 2.6.08 (Random God Sort):
- (Base Game & DLC) Implemented option for a random god order in the new game menu.
- - The other god sort options, excluding alphabetise, will still be respected by this system.
- - - This means that you can still have the last played god listed first, or SWWF, and you can have them randomised within base-game god, followed by randomized modded gods, etc.
- - - For true random, disable all the other god-sort options.
ilikegoodfood  [author] 20 Jun @ 1:44am 
Version 2.6.07 (Modded Challenge Subtypes):
- (Base Game & DLC) Fixed a potential divide by 0 error in the Universal Agent AI.
- (Base Game & DLC) The Universal Agent AI's utility calculation for challenges where `valueTimeCost` is true now correctly matches the base game utility calculation (`utility / ((10 + time to reach + time to perform) / 10)`).
- (Base Game & DLC) Universal Agent AI now supports AIChallenges that apply to all subtypes of the specified challenge type, in addition to the type itself.
- - It will always use the AIChallenge for the nearest ancestor of the challenge's type which is defined as supporting subtypes. All more distant ancestor AIChallenges are ignored.
- - Override AIs for UAENs will now try to use subtypes of their vanilla challenge types by default.
ilikegoodfood  [author] 23 May @ 7:44am 
@m0gito In the in-game mod menu, the mods are listed in the order that they are loaded, with the first mod loaded being the top of the list. You can re-order the mods in that list to change their load order, and then relaunch the game.
m0gito 23 May @ 7:09am 
how do i make it so this mod is loaded first?
ilikegoodfood  [author] 14 Apr @ 2:18pm 
Version 2.6.06 (Prophet Trait):
- New mod option: Prophet Trait
- - Default `false`.
- - If enabled, prophets gain a trait that indicates which holy order they are a prophet of.
- The recruitment points tool-tip now states the remaining turns until the next recruitment point.