Cultist Simulator

Cultist Simulator

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ReForged Mod Lite - Curse Ward
   
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22 Aug, 2024 @ 7:44pm
26 Aug, 2024 @ 11:33am
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ReForged Mod Lite - Curse Ward

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.

So you wanted to be prepared and have a 10 or a 15 influence of Heart ready to go in case you got ghosts in your soul or Worms in someone's flesh. You work hard (or kill a lot of prisoners) to get your 10/15 Heart Influence ready to go, but there's a problem - how do you keep this dumb thing alive long enough to be able to use it when the time comes? Or maybe you didn't do that, and you're scrambling at the last second to get something together. Your boss at Glover and Glover is pissed at you, Sulochana has your number blocked, and your Study tray is blocked off from doing any meaningful work while you prepare to save your favorite cultist or a Reason card you have a fancy to from a grisly end.

If only there was a better way!

Well now there is!

Taken from my ReForged Content Mod, you can now use the Marruvine Idol in the Study verb with a level 10 or 15 influence and at least level 6 Heart Lore to create a Ward of Protection (Minor) or (Major). Minor wards last for 900 seconds and work on any curse except Worms in the World. The Major ward is permanent and is useful for all curses.

After finishing this node for the full ReForged, I became aware that there is a minor exploit in that you can craft the Major ward with only a level 10 Influence, if you use 12 or 14 Heart Lore. I deliberately chose not to fix this, on the grounds that if you have lore that deep, you can probably do more with less.

When you get your "last chance" to turn aside a curse, you can use this ward in place of the relevant influence, if you wish. You can still totally do the plate-spinning to keep an influence alive even with this mod, though, up to you.
3 Comments
The BunDroid  [author] 26 Aug, 2024 @ 11:34am 
Just tested your code, and sure enough, it works. I appreciate this opportunity to learn more about the syntax the game uses and to make my work better for everyone. I've pushed the update. Have a good day!
The BunDroid  [author] 26 Aug, 2024 @ 11:24am 
Hey Xardis! Thank you for bringing this to my attention. Funny enough, a year or two ago when I began learning how to do this, I tried doing a slots edit and it was causing crashes, so I ended up just coming to the conclusion that it was a feature that no longer worked after feature updates. Hearing that it does (and I probably just royally screwed up the syntax) is encouraging! I'm looking into that right now and after doing some testing to make sure it works as intended, I'll be pushing an update today on both this and the full ReForged package. Thank you!
Xardis 25 Aug, 2024 @ 9:45am 
Hey, looking at the implementation of the slot edits in the curse mitigation recipe, it will conflict with everything that attempts to edit those - mainly SoA. If you replaced the slot property override with "slots$listedit":{"0$dictedit":{"required$add": {"curseward.minor": 1,"curseward.major": 1}}}, it will solve the issue.