Call of Cthulhu - Cults (Continued)
Original mod by Jecrell
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=815039373]https://steamcommunity.com/sharedfiles/filedetails/?id=815039373[/url]
If the original author requests it, I will remove this update.
Contains JecsTools by Jecrell (MIT License) ... you can use this as a complete Jecs replacement if you have other mods that require it in your list with Cults.
1.5 version is provided as a courtesy; it is as-is and unsupported. All development moving forward is 1.6 ONLY.
Call of Cthulhu - Cosmic Horrors (Continued)
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3615542371]https://steamcommunity.com/sharedfiles/filedetails/?id=3615542371[/url]
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1. This mod contains the entirety of JecsTools - my personal fork with some fixes applied. Horrific, isn't it? :) It is marked explicitly incompatible, don't run it with any other JecsTools package.
2. I have fixed a few bugs, and I'm willing to fix more. I need people to really play it though and report back. Initial reports have been favourable. Report errors correctly - i.e., with a full log - and I'll do my best to fix them.
3. There is some Ideology integration, but no real Anomaly integration - it is its own thing. Highly unlikely I'll do anything about that.
4. It's old code, with an old framework packed in - probably not all that performant. A performance review (of both Cults and JecsTools) is indicated.
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Original mod notes (1.4):
Gameplay expansion for RimWorld.
You can now...
* found a cult.
* worship monstrous deities.
* make offerings and animal sacrifices.
* make human sacrifices in return for powerful spells (6 deitys and 30 spells in total, plus a dozen side effects).
This mod supports these languages:
English, Korean 한국어 (밀수업자), and Russian русский язык (kr33man)
Recommended mods
* Cosmic Horrors (for summoning actual monsters)
* Industrial Age (for great lighting)
* Realistic Darkness (for great darkness)
How do I start a cult?
1) Load the mod.
2) Play for a few days in-game.
3) One of your pawns will investigate something horrendous.
4) Build the forbidden research center.
5) Research the strange symbols until someone founds the cult.
6) Good luck.
Tips:
* Cult-mindedness is a new feature under 'needs' that keeps track of how likely colonists are to become cultists.
* Better apparel means greater worship results and higher success rates for your sacrifices.
* Beware! If too many colonists are plotting against the cult, they might take matters into their own hands.
Additions and changes by Mlie:
* Added support for Combat Extended [removed in 1.5/1.6]
* Removed the production-tag on altars so they can be used in throne rooms
* Added an option to make sermons voluntary, making pawns complete some types of jobs before joining
* Improved the sermon scheduling with some inspiration from the excellent mod [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1565942758]Colony Leadership[/url] Now you can select what days to do sermons and also when they should start in the day.
* Added support for [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2451324814][SYR] Trait Value[/url]
Special Thanks:
1000101 - Religious needs
Cpt. Ohu - Altar congregations
Skullywag - Helpfulness on #modding
Mrofa - Code for two-colored hoods
Justin C - Reanimation Code
Everyone on the modding Discord