Shadows of Forbidden Gods

Shadows of Forbidden Gods

Aberrant Metal
Wonderblunder  [developer] 13 Sep, 2024 @ 5:21pm
Bug Reports
Drop any bugs you encountered here.
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Showing 1-15 of 19 comments
Hasrem 15 Sep, 2024 @ 1:05pm 
The event where you get 3 choices to manipulate farmers triggers in Orc Fortresses and Ruins
Last edited by Hasrem; 15 Sep, 2024 @ 1:10pm
Wonderblunder  [developer] 15 Sep, 2024 @ 1:08pm 
Got it. Will fix that in the next update.
Hasrem 15 Sep, 2024 @ 1:29pm 
Not 100% sure if it counts as an bug, but wierd behavior:
Rest and Resupply and the like (grey challenges) get sped up by laboureres. Which makes for very efficient fog generation via HP Sacrifice
Last edited by Hasrem; 15 Sep, 2024 @ 2:44pm
Wonderblunder  [developer] 15 Sep, 2024 @ 1:42pm 
Hm, it's technically intended, but I can see how that would be a bit unbalanced. I'll look into it.
Hasrem 23 Sep, 2024 @ 2:47pm 
Hey again,
It seems that dark empires get stuck in a loop of trying to recuit armies and then them being deleted (Because they are supposed to be laboureres i assume.) It can be circumvented by making the dark empire cities to factories, but it weakens the empire a lot, expecially when you dont manage to convert all nobles, as the empire starts with zero armies always, and never get any either.
Small Update: This seems to happen only in cities with a core, elves and coreless city work without issue
Last edited by Hasrem; 23 Sep, 2024 @ 4:21pm
Hasrem 23 Sep, 2024 @ 4:24pm 
Another small thing:
You can start a core in dwarven cities, but you can't convert any of their building.
Maybe because they dont have a city center?
Hasrem 24 Sep, 2024 @ 10:05am 
Armies dont try defend agains the mobile factories (at least if they are owned by the dark empire)
Sorry for reporting all these bugs, please dont be discouraged, its not intended to nag but to make sure this mod is the best it can be - I really like this mod!
Last edited by Hasrem; 25 Sep, 2024 @ 6:01am
Wonderblunder  [developer] 26 Sep, 2024 @ 9:48pm 
Thanks for all the bug reports! I appreciate it. I've been extremely busy with life as of late, but I'll look into getting these fixed over the weekend.
The Grand Mugwump 1 Oct, 2024 @ 12:29am 
I'm enjoying the mod so far. I think the units needed to break the last two seals might be a tad high. I had 12 factories at 1500 efficiency and it took me until turn 450 to awaken. Unless it scales with map size or something, then that's my fault for playing on the largest map size.

I also found some bugs.

  • Laborer minions do no increase challenge progress for their agent when in spaces with eldritch smog >= 50%
  • Factories are able to join civil wars against a dark empire if they are integrated into one.
Last edited by The Grand Mugwump; 1 Oct, 2024 @ 12:31am
Wonderblunder  [developer] 2 Oct, 2024 @ 5:36pm 
Thanks for the report!

I personally think the seal requirements are fine as is, but can consider scaling them based on difficulty settings.
my army of laborers stood by and did nothing as their home factory was raised
Wonderblunder  [developer] 14 Oct, 2024 @ 1:13pm 
They were obviously on lunch break

I'll look into it and try to fix their AI for that. Thanks!
crawlers 15 Oct, 2024 @ 11:17am 
I had an error about some invalid cast when trying to integrate a factory into the dark empire. It failed to actually get added to the dark empire, staying owned by the dark.
Federex 11 Jan @ 6:37am 
Do you know if this is compatible with "AAEnglishman and Mall's Event Pack - REDUX." I tried creating a game with both mods active at the same time to no avail.

Edit: Placing the Even Pack and then this mod both at the top helped. It is working now.
Last edited by Federex; 11 Jan @ 6:41am
IndexOutOfRangeException: Index was outside the bounds of the array.
at ProductionGod.Pr_Factory_ContaminatedWaters.turnTick () [0x002cf] in <87f869a140134b25af751f9e9a362a56>:0
at Assets.Code.Location.turnTickProperties () [0x00037] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.Location.turnTick () [0x00048] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.Hex.turnTick () [0x00015] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.Map.turnTick () [0x00133] in <87722c3d024842ed81b5e159dacda8fd>:0
at (wrapper dynamic-method) Assets.Code.World.Assets.Code.World.bEndTurn_Patch0(Assets.Code.World,bool)
at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00010] in <b18ae20108aa49ccb481b7d86c1fcbd2>:0
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
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()


Can you help me?
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