Cultist Simulator

Cultist Simulator

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ReForged Lite - Dungeons And Disciples
   
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1.167 MB
22 Aug, 2024 @ 6:05pm
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ReForged Lite - Dungeons And Disciples

Description
THIS MOD REQUIRES ACHIEVEINTEGRATIONS TO USE. IT WILL BREAK IF YOU DON'T INSTALL AND ENABLE THAT AS WELL!
If you are using other ReForged Lite Modules, place this one ABOVE QoL-only and/or G&G.

This is a split-off portion of my full ReForged Content Mod. This fragment concerns expeditions, followers, and hirelings. I had some specific areas I really wanted to address with culting, and found my own unique (and complex) solutions to them. For example... a summon with 10 Aspect is just as good as an Exalted disciple, which is just as good as stacking two regular disciples together. Meanwhile, the Secret Histories cult gets rather screwed as it doesn't have access to any kind of special bonus in expeditions. Also, a lot of Cult Business is very same-y, and some are... more useful than others, to say the least. And rather than say the least, I took action and created this stupidly complex mod.

I apologize to anyone who might have been hoping I could have split this mod into smaller pieces than I did. A lot of code for expeditions looks for exalted followers, and I can't easily separate the two without damn close to a full rewrite, which would introduce incompatibilities. Talk about a Jumble.

Exalted Followers
  • When approaching an expedition challenge of appropriate magnitude, your Exalted follower gives you a 96% chance of success, an increase from the usual 90% from having 10 of the appropriate Aspect.
  • Secret Histories cults may summon the Secret Histories spirit and bring her with on an expedition, which will give a 3% bonus to all tiers (33% instead of 30%, 73% instead of 70%, 93% instead of 93%) for ALL expedition challenges.
  • When using the spirit or exalted disciple, custom descriptions are used, written by me and heavily researched to be as lore-accurate as possible. (Try the Winter one, it's the best.)

Expeditions
  • A lot of the early-game expeditions have had additional challenges added to them. There are no longer any expeditions with only one obstacle. These include minor curses, which if not defeated may add a Dread or Fascination upon your followers' return, or gossiping locals who may add a Notoriety. There are also locks - perfectly mundane locks, which a higher chance of success than normal (1-4 = 70%, 5-9 = 90%, 10+ = 100%), but only Knock can defeat them. These new obstacles have custom art made by my friend Astra. This was done to encourage the acquisition and use of more varied cultists in the early game, and preventing you from just steamrolling half the game's vaults with King Crucible. (And yes, it is very possible to summon KC after completing just one Tier 1 vault, in the base game.)

Cult Business
  • Most Cult Business now takes place in the Explore verb. Exception: your Heart cultists can still do the thing they've always done by paying them 1 Funds in the Talk action, but they also have a unique Cult Business in the Explore verb too. Placing the cult in Explore with a follower of the relevant aspect and paying 1 Funds will allow them to perform relevant business, though many also require a Spintria (any kind will do). The new and improved Cult Businesses include, but are not limited to: Augury (Lantern) will create a Secret Histories lore one tier lower than the highest you have currently on the table when completed; Winter will craft a unique poison that can only be used on prisoners, producing a corpse; Heart will generate an "Endearing Relations" card which, when placed in Talk, will destroy one reputation card on the board after 30 seconds.

Hirelings
  • The process for hirelings has been altered. Instead of getting the full countdown over 60 seconds to hire someone (or not), you get a Contract card, which disappears after 60 seconds. Low-tier hirelings need 1 Funds as their initial hiring fee; high-tier require 2. Renewing the contract only ever requires 1 Funds. I've also added two new cultists - the Mortician and the Courtesan.
  • Streets Strange only appears after other locations have been exhausted, and is permanent. Once found, you'll only find hireling contracts.

Other Changes
  • Have you ever had a follower get a Knock scar and suddenly they're no longer good for anything but summons? Has that ever happened to an exalted follower? Because it has for me! I hated it! I've made adjustments to the recipes for summons so that doesn't happen anymore... albeit at a cost. You need 5 Knock for all summons now. Apologies...
  • You are now more likely to find the Hebe on earlier Secret Histories lore, and cannot find it at all with magnitude 10, 12, or 14 lore.
3 Comments
superawesomegoku 17 Dec, 2024 @ 3:57pm 
Is this mod Compatible with the Seasons of Ambitions mod?
Джекет 16 Sep, 2024 @ 7:34am 
Just to clarify im using the full version of the mod,this was just the first thing that came up when i searched "Hireling"
Джекет 16 Sep, 2024 @ 7:14am 
Hireling contracts dont seem to be working as i cant talk with them despite the "Talkable" aspect,probably bcuz Talk itself does not have said aspect in its slot.