Cultist Simulator: Let's Boogie

Just started a new descent with Dancer loaded, after not playing for a couple months. Haven't run into many new features, there's a romance season, but I don't know how to start a romance yet. I have seen a couple new books, and they've changed up how gaining stats work-probably to make the game harder. Stat books are much, much worse, and grinding up will take a lot longer, probably impossible without a non-study supply of eruditions and glimmerings. That's good to see, I was worried that dancer would just be taking on extra features and not fleshing out the core mechanics.
 
Stat books are worse, but they probably needed the nerf. In other aspects the new system is actually much easier. The Lessons Learned last something like 270 seconds instead of 180, so you have a little more time to get the right number of advancements together. That gives you enough time to get together three Lessons Learned just from studying the attribute over and over again.

There is still the matter of imbalance in how easy it is to get different advancements. There are a ridiculous number of ways to get Glimmerings, but Eruditions are a lot harder.

As to other new features, I like that followers don't immediately perma-die from failing a quest. That used to really annoy me.
 
Managed to pull of a Forge victory. Took fucking forever, because I had trouble gathering enough scraps of Forge lore and had only a limited idea of what I was doing, but eventually get all the components I needed (Forge Paean for the incantation, King Crucible to assist, Iotic Essence as the ingredient in the ritual) and ascended.

Was fun, though there was a lot of tedium involved and the way cards tend to devolve into a disorganized because you have way too many of them gets annoying.

Still, not bad, going from a sacked hospital porter to a wealthy and (in)famous artist and then to a immortal being carved from marble. Lost track of the bodycount I made along the way though.
 
It's kind of annoying that you can send an unstoppable maiden of death to eviscerate a detective who's looking into your more illicit activities, all but guaranteeing he'll be a corpse shortly; and then an investigation starts and suddenly he's completely untouchable.

Also, anyone know what's the best way to find Wildering Mirrors/etc for entering the Peacock Door? Haven't been able to find any this run.

I've also somehow failed to attract a single Lantern disciple despite founding a cult around Lantern principles T_T
 
Really advanced expeditions feel like kind of a waste. It feels easier to just ascend than it is to properly mount a Difficulty 12 expedition.
 
Finished my first ascent with dancer, and there are some good and bad things. The reduced chances on expeditions are incredibly frustrating when they proc, I lost king Crucible bin a fight with a random group of watchers which set me back a good five minutes and nearly made the expedition go bust. On the plus side, rivals are definitely cool, they manage randomly do things like steal expedition locations and knock off the detective without you. I'm concerned they'll be difficult to spawn though, I only ended up with one because I neglected my lover just to see what would happen. He also refused to drink poison, not sure if rivals are just immune or if hunters also have a chance to dodge poison.

I'm a little disappointed that there are no new expedition locations, having the same five per level with the same obstacles and fixed drops every game is a bit of a drag on subsequent playthroughs.
 
How do you actually get a rival? I managed to ascend without ever running into one.

And while the Dancer legacy is pretty cool, nothing beats being a doctor. A job with no timers is incredibly powerful.
 
I wonder if the other members of your cult area also able to enter the dream world. Because if not, I'm kind of fascinated by the possible story of your cult after your ascension. Here you had this cult focused around this person who was able to traverse the dream realm which let them find all the good places to rob, create paintings that were as powerful as major artifacts of forgotten civilizations, blackmail authorities, and find ways to summon minor gods without sacrificing anything permanent. And now they're gone, and the cultists still have all their powers and artifacts, but a lot of things are going to be harder and the future is uncertain.
 
There is a level 12 Knock tool called the Frangiclave you can use as an unbreakable key to the peacock door. (using mirrors is expensive)

If you waffle on the Change ambition and keep Heart and Moth balanced you get the Favored by the Meniscate ending and a secret/hidden achievement

You can ascend with your love interest but they need to be dead (need a Risen made from their corpse)

You can recruit your hunters as followers by turning them into rivals and then recruiting your rival (I'm using the gateofhorn beta on steam so this might not be in the main game yet)

Painting with noteriety is a good way to hide it from a hunters investigation (this can get you stuck in a loop with you keeping the hunter looking by constantly pumping out mystique)

Magnet slots that automatically take cards (like Notoriety, Fascination, and Dread.) can't take a card if it is currently being controlled by you so if you just hold onto a card to keep it from being taken you can let that timer count down and it will eventually burn away (just pause if you need to do anything and pick the card back up before you unpause)

the timer of whatever card you use as Insipration in Painting is frozen while it is being painted so you can use that as a way to hold onto cards longer

EDIT: you can also open the console/cheat menu with CTRL + `
 
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I have yet to play this game, but man. Half of what you guys are saying is gibberish.

Might as well be shouting Ia Ia Cthulhu Ftaghn.
 
I have yet to play this game, but man. Half of what you guys are saying is gibberish.

Might as well be shouting Ia Ia Cthulhu Ftaghn.

A Major part of the game is figuring out how the hell to work all sorts of magic because it doesn't come with a guide book. Actually, the majority of the gameplay is that.

I literally have a chapter in a notebook dedicated to trying to figure out all the recipes and combinations.
 
I wonder if the other members of your cult area also able to enter the dream world. Because if not, I'm kind of fascinated by the possible story of your cult after your ascension. Here you had this cult focused around this person who was able to traverse the dream realm which let them find all the good places to rob, create paintings that were as powerful as major artifacts of forgotten civilizations, blackmail authorities, and find ways to summon minor gods without sacrificing anything permanent. And now they're gone, and the cultists still have all their powers and artifacts, but a lot of things are going to be harder and the future is uncertain.
That's what the New Game Plus mode coming in the January 22 update is going to be about, helping your former cult leader who rose to become a Long become one of the Hours of the Mansus.
 
One thing I really love about this game is that I start out grouping my cards by type and how often I need to shift them and where I need to shift them, but once I can see the Ascent being in reach I collect this little bundle of relevant cards and everything else goes into disarray; suddenly Ysabet has actually vanished somewhere, I can`t remember where I left the Vital Pigment, my Passion and Reason are all over the place and a summon decays into an influence entirely unnoticed, untill I have to scramble for Contentment because two Dreads have already gotten pulled.

It really does 'obsession' well.
 
I used to have a similar problem but have finally figured out how to tame it in this last playthrough. Turns out that once you have all the high level lore you need for summoning and ascension, you should just grab all the low and mid level lore you get from reading books and push it off to the side of the table where you can't even see it. Do the same thing to pigments and minor artifacts you have no real use for and patrons whom you have no reason to talk to anymore, and suddenly the clutter is manageable again.


I hope the next playthrough does something with your headquarters and the Scholarship skill. Right now both seem like they're meant to have content but neither one actually does.
 
I used to have a similar problem but have finally figured out how to tame it in this last playthrough. Turns out that once you have all the high level lore you need for summoning and ascension, you should just grab all the low and mid level lore you get from reading books and push it off to the side of the table where you can't even see it. Do the same thing to pigments and minor artifacts you have no real use for and patrons whom you have no reason to talk to anymore, and suddenly the clutter is manageable again.


I hope the next playthrough does something with your headquarters and the Scholarship skill. Right now both seem like they're meant to have content but neither one actually does.
If you follow Alexis Kennedy's blog and design streams, he's talked about changing how headquarters work, so that at least is in the plan as they continue working on the game.
 
Speaking of things that should work but don't, how are escaped summons still only able to hurt edge cultists after two expansions?
 
I used to have a similar problem but have finally figured out how to tame it in this last playthrough. Turns out that once you have all the high level lore you need for summoning and ascension, you should just grab all the low and mid level lore you get from reading books and push it off to the side of the table where you can't even see it. Do the same thing to pigments and minor artifacts you have no real use for and patrons whom you have no reason to talk to anymore, and suddenly the clutter is manageable again.
I mean yeah, that works, but I don`t actually see the clutter as a bad thing. A annoying thing certainly but I see it as part of the ludonarrative; as you feel the third once living mind being digested, as the lore becomes ever more glorious, as the Peacock Door finally opens to you and the place beyond is almost in sight... obviously you kind of stop caring about some nitwit professor, the exact whereabouts of all you cultists and tools, and wether there`s still a former lover slowly dying in the cupboard you hung a painting of the Red Grail on.
 
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