Cultist Simulator

Cultist Simulator

Up From Nowhere
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Update: 16 Mar, 2022 @ 5:29pm

update at: 2022-03-16 7:32:29 PM

Compatibility updates for impending mod release, but more importantly Achievement Support through the Roost Machine.

Once the Roost Machine is in a bit more stable of a state I'll add it to the Mod Requirements.

Update: 8 Aug, 2021 @ 8:47pm

update at: 08/08/2021 22:47:07

Nothing really; just a compatibility change to make sure it works with other things I'm working on.

This mod was doing some weird shenanigans with the recipes for first getting your skills. I think this is because originally there was the possibility of your skill card being destroyed. But then I made a 0-level skill card instead, and I'm pretty sure these changes became obsolete. But I'm not sure cuz this mod is a complicated mess and I don't remember how it works. But the changes were weird, and my attempts to override maxexecutions were having weird effects on requirements. So instead of doing that I created alternate recipes without maxexecutions that require being wormtouched, so on an Up From Nowhere playthrough, if somehow your skill card DOES get destroyed, you can get it back. But it shouldn't.
Along these lines, I fixed a bug with those level 0 skill cards where you couldn't put Funds in the Funds slot.

Update: 5 Jul, 2021 @ 10:42pm

update at: 07/06/2021 00:42:45
Fixed a bug where the Worms in the World curse would never activate when choosing not to play the mod content

Update: 6 Jun, 2021 @ 10:38pm

update at: 06/07/2021 00:38:22

Made having a method required when attempting to defeat an Isolated Agent, so that they don't destroy themselves with their weaknesses.

Update: 6 Jun, 2021 @ 10:20pm

update at: 06/07/2021 00:20:22
Fixed the Taskforce! If you had this mod installed with AchieveIntegrations before, the Taskforce would never activate because of a current modloader bug that I've now worked around. See new instructions regarding AchieveIntegrations as a requirement.

Update: 6 Jun, 2021 @ 10:14pm

update at: 06/07/2021 00:14:50

Update: 6 Jun, 2021 @ 9:50pm

update at: 06/06/2021 23:50:24

There's a lot here; I've been neglecting this mod a little and let the bug reports pile up. Here we go;

During development I had a 'Juvenile Worm' that I removed to make the mod less grindy. Except I didn't remove all the ways to get it properly. You should now get normal Worms instead of Juvenile worms in every case.

I corrected some blatantly incorrect flavour text regarding defeating isolated agents, and clarified some otherwise ambiguous text.

Fixed ingredients not being consumed when used against isolated agents.

Fixed a bug where if you had a Season of Ardours occur while your romantic interest was not infested, they would break up and rebel even when properly infested.

Tried my best to fix some weird flavour text appearing when fighting as a formless. Before enemy physical attacks would always show as a crit. Now, I'm pretty sure, they will always show as not a crit at first, then if applicable realise its a crit later. The way its programmed means there's not much else I can do without ripping the system apart, which I am not going to do. Its working properly, so I'm not gonna tear it apart over one of the many flavour text messages being inaccurate in one certain niche situation.

Stat increases always had the flavour text "An Increase in Reason" even when the increase was in Health or Passion. This is fixed.

Added a custom hint message when putting the Desire: Assimilate card into the Work verb.

Properly sealed the White Door after Teresa dies. I forgot the aspect flavour text said that.

Updated synposis file's outdated information regarding compatibility with my other mods.

Update: 7 Apr, 2021 @ 10:15pm

update at: 04/08/2021 00:15:39

Fixed two major bugs that made Ferninshun of Oreol essentially unobtainable.

Previously, critical hits by foes could not be negated. This was meant to make them undodgeable, but also made physical crits ignore the Formless trait. I still want critical hits to matter, but also want Formless to have an impact, so now the if a Formless player gets hit by a physical critical hit from an opponent, it gets reduced to a regular hit, but does damage despite formless.

Somewhat recently, the Modding channel on the Cultist Simulator discord found some other colours for recipe timers in the code, including a white one. I've updated the Worm tile to use a White timer outline when the Worm Wonders, Discovers, or Hungers. This way they are visually and audibly distinct to draw the player's attention, but they also don't seem like death flags (with one exception. When the worm is consuming your Health because it hasn't been fed, this recipe timer is still red since it can potentially kill you.)

Update: 30 Mar, 2021 @ 5:36pm

update at: 03/30/2021 19:36:36

I made a typo in the walkthrough and fixed it

Update: 30 Mar, 2021 @ 5:33pm

update at: 03/30/2021 19:33:46

Fixed a confusing typo in the hint system, and updated the walkthrough to be a little more precise