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The Orc Warlord agent has a personal challenge titled Commandeer Ships, which can be performed in any city with a Docks subsettlement. Completing the challenge will add ships the the nearest empty shipyard.
Orcs Plus introduces a second method. If you send an agent with 40 gold to a shipwreck with high integrity ( >= 25), then you can pay to recover the wreck, by performing the Recover Shipwreck chalelnge, which will also supply them to the nearest empty shipyard.
If the integrity falls below 25 while you are trying to recover them, the challenge will fail.
- (Base Game & DLC) Fixed that data wasn't properly being cleared in all cases if starting a new game after loading a game, without relaunching in-between.
- (Base Game & DLC) Fixed that the validity check for the "Fund Waystation" challenge didn't properly check for an existing waystation of that orc culture in all cases.
- (Base Game & DLC) Fixed that the "Fund Waystation" challenge didn't properly build waystations on all natural wonders using the Community Library's wonder system, even though it considered those locations valid targets to build them at.
- (Base Game & DLC) Tweaked the turn tick logic for Orc Cultures to properly encapsulate all expected vanilla behaviours.
- (Base Game & DLC) Reverted human outpost instance removal implemented in last update, as this is now handled in the Community Library.
- - This change is so that players only using the Community Library, and not also using Orcs Plus, will benefit from the fix.
- (Base Game & DLC) "Cause Orcish Expansion" challenge and "Claim Territory" ritual now immediately remove any instances of human outposts present at the target location.
- (Base Game & DLC) The Shaman's Staff item now also boosts challenge progress for "Geomancy: Arcane Fortress", "Geomancy: Attack Channeller", and "Geomancy: Borehole", the latter of which is from the Out of Gods god-pack mod.
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.
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+.
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.
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
- (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.
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.
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.
I'm having to break this down into a few posts. The first one you should try will be at the top.
- (Base Game & DLC) Orc Elders can now buy items at the Seat of the Elders and Great Halls.
- Fixed missing assignment to map field in `ComLibHooks` class after changing to use delegates instead of a hooks subclass issue.
- - It's playable again. Apologies for the rudimentary error.
Steam wouldn't let me post this last night for some reason, so here it is belatedly.
Version 2.8.01 (Community Library Update):
- Updated to account for changes in how the Community Library populates the challenges and tasks UI for armies.
- Changed from a Hooks subclass to registered delegates.
- Implemented "Dynamic Orc Elder Limit" mod option (default true) that prevents more orc elders being spawned than camps owned.
- Implemented "Orc Elder Limit" mod option (default 5) that allows a custom limit for the maximum number of orc elders per culture.
- Implement "Orc Spirit Caller Respawn Chance" mod option (default 25%) that allows custom respawn chance for Orc Spirit Callers. If set to 0, disables Orc Spirit Caller spawning.
@NilchEi I had a moment to spare.
When I have time, I can see about offering a setting for the number of Orc Elders, both fxed and dynamic.. A dynamic limit option would prevent them from having more elders than settlements.
The others are all one per settlement, so they can't be lowered without much more substantial changes.
- (Base Game & DLC) Fixed null reference exception in `ModCore.soverignAI` hook.
- (Base Game & DLC) Orc units are now more likely to attack or disrupt targets they dislike, and less likely to attack or disrupt targets they like.
- - Was the other way around.
- Removed support for obsolete game version 1.0.
- (Base Game & DLC) Added mod integrations for the recreation of Covens, Curses, and Curios that is now in beta.
- - These integrations are functionally identical to those already existing for Covens, Curses, and Curios.
- (Base Game) Fixed null reference exception in `Ch_Orcs_FundWaystation.valid`.
- (Base Game & DLC) Removed unnecessary habitability check for Living Terrain validity
- (Base Game & DLC) Improved handling of living terrain for Funding Waystations and settling camps.
- (Base Game & DLC) Ensured that orcs are unable to settle on natural wonders, and can always build waystations on natural
But I'm someone who double checks any bugs I report, so I'm sure she was an Elf when I encountered it. As that's why I then specifically tested a Human and Undead to complete the set. And it occurred on turn 4, the same turn my Orc Warlord finished Subjugating the Fortress to allow the "Drink Orc Grott" challenge to non-Orcs, so not DE related. Although I did create her in an Orc settlement.
Maybe it's a mod conflict? Here's my mods and load order:
Community Library
Chinese Cultural Scheme
Insect God
Deep Ones Plus
Living Societies
Orc Plus
If I encounter it again I'll make sure to keep the save next time. But otherwise, assume I missed some detail somewhere, such as her being an Orc when it occurred and I just mistakenly assumed she was an Elf.
As for the bug with The Trickster not taking damage... That's an odd one, as the damage is dealt purely based on the target's species not being the orc species.
The only thing I know of that can lead to The Trickster being an orc is them being created inside of the Dark Empire after the Dark Empire has started funding an orc horde.
- (Base Game & DLC) Orcs will now be unable to build camps and will be able to build waystations on the locations of Natural Wonders registered to the Community Library.
- (Base Game & DLC) Fixed typos relating to drinking orc grott.
- (Base Game & DLC) Reworded text for Build Great Hall.
- - The text now includes stats for the Orc Champion.
The description of the "Build Great Hall" reads a bit weird IMO.
"A local orc champion will pledge themselves to your service if you, and you will gain 40 influence over the orc culture, by building this great hall"
If you remove the text between the commas then the "...if you by..." is badly worded.
"A local orc champion will pledge themselves to your service if you by building this great hall."
Maybe something like this instead:
"Building a great hall will result in a local orc champion pledging themselves to your service. You will also gain 40 influence over the orc culture."
And it might be worth providing the stats of the orc champion (HP 5 Att 6 Def 5 Cost 3), as well as capitalising Orc Champion to match the capitalised Orc Warrior and Goblin in their respective recruitment descriptions.
The "agents" in the description has a missing apostrophe. "...temporarily boosts an agents...". It should be "agent's". (The "Refill Drinking Horns" challenge has the same typo).
Then in the message the player receives after the challenge:
There's a stray "t" in "envigorated" in the white text at the start, "[Name] feels envigortated..."
And there's an incorrect apostrophe in "It's" in the second sentence of the blue text, "It's taste is..."
And the 2 damage mentioned in "..but if the agent is not an orc, they suffer 2 damage when drinking it." doesn't seem to apply to The Trickster. I've tested it with The Courtier (Human) and The Harvester (Undead), and they both suffer 2 damage. So I assume it's the elf tag that's causing it, although I haven’t tested it with another elf to check/confirm this.
- (Base Game & DLC) Fixed typo in description of "Join Horde" challenge.
"...become a member of the [Horde Name]. You current horde is unlikle yot appreciate this action."
Should say:
"...become a member of the [Horde Name]. Your current horde is unlikely to appreciate this action."
- (Base Game & DLC) Fixed typo in orc army intercept message.
- Fixed that orcish raiders dying would trigger the death events for the leading warlord even when the warlord survives.
- When an army captures a location, it will now destroy any orc waystations at that location that they are hostile with.
- (Base Game & DLC) Orc Elders will not attempt to disrupt targets that are resting in orc territory.
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 as possible (as low in the mod load order as you can).
- Fixed that the "Raiding Party" ritual available to the Orc Warlord would not spawn an orc raiding party unless the location was perfected, at which point it would spawn two and leave the game in an invalid state.
This one is mostly fixes, performance improvements, and other back-end stuff. The changelog is too long for a comment, so check out the Change Notes tab for an exhaustive list of changes.
As such, without log files, I am unable to identify the potential cause of the errors. There's a chance it'll be fixed or identified incidentally, but I wouldn't rate that chance very highly.
@pratorean and @umbral_heyokah , please do send error logs my way so that I may investigate further. Accompanying mod-lists would also be helpful.
I usually test with mods enabled, as getting compatability between them is usually harder than making the base game work. As such, it is possible that an error is happening when a mod isn't enabled, and my poor testing practices has resulted in my missing it.
I am right in the middle of a major update to the Community Library, so I probably won't be testing, and hopefully fixing, Orcs Plus it until that is done. I would hope to have done so within the next week or two.
If I cannot replicate the bug, I'll be back to waiting for log files, and will report as such.
It is most likely some form of corrupt download, as I suggested before.
Given that it's dependent on the Community Library, if the Community Library is the mod that Steam failed to update correctly, that could potentially manifest as a load error in Orcs Plus.
I'm afraid to say that without game logs, there's basically nothing I can do.
The official Discord Server has a mod-bugs channel you can post the logs to, if you are a Discord user. Otherwise, pastebin should do the trick.
The file can be found at %AppData%/../LocalLow\FallenOakGames\ShadowsOfForbiddenGods and is called Player.log
And here's the Discords join-link, in case you can't find it: https://discord.gg/eWd9yCvE
If that doesn't work, can you please send me the log file. It can be uploaded on the games official discord server, or copied into pastebin and linked here.
The file can be found at %AppData%/../LocalLow\FallenOakGames\ShadowsOfForbiddenGods and is called Player.log
It will only contain the log from the last time you launched the game.