Shadows of Forbidden Gods

Shadows of Forbidden Gods

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Orcs Plus
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13 Jul, 2023 @ 1:23am
20 Jun @ 1:50am
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Orcs Plus

Description
NEWS
Version Number 2.8.04 (Modded Challenge Subtypes).
Released on 20/06/2025 (dd/mm/yyyy).

Introduction
Orcs Plus is a major expansion to the Orc race in Shadows of Forbidden Gods, inspired by the fantastic Deep Ones Plus mod. It makes numerous changes to the base game's code, giving orcs more opportunities to gain and spend gold, granting new armies, agents, and orc cultures (custom religions).

Dependency
Orcs Plus is completely dependent on the Community Library to operate. The Community Library must be enabled, and must be before (above), Orcs Plus in the mod load order. Orcs Plus will error if the Community Library is not enabled.

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).

New Agents
Orcs Plus introduces two new orc agents; Orc Elders and Orcs Spirit Callers.

  • Orc Elders function as Acolytes for the orc cultures, performing many roles both within their boarders, and operating as diplomats with nearby human kingdoms.
  • Orc Spirit Callers are powerful necromancers, which spawn from mages camps. They seek to increase their knowledge and power, create death, and use death to raise hordes of undead, which are then unleashed on nearby settlements.

New Armies
Each type of specialised orc camp now has it's own army:
  • Menageries spawn Bestial Hordes, which have special effects when joining an ongoing battle, attacking refugees, or razing settlements.
  • Shipyards spawn Orc Corsairs, which are very weak naval armies that plunder trade routes and raid ports. They are a good source of gold for the horde.

Cultures
The crowning feature of Orcs Plus are Orc Cultures. These operate similarly to, and use the same UI as, holy orders, but instead of gaining influence over them passively, both you and the humans only gain influence over them through your actions. Many base-game challenges that you can perform state how much influence they grant.

Tenets
  • Alignment - Same as for other holy orders.
  • Intolerance (initial value -1) - Orc Upstarts may attack foreign agents passing through their territory, especially if the agent is performing a challenge. They will naturally ignore those who originate from within their lands, and others of their own society. When elder aligned, they will ignore elder agents. When human aligned, they will ignore good agents (elves and humans).
  • Shadow Weaving - Orcs are not as easily brought under your sway as humans. When elder aligned, they will become susceptible to enshadowment, and when fully elder aligned, will celebrate and spread shadow. When human aligned, they will actively purge shadow fro their land, and lands neighbouring them.
  • Industrious - When elder aligned, Orc Elders will seek to maintain and increase industry from their Seat of the Elders, and Great Halls.
  • Expansionism - Due to their disorganised nature, orcs will not naturally expand above a certain size. When elder aligned, the impact that their society's size has on their desire to expand is reduced, and eventually eliminated entirely. When fully elder aligned, orc armies will also build new camps whenever they raze enemy settlements, but only if that camp would be linked to their territory. When human aligned, the impact is doubled.
  • God Specific Tenets - In addition to the tenets that listed above, which are always available to all orc cultures, each culture will have access to a tenet that is unique to the god that you are playing. This tenet is usually very powerful.

Human Influence Gain
When good societies defeat orcs in battles, and raze orc settlements, they will gain influence over the orcs. This is their only means of gaining influences over orc cultures, but they also loose influence if the orcs defeat them instead.
This means that good societies need to win consistently and repeatedly in order to gather enough influence to oppose the elder's efforts.

Great Halls
Orc Cultures have a Seat of the Elders as their cultural capital, and Great Halls as lesser sites of influence for them. These take the place of Holy Sites found in other holy orders, but they offer very different bonuses.

  • Shops - All orc Great Halls operate as markets, offering three items at a time, with rarity dependent on the level of orcish industry. These items cycle periodically, and can be force-restocked if the camp is infiltrated.
  • Purchasable Horde Banners - The Seat of the Elders always offers a horde banner for that horde, but the price is steep.
  • Unique Orc Items - Orc Great Halls offer a variety of items that can be found nowhere else. Many of them have unusual and powerful effects.
  • Orc Grott - A thick drink that orcs make for themselves. It has properties that will fortify the drinker, but non-orcs struggle to consume it safely.
  • Per Turn influence Gain - Infiltrated orc camps with Great Halls are the only consistent way to get influence gain over time. The Seat of the Elders grants 2 per turn, and each great hall grants 1 per turn. It doesn't sound like much, but it adds up.[/list]

    Unlike the temples of other holy orders, Great Halls are built by the elder's agents in infiltrated, specialised camps. When an elder's agent builds a great hall, a local Orc Champion offers to join them for free. This is the only way for the elder's agents to recruit them.

    Great Constructions
    Under certain conditions, and if they have enough plunder available, orc hordes will now specialise their own camps by undertaking the Great Construction national action.

    AI Images
    The icons used by this mod are, where a suitable image under a free licence is not available, and my own limited skills did not allow me to make my own, initially generated using the Stable Diffusion image generation AI, and edited by myself.
Popular Discussions View All (3)
20
2 Apr @ 12:33pm
Bug Reporting Thread
ilikegoodfood
13
2 Sep, 2023 @ 5:39am
NPE error (24/27/2023)
Draktanar
1
9 Nov, 2023 @ 5:25pm
NRE error with corsairs
Kelsin
242 Comments
ilikegoodfood  [author] 5 Aug @ 7:44am 
Ah, commanding battles. While you're commanding a battle, you count as a combatant for kill purposes.
If an orc army kills a human army while you're commanding the orcs in the battle, you should get the influence for killing a unit that is at war with the orcs. Simply commanding doesn't get you anything though, so if the orcs loose the battle, you get nothing influence wise.

And you're saying that the orc upstarts don't use the trait at all, they just get a direct stat boost. I missread your earlier message and thought that you meant the stat name or elevate was missing from the trait in some way.
They have custom levelling logic, as they don't have diverse enough behaviour to support the typical system.
I'll add replacing that to the to-do list. They should indeed get the stat bonus traits, even if the stat selection process remains unique to them.
Calahan 5 Aug @ 4:36am 
Thanks for the replies.

1. That makes sense.

2. I was referring to the "Command Battle (Att/Def)" Challenge, and gaining influence per turn for Agent(s) helping Orcs in battle. And not the Raider Army from the "Raiding Party" Challenge. You get +20 for Commanding when an enemy army is defeated, but nothing for Commanding itself. So you get nothing unless you win.

3. Hhhmmm, that's a mystery for me then. Here's a long image of 5 screenshots from a clean uninstall, reinstall & verify (w and w/o DLC in case that base-code was part of the DLC).
1+2 Vanilla w and w/o DLC
3+4 CommLib & Orc+, w DLC and w/o DLC
https://imgur.com/nW6K4MB

5th is an Orc Elder from #4 to show the Trait missing from the Orc Upstart (to check we're referring to the same thing). Tested on both my Win10 systems and it's the same on both. (If SotFG is portable, I'll try testing it in work).

4. Thanks for this info. Not least because it likely explains other times I've seen weird Orc decision making using Orc+.
ilikegoodfood  [author] 4 Aug @ 7:10am 
@Calahan Thank you for the reports, yet again.

Item 1 is a base-game bug/feature, which I ultimately left in because it made the orcs stronger. I imagine that it represents trade, exchange or theft between tribes.

Item 2 is intentional. Simply standing somewhere with a group of raiders doesn't please the orcs, as you may simply be wasting their time. Doing things with that army does provide influence.

Item 3 is very strange, as that is unmodified base-game code. I would recommend verifying your game's files just in case there's a fault somewhere in there that's causing this.

Item 4 is also a feature rather than a bug. Orcs prefer tasks that are near them, but the amount that they prefer them is sightly randomised, to prevent them always doing stuff right where they are. The label "Distance" is used for both absolute and randomised distance-based utility changes.
Calahan 4 Aug @ 5:49am 
Some of these might be me asking if they're WAD rather than bugs per se.

1. It might be intentional, but Orc Fortresses (and I assume other Army bases) can benefit from the Orc Industry in neighbouring tiles belonging to another Orc Tribe.

2. Commanding an Orc army in Orc territory gains no Elder influence, but it 'feels' like it should be worth something. Maybe +2 per turn per Agent commanding an army.

3. Orc Upstarts lack info in their Trait panel regarding their level up stat bonuses. ie. Bonus:[Stat](N). Other Orcs have this info so seems odd that Orc Upstarts don't.

4. I've sometimes seen strange "Distance" modifiers when there's a Human market adjacent to (perhaps near as well?) an Orc Great Hall, causing the former, which is 1 tile away to be "Distance 20" (green), but the Orc Hall where the Orc Upstart is currently located to only be "Distance 10" (green), even though it's clearly closer. See screenshot. (I can dig up that save if you need it).
https://imgur.com/8Pp4GYm
ilikegoodfood  [author] 20 Jun @ 1:50am 
Version 2.8.04 (Modded Challenge Subtypes):
- (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.
ilikegoodfood  [author] 18 May @ 2:11am 
First, try verifying your installed files. This can be done by right-clicking on Shadows of Forbidden Gods in you Steam library and selecting:
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.
ilikegoodfood  [author] 18 May @ 2:11am 
Then, if that fails, it's possible that the mod load order has changed when you un- and re-subscribed, resulting in Orcs Plus being before the Community Library.
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.
ilikegoodfood  [author] 18 May @ 2:11am 
@Tank Priest , let's see if we can debug this...
I'm having to break this down into a few posts. The first one you should try will be at the top.
Tank Priest 17 May @ 5:37am 
Sorry, now instead of telling me its not loading, it doesn't let me start a game with it enabled.
Tank Priest 17 May @ 5:31am 
nevermind Uninstalling and Reinstalling worked for me this time