Cultist Simulator

Cultist Simulator

128 ratings
Exile: Betrayer's Map
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21.405 MB
15 Oct, 2020 @ 8:15am
8 Sep, 2022 @ 9:11pm
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Exile: Betrayer's Map

In 1 collection by SneakWorks
Sneakworks's Cultist Simulator Mods
8 items
Description
"No matter how far you go, I'll find you. No matter how fast you run, I'll catch you. And if you ever forget what I am capable of, I'll remind you."
Exile: Betrayer's Map is a modded expansion of the game's Exile DLC. It includes (among other things):
  • 7 new cities
  • 31 new vaults
  • 4 new Edge-Shrines
  • 15 new curios and rarities
  • 7 new weapons (2 of which are re-skins)
  • 19 new NPCs with cards
  • Over 50 pieces of original artwork
  • 48 new endings
"It's a cold old world out there, but I know a few tricks."

The path of Defiance is more arduous than before, but Betrayer's Map offers players new ways to defeat their enemies and grow in power. Hire criminals and radicals to fashion explosives from illegal substances. Learn the operations of the Cindered Tally and its patron Hour, the Madrugad. Master the lessons of the Colonel or the Lionsmith and assemble weapons of fearsome intent. What the Exile lacks in formal knowledge of the invisible arts is compensated for with resourcefulness, experience, and willpower. You'll need every skill and resource available to survive what pursues you.

"I have seen his strength, and I would be a fool not to fear it."

They aren't quite adepts, but the reckoner mobs are not to be trifled with. In Betrayer's Map, individual pursuers will have more ways to hinder and preempt your efforts against them. The Foe himself is imbued with newfound durability, aggression, and an array of nasty tricks to confuse, entrap, and exhaust you. Be wary - your Foe has walked in the Colonel's shadow, and the Colonel cannot be wounded.

"If I run, I should run somewhere I have an old friend - or at least an old acquaintance."

Fortunately, the Exile has three continents to disappear into, and a handful of friends, acquaintances, and contacts who can help them along the way. Inflame the ache of revolution in the bones of Jerusalem's Old City, or step quietly amidst the watched streets of Rome. Help Ottavio Berton deal with upstarts in the London catacombs, or investigate rumors of a witch in the Alsatian wilds for the Hügelkinder. In cities both new and old, hidden places under watch and guard can be raided for weapons and resources. What you do with these resources - escape or defiance - is a choice you alone can make.

"To draw the attention of the true Long - or their masters - would invite annihilation."

You are not the first to have striven, and you will not be the last. When one turns their eyes towards Defiance, the Edge-Hours will inevitably take note. Perhaps some of their servants will, too.

Cultist Simulator is owned by Weather Factory; I claim no ownership of the game or official content associated with it, et cetera, et cetera. You get the gist.
NOTE: You will, of course, need the Exile DLC for this mod to work properly.

Credits:
  • Writing and Conceptualization - Sneakworks, Batra, Lexie
  • Coding - Sneakworks
  • Testing - Sneakworks, Batra
  • Artwork - Sneakworks, Viktor, Queen of Bones, Humblebee
And, of course, a massive thank you to everyone on the Cultist Simulator Discord[discord.gg] who followed this project up until release. Hope you all enjoy!
Popular Discussions View All (1)
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24 May, 2021 @ 10:36pm
[SPOILERS] List of Betrayer's Map New Features
SneakWorks
43 Comments
SERES LEGATUS 9 Nov, 2024 @ 7:19am 
Does it have a Chinese translation yet?
Trash Typhoon 29 Jul, 2024 @ 6:37am 
In love with the mod, although I find the fact that I can't cancel the travel verb after being enraged particularly enraging myself. Being suddenly forced out of so many of my tools while desperately searching for a way to find tranquility to quell the rage feels hopeless when so much of it is out of my control. Maybe I missed something that allows me to unpack all of my weaponry or Cultist Sim just doesn't allow for a manual way to cancel verbs but this is my biggest gripe with this otherwise outstanding content.
patryk_wesierski16 16 Jun, 2024 @ 2:50am 
The Shrines list you provided is wrong, it provides false informations and led me to die at this point
Katzenkebap 2 Jun, 2023 @ 4:40pm 
Love the mod, can't stop playing. One thing I find slightly frustrating though: As it stands, taking the years off a dead underboss is absolutely terrible and never worth it, even at the highest level of lore. 70% chance to gain 7 years, 30% chance to just randomly get a decade or three knocked off your lifespan. Am I meant to just find out that I should never use this ability or is this unintentional/avoidable/terrible luck?
littleking_soul 18 Feb, 2023 @ 4:56pm 
Just wanted to say thank you for making this mod, and all the content in it. Exile is my favourite mode and being able to enjoy it more is wonderful and I can finally eat fish with Orsolina in the sunset and that is all I need.
Ahti 2 Feb, 2023 @ 1:32am 
Is there a way to check what can I pull from "Sending Discreet Messages" action?

Do not know if this is a bug but when I came to Viena I could only pull a single city which was Munich from there which is not normal according to what I have seen in my non-modded playthroughs.
SneakWorks  [author] 9 Sep, 2022 @ 7:24am 
@Sunpulsar - My efforts to replicate this bug you are talking about have all failed, and I'm not sure what else could be causing this. It could be an interaction with another mod you have enabled, or a problem with the newly patched game itself. BMap does not alter the asset abandonment recipe, nor the recipes for selling property/provoking connections.
Sunpulsar 1 Sep, 2022 @ 12:23pm 
I'm encountering a bug? where relinquish only works to abandon an asset, even on connections and other assets that have other relinquish actions, like trying to sell a townhouse.
Janonas 8 Jan, 2022 @ 5:10am 
This is incompatible with achieveIntegrations, hopefully it will save someone a headache
Xardis 11 Oct, 2021 @ 8:31am 
@SneakWorks I think I solved the issue I had with that, I know its cosmetic, but still: I created two new wounds, for foe and for underling, each one of those with two damage aspects instead of one, Iron generates it instead of normal wound, and Lance when you have 6 exile wounds on board removes normal wound and generates the stronger one in the recipe.