Shadows of Forbidden Gods

Shadows of Forbidden Gods

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Living Wilds
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34.429 MB
2023 年 2 月 11 日 下午 4:54
1 月 7 日 下午 7:46
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Living Wilds

描述
This mod aims to turn the wilderness from an empty wasteland to another battlefield for the forces of light and dark, introducing challenges to fight for control of it and wilderness creatures who help or hinder you based on the shadow of the lands they're in.

Battle for Nature - New challenges have been added to let the player quickly spread shadow through unoccupied locations that have enshadowed settlements near them, and to let heroes fight back. This doesn't directly contribute to victory, but it allows for Wells of Shadow to open new fronts for shadow to seep back into civilization.

Creatures of the Wild - 5 new types of wilderness creature will appear in untamed lands, each with their own effects. Most will start out benevolent or indifferent, but they will succumb to darkness and start furthering your schemes as the wilderness around them is consumed by shadow.

You're Damn Right We Got Werewolves - Feral werewolves keep to themselves and defend their territory (until they start falling to the dark), but if they wound a human in combat they'll pass on their curse. Infected humans will temporarily turn into werewolves when the Blood Moon rises, rampaging and spreading lycanthropy to others until entire settlements run howling into the night. You also might throw your own agents to the wolves to speed the process up, or manipulate holy orders and witch covens into accepting lycanthropy willingly.

Encroaching Civilization - A new preference tag has been added for Nature. Characters who like Nature will be more interested in fighting wilderness monsters and defending the wilds from shadow, while characters who dislike Nature will keep to the cities and sacrifice their lands' habitability for easy gold. Starving lands may organize hunts in nearby wilderness to fill their storehouses, while nature-loving rulers next to the wilderness may build Nature Sanctuaries to improve nearby habitability.
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2023 年 2 月 11 日 下午 5:12
Art Credits
Doopliss
100 条留言
Doopliss  [作者] 8 月 26 日 下午 3:28 
And yes, ogres and manticores are distinct from this mod's wilderness creatures (and DLC cave spiders) in that the wilderness creatures actually do things while ogres and manticores are just moving challenge containers.
Doopliss  [作者] 8 月 26 日 下午 3:24 
I agree that ogres and manticores being modifiers is kinda bad since it renders them pretty much invisible on the world map and makes them feel like they're not real entities, but I'll also point out that the official DLC also has cave spiders as agent-style units skittering around the underground.
Typical_Name 8 月 24 日 下午 4:31 
@Bambi how would you handle werewolves as modifiers?

Also, tbh, the implementation of animals as modifiers always felt a little janky to me, I assumed it was done due to engine limitations. The ogres and manticores definitely feel a lot more stale than the wilderness creatures added by the mod, because the mod ones are actual entities that do things to interact with the world, instead of just static challenges to be exploited.
Bambi 8 月 24 日 下午 3:42 
In the normal game, animals are implemented as modifiers, not as agents. Wandering ogre and manticore. This mod contradicts that design and I can't recommend it. It feels out of place.
MechaMarshmallow 3 月 21 日 下午 6:20 
It seems you're right. I'm not sure if something bugged out in my last run or if I just didn't see it the last 2 times it happened today, but it worked this time. Fingers crossed it's just me being inattentive because it's probably a hard bug to recreate.
Typical_Name 3 月 21 日 下午 6:08 
You should definitely get a notification when the werewolf begins to move to harry your agent, but as far as I remember it doesn't tell you each turn when the damage happens, if that's what you meant.
MechaMarshmallow 3 月 21 日 下午 6:00 
Maybe I've encountered a bug, because I've not seen any and it's happened multiple times now. I'll double check that I don't have it filtered for some reason.
Typical_Name 3 月 21 日 下午 5:56 
There *is* a notification that your agent is being harried by a werewolf, though...
MechaMarshmallow 3 月 21 日 下午 5:52 
Cool mod, but I think you should add an alert if one of your agents is being harried by a werewolf. I've had a few games now where an agent died out of the blue because a werewolf moved into their square while they were performing a task and killed them without any notification because I wasn't watching them every turn.
Grimmulf 2024 年 12 月 16 日 下午 9:17 
Hey i really like the mod i just wanted to ask if you ever considered maybe adding some unique Agents based on the 5 new creatures?