Cultist Simulator

Cultist Simulator

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Semi-Stable Summons
   
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20 Jan, 2024 @ 11:53am
20 Jan, 2024 @ 1:43pm
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Semi-Stable Summons

Description
Annoyed that your elite necromancer can't raise more than two corpses without constantly sending them to chat over tea? Want to live out your dream of starting a percussigant dance troupe but feel that simply disabling summon timers would make things too easy? Then this mod is for you!

Changes:
  • Summon timers have been replaced with a new mechanic, bindings.
  • Summons usually start with a stable binding, but when used in a task their binding will degrade and become unstable.
  • Summons with unstable bindings have a chance to rebel after being used, which you will need to counter via your lore, tools, influences, or other resources (Don't forget to read the descriptions for hints!).
  • Failure to counter a rebellion will give you a last ditch chance to dismiss your minion, after which they will break free the same as if you had failed to exert control during a summoning.
  • You can now dismiss summons you control directly via the Work verb.

Overall Goals:
  • Allow skilled cultists to maintain large groups of summoned minions, with a bit of effort.
  • Make repeated use of early/lucky summons more risky (no more getting lucky on an influence and blazing through 10 expeditions + 3 murders with King Crucible).
  • Make corpse summons useful as more than just a way to get rid of a corpse or a last minute lover conversion.

Compatibility:
  • This mod is compatible with mods that add new summons. New summons will be sucked in to binding inductions but will never rebel and still have timers like normal.
  • This mod is compatible with mods that alter vanilla summons or affect the Season of Ambition (i.e. "Season of Rivals"), but must be placed BELOW them in your mod order.
  • This mod is not compatible with any mods that make large changes to the summoning mechanics.

Rebellion mechanics (Spoilers!):
After being used in any task one of the summons used will induce into a temporary verb (5s). If the summon has a stable binding then their binding will degrade and the verb will end. If they have an unstable binding (and are not from another mod) then they instead may progress to a full rebellion (40%).

Summons that rebel will require 1 of 3 things to maintain their binding (90s). A lore, a tool/influence (influences are consumed), or some other resource like vitality, dread, or funds. Typically the first two will match the amount required to summon the spirit + 2, but it can vary. Unique spirits especially can be picky about what they want.

Failure to address a spirits rebellion will result in a final chance to dismiss them via passion (15s+10s, 60%) and then will result in them breaking free the same as a failed summoning does. Spirits that don't normally fight you for control (corpses+Baldomera) can still rebel, but failure will just result in their death/leaving.
Popular Discussions View All (1)
0
24 May, 2024 @ 12:13pm
Rebellion Mechanics & Demands Cheat-Sheet [SPOILERS]
OtherPlayers
6 Comments
OtherPlayers  [author] 7 Feb @ 8:41am 
@retowngr
It was written to be as compatible as possible, so everything should work just fine with any of the DLC's and most other mods. The worst case interaction (like you see with new summon mods) should just be that it holds on to anything with the "Summoned" aspect for an extra 5 seconds after it is used in a task.
retowngr 5 Feb @ 9:42pm 
Hello! I didn't play using this mod yet. But i wanted to know if it has any interaction with the DLC's. I want to know that just in case something unexpected may happen.
Simba 5 Oct, 2024 @ 12:06pm 
Thank you! I have enjoyed the mod a lot since. Should you still be interested in developing it further I would recommend adding a way to stabilize bindings manually though this is more an idea than a plead.
OtherPlayers  [author] 24 May, 2024 @ 1:14pm 
@Simba
I've added a cheat sheet in the discussions section you can look at now.
Simba 23 May, 2024 @ 9:51am 
Love the mod.
I would really like a concrete cheatsheet on what to use to supress which rebellion though :)
OtherPlayers  [author] 20 Jan, 2024 @ 2:12pm 
I've done my best to match the base game's writing style in all of my descriptions/hints, but if anything sounds weird (or worse, has typos) feel free to drop a comment pointing them out.