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报告翻译问题
- (Base Game & DLC) Removed cast member requirement from Tempt Ruler.
- (Base Game & DLC) Switched EventContext for Tempt Ruler ritual to `withToPersons` from incorrect `withPerson`.
- (Base Game & DLC) Added "has_uninfiltrated_point_of_interest" event condition which returns true if there is a point of interest at the event's location that can be infiltrated but has not yet been.
- Improved conditions for `vinerva_periodic_1` event choices to prevent the player wasting their action:
- - "Plant the seed of Pride" now requires an uninfiltrated location to exist.
- - "Plant the seed of Greed" now requires the ruler's shadow to be less than 100%.
- - Adjusted event's conditions to match.
- (Base Game & DLC) Switched inheritance for the Tempt Ruler ritual from 'Challenge' to 'Ritual'.
- - This will break any ongoing save in which you have a person with the Tempt Ruler challenge, gained as part of the Vinerva's Seed repeatable event.
- (Base Game & DLC) Extremely technical backend tweak. Hoepfully it fixes a bug.
- - Added the missing `out` keyword before the `Location __state` parameter of the `Map_adjacentMoveTo_Prefix` method (a Harmony library patch method definition).
- (Base Game & DLC) Adjusted handling and processing of Tempt Ruler ritual validity and completion in order to correctly handle dynamic event evaluating and calling.
- (Base Game & DLC) Fixed collection changed error in UIScroll_Unit caused by the Tempt Ruler ritual for Vinerva's Seed removing itself when it's validity is checked and found to be false due to the holder not having a Vinerva's seed.
- (Base Game & DLC) Fixed incorrect validity check for the Tempt Ruler ritual associated with the Vinerva's Seed trait.
It's also possible, although less likely, that you've stumbled into some specific edge-case in the base game's code, the conditions for which only appear when modded. If we fail to find anything in the mods that could be causing it, I'll put some time aside to look at this possibility as well.
- (Base Game & DLC) Added null safety chekc to vanilla `Location.getNeighbours` method.
- (Base Game & DLC) Fixed indexing error in transpiler that removes human settlements from the targets of orcish expansion, which could cause errors.
- (Base Game & DLC) Added early exit to logic for placing vanilla wonders at the end of each wonder's block.
- (DLC) Added early exit to logic for placing dwarves if no valid locations for them exist.
But I've found that problem doesn't happen when I'm testing on bigger map sizes -- so 8x8 is bad, but 20x20 is (seemingly) good.
Right click on SoFGs in your steam library, then select:
Properties > Installed Files > Verify integrity of game files
This will have Steam check that all of the game's, and mods', files are correct, and it'll redownload any that aren't.
If the issue continues to show up, please let me know.
I've tried activating only two those mods in both orders, but the game still freezes. They work fine separately (or at least the map actually generates -- haven't tried playing yet).
- (Base Game & DLC) Fixed that the override for an agent tempting a local ruler with Vinerva's Seed, gained through the Vinerva's Seed event, could be selected as an outcome when exploring ancient ruins, causing a unull reference exception.
- (Base Game & DLC) Disabled logging re-entry denial debug lines for the UIWrapper utility class used to make certain UI Panels scrollable.
- (Base Game & DLC) Corrected the mechanism by which event conditions were re-checked at display time.
- - This should prevent events being discarded incorrectly.
- (Base Game & DLC) The Community Library will now log when it discards an invalid event.
- (Base Game & DLC) The "Cause Orcish Expansion" challenge and the "Claim Territory" ritual now immediately remove any instances of human outposts present at the target location upon completion.
- (Base Game & DLC) Tuned the effect of the "Ruler Traits Effects Armies" mod option for better balance.
- - The effect now treats both 2 and 3 command as normal army HP.
- - The effect strength has been reduced by half, to +/-0.25 times maxHP for each command below/above 2/3.
- - On average, this makes national armies slightly weaker, but Dwarven armies slightly stronger, as their rulers have higher command stats.
- (Base Game & DLC) Fixed possible null exception error that could occur in `Society.processActions` if a mod using the Community Library's `onSovereignAIDecision` hook set the `Society.actionUnderway` to null for a Society who's Sovereign or Capital is being watched by the player.
And yes, I'm expecting there to be more hotfixes, despite my extensive testing.
This one is one of my biggest updates in a very long time, and probably among my largest ever. It comes packed with a tonne of base-game fixes, Community Library fixes, quality-of-life and UI improvements, three new mod options to be configured as you desire (beware, Vinerva can now lose by default), and new features for modders.
For example, the game finally supports, just about, custom map masks, so maybe one day, we'll see someone mad enough to actually use the feature.
I very highly recommend popping over to the Change Notes tab above, and reading the changelog in full.
This update represents almost three weeks of work, at around 4-5 hours a day average. I hope you all enjoy.
P.S. It doesn't even break saves, so that's nice.
Two more for your in tray.
Base Game
6. If Agent(A) is performing a "Corrupt Elfstone" Challenge and you trade the Elfstone to Agent(B), Agent(A)'s challenge not only continues, but when complete the Elfstone is corrupted no matter where it is on the map.
7. The Kill Mentor event. On the pre-killing screen it says "...will cost the Chosen One 10 Sanity...", but on the post-killing screen it says "The Chosen One will be soon Disrupted for 5 Turns and will additionally lose 9 Sanity". The CO loses 9 Sanity, so the "10 Sanity" is the incorrect one.
https://imgur.com/x8ptfGd
I'll dig out and re-test the other bugs I've found over the past year+.
The bugfixing that I was doing with Covens, Curses, and Curios ended up being a much larger task than anticipated (this is basically always the case), so I won't be working on these today. But make no mistake, I will happily crunch my way through these when next I have the time and energy to spare.
5. This is a very edge case one, but if an Elven City has no Army (recent new Ruler), low enough Population, and enough Unrest/Devastation, then when it creates an Army its manpower is 0/0, which causes it to auto-dispand(?) and kill the Ruler with it. Which can create a doomloop for the Wayfinder. Not sure if this is strictly a bug, or something filed under 'sometimes it just sucks to be an Elf'.
CommLib
A. The Dark Stone tooltip under Enshadowment says "Darktones", so is missing the first 's'. But the item itself is called "Dark Stone", two words not one.
B. re: the new Prophet trait added in 2.6.06. If an Agent/Hero is the prophet of more then one Holy Order, then only one will be displayed.
---
I also found a few possible issues with Orcs Plus over the weekend, so I'll see if I can tidy those up for reporting as well.
1. The Vinerva Ruins event is bugged, as the Agent is never given a Seed on subsequent visits. I'm half-sure this has been bugged since B2H did some debugging of this event two years ago.
https://psteamcommunity.yuanyoumao.com/app/1741640/discussions/1/3832043350351846198
2. If an Agent is under attack (X-swords icon), they can't trade with another Agent "until the combat is resolved". But if you select the other Agent you can trade with the Agent being attacked just fine. (An exploit rather than a bug, as a player can choose not to use it).
3. The Ophanim related Challenge "Root out Doubters" has a typo. There's no space between the by and 60%. Currently reads: "Reduces the level of Ophanim'd Doubt by60% in..."
Cont..
The issue is occurring because the game let's you use these powers before having a Heart of the Forest, and it doesn't record when the first HotF is made, to block use if you loose it again later.
Only the ability to make a HotF should work in this way.
As if no HotF exists on the map, then some Powers can be used without the "must be 3 steps" requirement. Here's the checklist of Powers. "Yes" means it's bugged, and useable when it shouldn't be. "No" means WAD.
Black Forest - Yes
Neurotoxins - Yes
Manifestation - Yes
Choking Spores - Yes
Serpentine Vines - Yes (and anywhere on the map)
Pheromones - No
All the "Grove of..." - No
The Yeses WAD when there is a HotF on the map, and are only bugged when there isn't one.
Here's a save file for ease of checking it.
https://limewire.com/d/18oxc#6S9z4Q8uUH
Mods:
Comm Lib 2.6.10
Chinese Cultural Scheme
Insect God
2 Saves. A T233 save to test the bug, and a T200 save for testing pre-bug stuff. Relevant map area is in top-right.
- (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.
- (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.
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
- (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.
- (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.
- 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.
- (Base Game & DLC) Fixed issue where games saved prior to the addition of the Hooks Registry would not have one.
- (DLC) Fixes, for real this time, that the local action to attack an agent could be performed even when the target agent was on a map layer that the settlement's ruler is unaware of.
- (DLC) The initial dwarven settlements will now only spawn an army if they are a city.
- (DLC) The initial armies spawned for dwarven cities are now registered to the city as existing and beloning to them.
- - Thank you to Kerrr Avon for reporting and finding the issue.
- (Base Game & DLC) Modified `Map.processPeople` so that people can be added and removed during processing, including within traits.
- (Base Game & DLC) The seals tooltip now correctly displays the return value of `God.getSealsDesc()`.
- (DLC) Fixed "Collection modified while enumerating" error for dwarven expansion and surface fortresses.
- (DLC) If a human army is spawned from a dwarven outpost (minor settlement), it now correctly uses the dwarven army graphic, instead of the human one.
- (DLC) Removed the Attack Hero, Attack Army, and Fund Hero local actions for targets on an inaccessible map layer.
- (Base Game & DLC) Fixed crash to desktop that occurred when using The Broken Maker's Eternity power.
- (Base Game & DLC) Fixed "modified collection while enumerating" error in the logic for The Broken Maker's sleep cycle.
- (DLC) The Attack Hero, Attack Army, and Fund Hero local actions for targets on an inaccessible map layer.
-Selecting any of the tutorials lets out a nullreference error
-Using the Broken Maker power "eternity" causes the game to crash
This one is almost back-end stuff for modders. See the Change Notes tab for full details.
It does two in things:
- Change how army challenges and tasks are fed to the UI. This breaks compatibility for older mods that use this feature. Please give developers time to update their mods.
- Allows mods to register delegates instead of using a subclass of `CommunityLib.Hooks`. This has two effects:
- - It's slightly more performant, as the Community Library is no longer having to call empty functions for the mods that make the change.
- - Mods that are not dependent on the Community Library can still make use of these features if the Community Library is also enabled.
- (Base Game & DLC) Fixed minion attack hooks for the defender agent in agent battles not assigning damage correctly.
- Re-update to ensure that the incorrect branch wasn't released by mistake.
- (DLC) Fixed Key Not Found eexception in modified dwarf spawning logic.
- (DLC) Changed Dwarf spawning logic so that the size of each civilization is tracked separately, and they are prevented from growing beyond 1.1 times their share of the total target dwarven settlement count, even if this means that the total target dwarven settlement count will never be reached.
- (Base Game & DLC) Massively refactored `HexGridUtils` class.
- - Improved performance by over 50% (estimated), higher in some cases.
- - Fixed incorrect methods for determining Circles and Circular Rings.
There is a known bug where Circular Ring and Circle do not agree. I will try to address it in a future update.
This is not going to change in the future.