Cultist Simulator

Cultist Simulator

Cultist Simulator ReForged Content Mod
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.
Mausbrained 30 Jun, 2024 @ 9:29am 
I'm a big fan of this mod! The ever after changes especially are a huge relief. Scholarship, all in all, is my favorite aspect of the mod! I, unfortunately, don't understand the changes to cult business, but I am very excited to see if this mod develops further or splits into modules!
The BunDroid  [author] 7 May, 2024 @ 1:09pm 
Small bugfix on the Minor Ritual decaying to a NULL item because I wrote "decayTo": "heartinfluencec" instead of "influenceheartc".
The BunDroid  [author] 7 May, 2024 @ 12:13am 
However, I also added something I've been on the fence about adding for some time but I think people will appreciate it. Use of the Idol (heart 4) tool with a L6 Lore and 10/15 Influence will spit out something you can use to ward off curse effects just like the influences themselves. The 10-mag one has a very generous decay time while the 15 does not decay at all. A reward for all the plate spinning you have to do to assemble your defense against Worms.
The BunDroid  [author] 7 May, 2024 @ 12:13am 
Update: "I thought you said you wanted to make a new Legacy?" edition.

So I don't really know how this happened. I said in the notes that I made it so that the Forge ascension marks should require similar things to the other two for Minor Victory, and I very clearly in my mind recall writing that code, but it's just not there and I don't know why. It is now. All 3 need some kind of prisoner to make ascension marks go up, but all three also have special rites/conditions that reduce the requirements, and they are lore-accurate and unique to one another.
The BunDroid  [author] 5 May, 2024 @ 12:03pm 
@ some guy who plays games: Given what I've just patched, I think it should be inferred, but just to be clear... I would like to split this mod into modules as much as possible, including Glover, but I want to make sure this stuff actually works as intended, completely, before I do that. Otherwise, if I have to patch something, it's not just updating one mod, it's updating multiple, and making sure all the code matches perfectly, etc.

That being said I think I can do it, I just have to double-check before I make that promise to see what parts of Glover, if any, are relying on aspects included in other parts of this bigger mod.
The BunDroid  [author] 5 May, 2024 @ 11:48am 
I literally have a screenshot of G&G's new weekend code working from last night. I think it's fitting, given what I'm currently working on, to classify the Glover and Glover job from this mod as an SCP. Designation Safe* other than being a massive cognitohazard to its creator.
The BunDroid  [author] 5 May, 2024 @ 11:39am 
Hotfix: Corrected a bug that the bugfix created which permitted the use of the card as a typical workday during the weekend.

This overhaul induces Despair.
The BunDroid  [author] 4 May, 2024 @ 11:18pm 
It is my sincerest hope that I never have to update the G&G code, or indeed any part of this mod, ever again due to bugs. Thank you those of you who have written comments about issues you've discovered. Apologies for it being too long to get back to you. My ability to create and develop is powerful when I can make it happen... but I can't do it on command. A frustrating circumstance. Thank you for your understanding. :cstalk:
The BunDroid  [author] 4 May, 2024 @ 11:18pm 
UPDATE: "I'M BACK IN THE ****ING BUILDING AGAIN" edition.

I was interested in developing a new mod, a Legacy, and chose to play a regular game to get back in the swing of the game. During gameplay I noticed a few bugs and a few annoyances.

[CRITICAL] Corrected a bug where, in the Glover and Glover job, being promoted on a Friday could break the card, causing it to play events from a lower tier than its appearance would dictate.
[Annoying] Increased the number of events and the % chance of success with regards to rising in G&G from Senior to Board. (I was rejected 12 times in a row and declared war.)
[Minor] Corrected a small error in one of the Cult Business text boxes.
[Moderate] Corrected a bug where being dismissed from G&G due to absences while having a stain on your reputation didn't apply the correct penalty.
[Addition] Succeeding at the Winter event on the G&G board awards a Fleeting Remembrance.
别出我我嘎嘎铁好 24 Dec, 2023 @ 4:40am 
nice mod and .we need chinese
Some guy who plays games 24 Nov, 2023 @ 3:44pm 
Amazing mod, but I'd like the option to have just the Glover and Glover stuff. Could you separate that as it's own mod? Thanks!
Andi 26 Oct, 2023 @ 11:37am 
Awesome mod so far, just wanted to point out a small bug I found with Glover and Glover. For the standard position, when you are forced to work overtime on a Friday (because Alden is extra special evil) the reason you spend doesn't come back "exhausted".
araT 23 Oct, 2023 @ 2:20pm 
Thanks, I didn't realise the angry face was what determined whether you can off him or not.
The BunDroid  [author] 12 Oct, 2023 @ 1:48am 
Yes, it's just like the alden scenario, you need him to piss you off 3 times. You get the red angry face aspect as this happens.
araT 7 Oct, 2023 @ 5:08am 
I have arranged night terrors for Mr. Alden, and i would like to do the same for the younger Glover. It says that I cannot so soon after the strange circumstances of Alden's institutionalisation, but how will I know when the correct amount of time has passed? I would really appreciate a suspicion counter on the G&G card of, say, 20-25, that decreases every time I work the job, that indicated this. Or some other representation of the time passing.
A_kind_of_pluto 5 Oct, 2023 @ 10:32am 
You're definetly allowed to do so, I can see the passion! Makes it very obvious what the game needed balance-wise, and content wise with the board :steamthumbsup:
The BunDroid  [author] 3 Oct, 2023 @ 9:21am 
Haha... I just feel like if I'm going to actually not only undertake but publish a creative work, I should give it my all to make it the best I can. I've already completed the original design doc, so now it's just... finding new stuff I find irritating about the base game or benefiting from an expansion/rework/tweak.

This is also the first time I have ever actually succeeded at a creative project. It's not easy with ADHD and whatnot to undertake a project and actually finish it. Suffice to say I have some feelings. :)
A_kind_of_pluto 3 Oct, 2023 @ 1:05am 
You are the most dedicated mod dev I've met, you have my utmost respect
The BunDroid  [author] 2 Oct, 2023 @ 10:55pm 
(To clarify - you were booted out of the recipe if you drew the locations card when all were exhausted - it now just defaults to hireling if you have the places card and none are available to you.)
The BunDroid  [author] 2 Oct, 2023 @ 10:53pm 
Oct 02 2023 (again): Corrected a bug where exploring with health/follower and drawing the "locations" event simply booted you out of the recipe.

Altered the mechanics of exploring with health/followers thus:
* The initial warmup followed by event are 15 seconds apiece, 30 seconds total.
* Rather than giving you a hire prompt during the Explore action itself, you are provided with a contract for said hireling - you may Talk with a contract and pay Funds to hire the hireling. (1 second warmup.)
* Advanced hirelings (with 5 in an aspect) have an initial hiring fee of 2 Funds - renewal is still the same
* Two new hirelings have been added to the game.
* Hireling decay time has been extended to 180 seconds.
The BunDroid  [author] 2 Oct, 2023 @ 5:05pm 
Oct 02 2023 - Corrected two bugs with the G&G Board Seat:

Corrected a bug wherein being "Disgraced!" from the Board seat would not actually terminate your position if you happened to get caught on a Friday.
Corrected an overlooked missing game component where being "Disgraced!" after having blackmailed a rival on the Board was supposed to leave you with a Notoriety. (You also get a smaller severance package.)
The BunDroid  [author] 2 Oct, 2023 @ 10:51am 
And my fix broke something else. Well, not directly. It was more a careless application of find and replace in the source code where I accidentally broke other stuff. "A Remedy For Indolence" should now work correctly again, as will the reputation hit for absorbing a Notoriety on the Board. My bad! :cstalk:
The BunDroid  [author] 1 Oct, 2023 @ 3:33pm 
Alright, I figured it out. It's such a dumb little quirk about how aspect mutations work in this game and I believe I've hammered the issue out. You should be able to receive the mod and it should apply next time your job card goes to the weekend.
The BunDroid  [author] 1 Oct, 2023 @ 1:25pm 
Thank you for your compliment on the Board. I really wanted the job that can make you filthy stupid rich to be actually engaging and fun in its own way. (I also wanted to nerf it and I think I succeeded because I'm not racking up 600 Funds with it anymore).

I'll be looking into G&G today, either before or after D&D. You don't understand... I can not let this damn card beat me. At a certain point, making this job work the way I envisioned and corrected weird/inappropriate behavior became personal.
A_kind_of_pluto 27 Sep, 2023 @ 11:54pm 
Lol it's not a big deal if it isn't fixable, It's only a single dayxD. Also wanted to add that what you did with the Board and how it works is genius and adds so much to the gameplay o_O
The BunDroid  [author] 27 Sep, 2023 @ 3:31pm 
... okay, I'm going to bed so I can't look at this today, but I'm gonna go check on that. I SWEAR, I have debugged this job card a HUNDRED times and I'm convinced it's HAUNTED. I hope what's happening is you're noticing the day advance to 2 mid day and it's just an illusion. I fixed this I swear on the Witch-and-Sister... xD
A_kind_of_pluto 26 Sep, 2023 @ 12:17am 
Thank you, will do! Also, for some reason I can only work four days, the work card always starts with weekday 2, not 1. Am I just blind xD?
The BunDroid  [author] 23 Sep, 2023 @ 12:29pm 
A_kind_of_pluto: Progressing to the board involves a similar process to advancing to senior, but look out after you've dealt with an annoyance for "Or something more?"
A_kind_of_pluto 21 Sep, 2023 @ 11:40am 
Hi! Loving this mod, makes gameplay very smooth and enjoyable. If it isn't too spoilery, how do you advance to the board from the senior position? Love the new writing!
The BunDroid  [author] 20 Sep, 2023 @ 6:12am 
I'm curious that it's only effecting expeditions with new obstacles, though. If I may ask, what other mods are you using? I may want to check those out and see if it's possible to hack compatibility between mine and whatever's causing the conflict.
The BunDroid  [author] 20 Sep, 2023 @ 6:12am 
If one of the other mods you're using also modifies expeditions, there's likely to be a conflict. It's a limitation of the engine unfortunately that multiple mods can't modify the same JSON code block without causing issues; the way AI rather brilliantly assists with preventing such conflict is modifying everything to have a bunch of properties that other mods can use, so they don't have to define a bunch of new custom properties that compete with other mods.

Unfortunately I can't be quite so delicate to implement the features I wanted to include for expeditions; even something as simple as saying "hey, please also look at these other execution paths that I made as you progress the expedition", will compete with any other mod that does the same, even though I'm not trying to fully overwrite the original behavior.
WinterMonarch 19 Sep, 2023 @ 9:50pm 
yeah, and the roost machine. i am running other mods so that may be the problem.
The BunDroid  [author] 19 Sep, 2023 @ 3:31pm 
WinterMonarch: Can you tell me whether you're using the AchieveIntegrations mod as well? It's a dependency for mine to work.
WinterMonarch 18 Sep, 2023 @ 5:39am 
Some of the early expeditions with added obstacles, sometimes don't work, it just ends the expeditions when it gets to that obstacle without giving my rewards or anything. loving the mod otherwise!
Banana boye 17 Sep, 2023 @ 5:31am 
Oo thanks for your answer and this beautiful creation!
The BunDroid  [author] 17 Sep, 2023 @ 12:34am 
Hey there Banana Boye. Not a bug, but a change in behavior. The game has a "Knock overrides all" behavior that makes sense, but also created a weird situation where a follower with a knock scar was useless for anything but summoning, even if the recipe was totally inappropriate for a summoning ritual. For example, I couldn't do Forge's Redemption because the 2 Knock would override with "Summoning something?"

I felt that knock should override in general but this was kind of silly. The solution I found, imperfect though it was, was in a recent patch to the mod which increased the Knock threshold of summoning rituals, while also providing easier access to Knock in the early game. You can find the St. Agnes tool in the Hospital expedition, and Strange Streets at Moonlight is now a permanent item you can use to fish for knock influence at will. Hope this helps!
Banana boye 15 Sep, 2023 @ 2:02pm 
Hi, I really loved your mod. However, I think I might have found a potential conflict with the summoning rituals.
I have tried summoning the Raw Prophet using the Restlessness, Knock 2 follower, and level 6 Grail lore along with the Sunset Rite and nothing came up. I tested it without your mod enabled and the summoning worked fine. I'm just wondering if this is an intended behavior.
stvmeir 10 Sep, 2023 @ 3:06pm 
Love this mod! Really enjoying it. Everything feels less grindy, and I love what you did with the follower system. Glover & Glover is a treat now, I chuckled when I first saw that you occasionally get Fleeting Reminiscence as a senior worker, once you've disposed of young Glover . That's just so human.
I'm enjoying every change you've made. All the flavor text is also really well done. Good job, great mod!
The BunDroid  [author] 3 Sep, 2023 @ 12:07pm 
Correct. The Wildering has two uses, the bigger mirror 4. That way you have a little less grind time to make it to end game while still making those higher tier spintria useful. :cstalk:
Teellox 3 Sep, 2023 @ 3:06am 
Update : My mistake, I didn't realise the mirror had two uses before needing to be repaired. All is working as expected!