Cultist Simulator

Cultist Simulator

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Cultist Simulator ReForged Content Mod
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24 Aug, 2023 @ 8:50pm
26 Aug, 2024 @ 11:31am
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Cultist Simulator ReForged Content Mod

Description
This mod seeks to "reforge" the basic gameplay of the original in a number of ways, ranging from quality of life to a total overhaul.

THIS MOD REQUIRES ACHIEVEINTEGRATIONS TO USE. IT WILL BREAK IF YOU DON'T INSTALL AND ENABLE THAT AS WELL!

This is designed mostly to impact the scenarios that are geared toward the Minor Victories, so not the DLC or Apostle legacies. Nothing should, knock on wood, interfere with or break these, but if something does happen, please let me know. I'm only one woman and while I've been exhaustively testing, it's a big mod.

Quality of Life Changes

  • You can use the default translation method for books, but if you have the requisite language, you can also just drop an un-translated text into Study and it'll magnet the correct Scholar skill.
  • In the Detective legacy, your evidence is now tinted blue, so as to not confuse it with the evidence others create.
  • Several small inconsistencies in capitalization that bothered me have been changed. (In the header bar while executing actions.)
  • When Patrons are away, they are grayed out like your stat cards and color back in over time.
  • The "Secret" HQ aspect has been buffed, due to its erratic nature. It now triggers 50% of the time (instead of 30%), and specifically targets Notoriety, to make these HQs more attractive.
  • When using the action "Speak of Esoteric Matters", you may now manually slot a Passion or a Reason card, to attract the attention you want. This should help prevent scenarios where you are rolling Patrons and already have your five, while struggling to find followers.
  • When accessing the final tier of the Mansus, the objects that must be broken can now be used multiple times; twice for the smaller item, and four times for the larger. Repairing these items requires a Bronze/Silver Spintria respectively or greater.
  • An alternate means of getting the Ever After endings has been added, simply Talking to an Interested Follower and slotting your Desire. I coded exceptions for this, where you can't do it with the Temptation/Dedication: Remembrance Desires. I just don't think it's true to the intended atmosphere to be able to Ever After given you typically can't.
  • Corrected a weird behavior in the base game where some expeditions warm up in only 10 seconds instead of 30.

Gameplay Alterations

These are changes that significantly alter various mechanics of the game.

  • Cult Business has been moved! This specifically alters the action that was previously using a Follower in the Talk action, and using the cult card with it. EXCEPTION: You may still have a Heart cultist use "Charm" by paying them a coin. This is done by placing the Cult in the Explore action. Each aspect of cult has their own unique task that may be performed. Most also will require a Spintria (any tier) to pull off, so you now have more of a use for those Iron Spintria than just vendor trash and learning Aramaic. The aspect of the follower will affect the success rate. Some new actions include:
    • Lantern: Perform an Augury. This requires a Spintria and, if successful, produces a Secret Histories lore of one tier lower than the highest currently on the table. This makes it slightly less grindy to get to the end-game, and incentivizes using "Return to the Fundamentals" more to get batches of lower-tier lore as needed.
    • Heart: Mingle with the Public. This requires a Spintria and, if successful, provides a unique card that can be saved to destroy Reputation cards. Place this in the Talk action, and after 30 seconds, it'll magnet a Rep card (any type) over the next 30 seconds, then shoot off into a long-timer action that destroys it at conclusion. This timer acts as a cooldown where an additional card cannot be used.
    • Winter: Craft a Poison. Requires a Spintria and produces a special poison that only works on Prisoners, turning them into corpses.
  • Expeditions have been slightly modified:
    • Exalted followers (not summons) have a special case added for them which provides unique text and a 6% boost to the 90% rate achievable in the base game.
    • The Society of St. Hydra gets a special use case where a certain curious summon will provide the cult with a 3% boost to ALL challenges (at any tier of aspect), as long as there's at least one of the required aspect.
    • Some new obstacles have been added to early expeditions. You can expect to use minimum of 2 Funds on every expedition. These are not terribly difficult challenges, but they serve to help provide variety, so you can't just use King Crucible to storm the first three tiers of expeditions without any difficulty. These include things like locks, which are very easy to overcome with Knock but nothing else, and minor curses, that can add Dread or Fascination to your expedition results if you fail them.

New Mechanics
  • Added a Scholarship skill to use influences or lores to Work with. This tends to pay about as well as painting (so not well), but it's an alternative means by which one can get Erudition cards, and make it slightly less frustrating to rank it up. Beware of going too high with certain aspects, such as Winter, Edge, or Lantern.
  • The Minor Ascension system has been tweaked significantly enough I think it counts as new. The minor ascension threshold is slightly increased, but all 3 of the Minor Victories have means by which the requirement can be reduced. This is a specific combination of a particular Rite and one other element. If you use the Rite Intercalate, however, the requirement increases dramatically instead. You've been warned.
  • Glover and Glover has gotten a total overhaul that's going to get its own section. My observation was that it was very easy, after doing some expeditions and having a mountain of books to study and lore to augment, I could use that downtime to just print money. I had a screenshot once of me having over 600 Funds from just spamming the Board seat. I also found it rather annoying that the Reason job doesn't actually utilize Reason at all once you get to the top. My stated goal going into this overhaul was "the job that can make you rich should also be more challenging and engaging", and I think I've pulled it off.

I'm low on available characters, so I'm going to list some general changes, and let you discover the specifics on your own. Let me promise you, the Board is a treat.

Glover and Glover: General Changes
  • Each tier now has its own color to make it distinguishable; the default blue, then red, green, and purple.
  • Glover and Glover now operates on a five-day work-week; after using the card for the fifth consecutive time, the card becomes unusable for 120 seconds. This provides time to do other work, such as commissions, while also stunting the rate at which mountains of wealth can be amassed later.
  • Being fired works differently now. If you allow the card to expire, you become suspended. You can be reinstated as long as you use the card with a Passion before it decays, but it gives you a Pink Slip marker. If you do this three times, you will be terminated.
  • The means of "dealing" with your bosses have been altered; slot the job and then a follower in the Talk slot. Different aspects have different rates of success, with the safer options being the least likely to succeed. In addition, once someone has tried dealing with him and failed, they are no longer able to try again. Also, the second time around, the aspects available have been altered slightly, with a surprise bonus on the second boss if you use a certain aspect.

Credit to Astra for the art for the thumbnail for this mod as well as the new Challenges present in the expeditions. You're a wonderful friend and I appreciate you.
69 Comments
Some guy who plays games 19 Jan @ 2:38pm 
Update to the cult business thing: It does work when I put followers who aren't pawns. Not sure why the game hates pawns but I wasn't really planning on using them anyway so
Also, can Mr. Alden no longer retire normally? I've done a lot of work but he hasn't retired, and I can't find the retire event in the code, but maybe I'm just missing it.
Some guy who plays games 12 Jan @ 11:48am 
I can't start cult business for some reason. I put my cult in the explore tab, but it doesn't allow me to start. Is anyone else having this problem?
The BunDroid  [author] 26 Aug, 2024 @ 11:33am 
A_kind_of_pluto: I thank you sincerely for your kind words. It really means a lot to me.

Compatibility update: updated the means by which the Ritual of Protection is accepted by the "A Last Chance" recipe, so that it works nicer with other mods.
A_kind_of_pluto 22 Aug, 2024 @ 10:37pm 
Thank you for your hard work and dedication *salute*
Still one of the best base mods for the game
The BunDroid  [author] 22 Aug, 2024 @ 3:01pm 
Final QoL update before I begin the process I said I would do forever ago, and start splitting this mod into multiple smaller mods so people can pick and choose various elements to incorporate into their gameplay as they desire.

So this update is small; it amends the description of Rites so you can tell at a glance by clicking on a Rite card what it uses and what it destroys. Anyway, this full version of the ReForged Content Mod isn't going anywhere, but if you wanted some of what I've done but not all of it... I'm finally giving you folks what you want. I'm done developing for this; no more feature updates, for real this time. I'll bug-fix as necessary, but that's all.
The BunDroid  [author] 20 Aug, 2024 @ 1:06pm 
A new feature, the "fuck the boat" update. I blew a Port Noon Anecdote on the Hebe on my last playthrough and looked into the code. Apparently, by default, you're far more likely to find the Hebe with high level lore, going down to only a 2% chance with the lowest-tier lore.

I'm flipping the script. You're more likely to find the Hebe with low-tier Secret Histories Lore, and you won't find it at all above Forbidden Epic. I picked that threshold because that tier still has Vaults that provide you with Magnitude 6 lore, on-par with what you get from the Hebe.
The BunDroid  [author] 19 Aug, 2024 @ 6:46pm 
MAJOR: Corrected a bug which caused a certain event in the Major Victory path to not fire correctly.
The BunDroid  [author] 18 Aug, 2024 @ 8:56pm 
A minor update that I'm calling the "Waste Not" update. Done because I honestly never use the Spider's Door cause procuring prisoners and dealing with the notoriety constantly is an annoyance and frankly you don't need to do it.

Prisoners subjected to the Spider's Door are no longer deleted - they obtain injuries like any follower does. Healing them does not give them aspect, but does give them a scar - three of the same kind and they die, just like any other mortal, providing you with a Corpse.

Because why should their suffering end after being subjected to the Door only once?
The BunDroid  [author] 1 Jul, 2024 @ 7:35am 
Module-splitting is still one of those things I want to do, but it's kind of on the back-burner for the moment. Forgive me, between the Elden Ring DLC and the new expansion to FFXIV, my attention is quite spoken for, unless someone tells me my mod is causing some catastrophic error.
The BunDroid  [author] 1 Jul, 2024 @ 7:35am 
I really appreciate the feedback! This project is still something I'm very proud of so compliments like that just really make my day. :)

If you'd like help understanding the changes to Cult Business, it's pretty simple! You can slot your Cult in the Explore button, and send a cultist. Their primary Aspect (Lantern, Forge, etc) determines what that business will be and, just like in the base game, chance of success depends on their magnitude in that aspect. (90% success if they have 10, 70% if 5, otherwise 30%.) Most will require both 1 Funds and 1 Spintria (any) to pull it off.

You can still do the old Charm by talking to a heart cultist with a Funds instead of the cult. However, the Heart cultists can go on Cult Business which will help produce another way of potentially cleaning up pesky Notoriety.