Shadows of Forbidden Gods

Shadows of Forbidden Gods

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Community Library
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11.511 MB
2023 年 4 月 29 日 上午 8:12
10 月 12 日 下午 4:38
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Community Library

描述
News
Version Number 2.7.11 (Final Tempt Ruler Fix)
Released on 13/10/2025 (dd/mm/yyyy).

Introduction
Most of the Community Library's features are designed to fix bugs and oversights in the game's code, and to extend the game's modability and mod compatibility. It completely replaces the trade route system, pathfinding system, and the AI for neutral agents (Cave Spiders, Deep Ones, Ghasts, Orc Upstarts, and Vampires) integrating them with the UI.

IMPORTANT: The Community Library must be loaded before (above) all dependant mods. It is recommended to place it first (at the top) in the load order.

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 in the load order as possible (as low in the mod load order as you can).

Details
The community Library offers the following features:
  • Vanilla Fixes - Sadly, the base game and DLC were left with a fair few bugs, and poorly integrated features. The Community Library has a growing list of fixes for bugs in the base game.
  • Custom Hooks - Hooks that mods can use to access parts of the code not currently accessible in the base game. These will be expanded as needed.
  • A* Pathfinding - The Community Library completely replaces the vanilla pathfinding solution with an A* pathfinding algorithm. This solution also allows mods to pass in custom weightings for determining a path's value. This also applies to the Trade Route system.
  • Event Modifications - Modifies some vanilla event fields and properties to be more mod-friendly, adds many missing event fields, and adds fields and properties to interact with other mods safely.
  • Universal Agent AI - A pre-built AI that can handle all base-game behaviours, as well testing rituals against all map locations. It's also hooked into the Unit UI, so you can always see what challenges and unit interactions they are considering, and their utility scores. This AI can have challenges added to or removed from it by multiple mods at once, allowing for cross-mod compatibility.
  • Mod Culture Data - The ability to assign cultural graphics to minor human settlements.
  • Shipwrecks - The Community Library now offers Shipwrecks as an option. These are off by default in the mod config menu, but can be enabled by the user and by a dependent mod if desired. They currently only contain 7 generic exploration events, but they can be added to by other dependent mods.
  • randStore - The randStore is a method for generating and using random values within the Universal Agent AI for profile, utility and validity values, that ensures they remain consistent within the UI.
  • The ability to add new tasks and challenges to commandable military units, and have them show up properly in the unit UI.
  • The ability to change the Religion UI including the values and description text.
  • A registry that allows control over which settlement types orcs can expand onto.
  • A task that lets you send a unit to a different location to perform rituals, which can also handle safe movement, and gives greater message detail compared to the base game.
  • A task that lets you send an agent to attack another with a custom military escort.

Breakdown of the Mod Options and what they do: https://github.com/ilikegoodfood/CommunityLib/wiki#mod-options
Documented Vanilla Fixes: https://github.com/ilikegoodfood/CommunityLib/wiki#vanilla-fixes

For documentation of it's features, please visit the github project's wiki:
https://github.com/ilikegoodfood/CommunityLib/wiki

For non-Steam use, please visit the github project's releases page:
https://github.com/ilikegoodfood/CommunityLib/releases

Notes
  • The tutorial must be completed without mods. Most mods, including the Community Library, do not support it. I do not believe that it is possible to change this due to the game treating it in a fundamentally different way to other games.
热门讨论 查看全部(1)
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4 月 3 日 下午 12:48
Bug report that I had to put here because steam wouldn't let me post a comment that had more than 1000 characters
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239 条留言
ilikegoodfood  [作者] 8 小时以前 
Version 2.7.11 (Final Tempt Ruler Fix):
- (Base Game & DLC) Removed cast member requirement from Tempt Ruler.
ilikegoodfood  [作者] 9 小时以前 
Version 2.7.10 (Further Tempt Ruler Fixes):
- (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.
ilikegoodfood  [作者] 10 月 9 日 下午 4:45 
Version 2.7.09 (Tempt Ruler Fix):
- (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.
ilikegoodfood  [作者] 10 月 9 日 下午 4:05 
Version 2.7.08 (Hotfix 2):
- (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).
ilikegoodfood  [作者] 10 月 9 日 下午 3:08 
Version 2.7.07 (Hotfix):
- (Base Game & DLC) Adjusted handling and processing of Tempt Ruler ritual validity and completion in order to correctly handle dynamic event evaluating and calling.
ilikegoodfood  [作者] 10 月 9 日 下午 2:37 
Version 2.7.06 (Vinerva's Seed Fix):
- (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.
ilikegoodfood  [作者] 8 月 30 日 下午 4:14 
@Ashtero I've double checked all of the map generation loops and can't find any issues at my end. The developer of the Living mods will has a maintenance day scheduled for this Monday, so if they find it, you should have a fix early next week.
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.
ilikegoodfood  [作者] 8 月 30 日 下午 4:10 
Version 2.7.05 (Tiny Tweaks):
- (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.
ilikegoodfood  [作者] 8 月 29 日 上午 3:51 
*Thank you
ilikegoodfood  [作者] 8 月 29 日 上午 3:51 
That you for the report. I'm 98% certain that the Community Library exits all map-generation searches if no candidates are found. I'll pass this along to the creator of Living Characters, and take a look at my own loops while I'm at it.