Genre: Role-playing (RPG), Simulator, Adventure, Indie, Card & Board Game
Cultist Simulator
2022.7.f.5 FRAGRANTOLIVE
- New modding feature: configurable local achievements - Verb windows display cards, aspects and deck draws more cleanly and more clearly. - Influences are properly removed on a skill upgrade. - Fixed dropzones sometimes blocking interactions with their contents. - Cards more reliably seek the nearest verb on a double-click (and on a right-click). - Purging cards in a completed verb now correctly updates the previewed amount. - Aspect display in a verb window now updates properly on mutations. - Various optimizations to make the game more stable in longer sessions. - Korean text fixes. - HOTFIX: EXILE borkage - HOTFIX: it's again possible to create a seventh-level lore fragment through combination - HOTFIX: a lamentable surplus space in the log was baking Chel's noodle - HOTFIX: more optimisations when lots of cards are created at once - HOTFIX: scrollbar adjustments - HOTFIX: issue with card expulsion to new situations - HOTFIX'S HOTFIX: an expulsion issue that was introduced in the previous hotfix is fixed - HOTFIX'S HOTFIX'S HOTFIX: explulsions are truly really fixed this time - MODDING: mod long description is no longer overwritten on mod re-upload - MODDING: expulsion filters now can have negative requirements\
ERYNGO and FRAGRANTOLIVE
If you're wondering what an eryngo is, it's one of these. Handsome things. They have umbels, and they're cousins to the carrot.
I've seen a handful of reports about crashes that I'm trying to track down, but the game is thank Christ generally stable again, and FRAGRANTOLIVE, om beta, is more stable still.
You might have noticed that one of our long-time modders, Mr Chelnoque, now has [developer] flair on the forums. We'd tried him out on some contract work to add modding features, and we liked his work enough that he's working with us part-time: adding modding and other features, hunting bugs, and doing the QA work that I am so notoriously not great at. We're bloody pleased to have him.
In particular, the COLLECTION feature in FRAGRANTOLIVE was Chel's proposal. It tracks Achievements in the game UI, but it *also* allows modders to add achievements of their own (Not on Steam, because I don't think Cultist would benefit from the inevitable cascade of penis-related achievements, but modder achievements will nestle nicely in the UI alongside the official ones.
FRAGRANTOLIVE also has some more stability features and UI tweaks, and it's stable enough that you can hop over to the beta branch if you're feeling even slightly adventurous. It'll make its way to the main branch around about 9th August unless something goes awry, and you should see GALANTHUS on beta around about then.
BTW, if you're still on the classic_ui branch, then honestly I would suggest you join the rest of us in the future. Card snapping just works now, the newer version's save code is more robust, and you're missing out on a trickle of new QoL and modding things. But I know that everyone has their preference (vodka not gin in martinis??) and I've committed to leaving the classic_ui branch up permanently. This condemns me to a trickle of emails in about 2025 when Windows n+1 finally stops supporting Unity 2019, but I can live with that if you can.
I leave you with something charming from Lottie. If you're wondering what Hush House looks like, or what Ambrose Westcott did in his spare hours, this will enlighten you slightly.
https://www.youtube.com/watch?v=NVVJ-TjhrrM
Dream furiously
AK
2022.6.d.1 DAHLIA
Dahlias. The Aztecs ate them. Mexico selected it as the national flower. And PG Wodehouse named Bertie Wooster's favourite aunt after them. Here she is in full cry:
"To look at you, [Bertie], one would think you were just an ordinary sort of amiable idiot - certifiable, perhaps, but quite harmless. Yet, in reality, you are worse a scourge than the Black Death. I tell you, Bertie, when I contemplate you I seem to come up against all the underlying sorrow and horror of life with such a thud that I feel as if I had walked into a lamp post. I thought as much. Well, it needed but this. I don't see how things could possibly be worse than they are, but no doubt you will succeed in making them so. Your genius and insight will find the way. Carry on, Bertie. Yes, carry on. I am past caring now. I shall even find a faint interest in seeing into what darker and profounder abysses of hell you can plunge this home. Go to it, lad... I remember years ago, when you were in your cradle, being left alone with you one day and you nearly swallowed your rubber comforter and started turning purple. And I, ass that I was, took it out and saved your life. Let me tell you, young Bertie, it will go very hard with you if you ever swallow a rubber comforter again when only I am by to aid.β
Next time you're playing as the Bright Young Thing and worrying about juggling Dread, remember that at least you don't have a Wooster aunt to worry about. I should probably have put one in.
Dahlia is a stability patch, though for the first time in years, it does include a tiny extra bit of content. (I need to sort out localisations in four languages for that bit of content, which is why I don't often add content any more.)
=== - Hardened against some crashes from less well behaved mods - Hardened against corrupted config.ini files - If your save is corrupted and there are valid backups, you won't need to rename manually - Prisoners can now be freed, murdered, or enlightened. - Aspect sprites now appear again in Apostle runs and Dancer - Tidied up options panel ===
You may have noticed the patches have slowed down lately. Those of you who follow the Weather Factory blog will have seen some recent drama. Lottie and I reckon 40% of our time in the last couple of months has been taken up with that drama, and I HOPE it's now resolved. This frees me up, but I also have BOOK OF HOURS to make. So we are going to bring in a little more part-time testing and dev resource (from a name some of you will know). This means more stability, fewer hotfixes. (I HOPE).
If you're not technically inclined or don't know what a GitHub is, please keep just mailing us at support@weatherfactory.biz. (Or post on the forums, and I'll probably swing by after a week and say 'yes it's fixed' or 'idk send me your logs'.)
The Books of the New Forge
Secondly, here's our modding guide, now expanded with a huge community guide, manual and tutorial, thanks to our stalward modders. The community guide is 100% unofficial and I haven't checked it's all accurate, but it looks really good. https://weatherfactory.biz/modding
The Locksmith's Dream, Volume ?
Thirdly, The Locksmith's Dream, our live event spin-off, is now live. The beta's long sold out but we still have space in a couple of events later this year.
2022.6.c.1 CROCOSMIA
- You can now set gridsnap to 'no gridsnap' again. Welcome, children of the Moth - Magnet-grabbed cards now return to their original position afterwards (e.g. when the detective gets lost post-suspicion, he won't) - Weird dropzone ricochet effect no longer occurs when you put a card into a slot where it doesn't fit - Card stacks now place properly - Card stacks no longer open information window when dropped on the desktop (don't even) - Stack badge shader now uses backface cull so it doesn't appear on reversed cards - KEEP SAVE button works again - Perf improvements
2022.6.b.2 BRYONY
Fixed a gridsnap bias that favoured left/top row. Damn that's better. Fixed a blurry text issue on cards Fixed frequency bug in card shuffle. Particular thanks to Chelnoque and Clocq (no relations) on this Added workaround for crash bug in latest Unity version. This one was, for once, not my fault, folks
CULTIST SIM'S ANNIVERSARY!
HAPPY BIRTHDAY, CULTIST SIM!
We're running a Midweek Madness sale throughout this week, where you can get everything Cultist Sim-y for basically dust and a broken ha'penny (50-66% off everything, to be exact). So that's
The indomitable Canadian sensation that is Systemchalk - probably a Long by now, at least - is broadcasting Cultist on the store page, for anyone who'd like to see the game being wrestled to its knees while a soothing voiceover describes the inevitable descent into penury, madness and occult calamity.
We also have some Cultist x BOOK OF HOURS lore, game updates and new Secret Histories merch and events to share. Yee, as they say, haw.
We're not ready to share a vertical slice of the game yet, but here're some updates.
We've finalised the design of the Wisdom Page, the occult sort-of skill tree where you can choose which forbidden knowledge to specialise in, and which affects what you can do elsewhere in the game based on your choices. We've hidden the full size of the chart, but you can see the first four levels here:
(Click for a larger image.)
Players choose cards or objects to commit to each slot up the chain, pledging allegiance - for example - to Birdsong by committing a skill card for Ramsund, the language of secrets. This will enhance the player's Birdsong affinity and ability, opening up new opportunities elsewhere and unlocking the next tier of the branch.
We hope it's also a nice roleplaying opportunity, as you can see that each of the nine Wisdoms is variously associated with several Principles from Cultist Simulator. People have strong feelings about whether they're a Winter-y sort who wants a beautiful end or a Lantern-type who's brilliant but a bit caustic or a Forge-person who really loves hitting things with hammers. The Wisdoms are deliberately broader, drawing from multiple Principles at once, so they should open up new avenues of characterisation. Which is useful in, er, an RPG!
Speaking of the Wisdoms, we've uncovered a new letter from a mysterious 'Arthur' to his nephew, discussing the Illumination-affiliated events that took place in a Pyrhhic battle against the Khusgai of Persia, and the bravery - and unmasking of Lieutenant Malcolmson. Most importantly, though, weep for Menander, the bravest steed that ever was!
"Nephew, make a fist of your hand. Muscles move beneath the skin. So powers move beneath the skin of the world, at impulses equally invisible, but greater."
Click here for full images + alternative read-friendly text.
And finally, we also have a mock-up of Hush House's layout to share. Please note that this is not what the game will actually look like (though mmmm isn't it all nice and neat in a grid), but it is likely to represent the layout of rooms in the final game. We've censored some of the more deep-lore rooms, and you can't see all of it - but here's a first glimpse at the library at the centre of it all!
(Click for a larger image, again.)
If you like what you see, please wishlist BOOK OF HOURS to keep updated with our progress! More on that in the next few months.
"Youβve been summoned to Alexandria, a city of coloured lights and curious histories. An old friend needs you to track down a woman. Sheβs probably in trouble. Probably trouble herself. Plus Γ§a change."
Since launching Cultist Sim in 2018, we made a TRPG based in its occult, Lovecraftian world called The Lady Afterwards. You can buy the digital edition here on Steam (50% off in the Midweek Madness sale!), and we've just re-released our luxury boxed edition in our merch shop too. We're releasing another 100 boxes at noon today, and the boxes will restock every Tuesday.
"Secret gods live beneath the skin of the world. Five of them meet every year to exchange secrets and agree particular notes of history. Their conversations arenβt for our ears, but even after theyβve gone, their gossip still troubles the earth; the air still prickles with doors..."
Cultist Sim also inspired our latest venture, going live today: a series of live, overnight events set in a crumbling aristocratic mansion in Monmouthshire, UK. Each year the Avian Hours - that's the Beach-Crow, the Witch-and-Sister, the Elegiast, the Vagabond and the little-known Name of the Moth, Ferezeref - meet to discuss the topics of the gods.
Afterwards, mortals attend the Roostinghall to pick through abandoned tidbits of secret knowledge. This is what we're calling the Locksmith's Dream, and invite you to pick through the snippets of the gods this October and December with us.
Full details of the event, and of course tickets for sale, over on the official site.
Happy birthday to Iris, the Mansus, all the Histories and most importantly to Cultist Sim, the little game that could. Celebrate in your favourite way for us, Believers! We couldn't have done it without you. <3
v2022.5.y.2 YERMA
YERMA is an opera based on a really savage play by Federico Garcia Lorca, about childlessness and murder. Lorca was one of the best-known sons of Granada, the very beautiful, very steeply sloping Spanish city where I lived two decades ago. He was murdered under murky circumstances, because a brilliant, gay, left-wing, avant-garde playwright is a bad thing to be under fascism. In another History, he almost certainly visited the Mansus on the night of his death.
Lorca RIP, thanks for ending our run of opera-based patch names. I was going to do one more (ZAUBERFLOTE) but YERMA is the PATCH WHERE CARD PLACEMENT IS FIXED, so I want to end it on a high.
NB that is FIXED, not PERFECT. There's room for further improvement, and I have a list of other QoL issues (yes detective homing) to work through. But card placement has gone from being FSCKED to being SHONKY to being MUCH IMPROVED to being FINE. Thank you all for your patience, bug reports, and feedback.
A quick roundup of the last set of changes:
Fixed a bug where dropping the card while the ghost was moving could leave the card stranded between the grid. - a real head-slap moment, this. A number of people pointed out that sometimes cards ended up off the grid, but it took some debugging time to work out why. Added some camera angle correction. The game already compensated for the card being above or below the camera when calculating where it drops. (This was the biggest single fix previously.) It also now compensates for the table tilt.
Q. AK, why you tilt table? tilt table look confusing. There even mod to untilt. A. Dear player, once long ago I agree, but a contract UI designer back in 2018 convince me not so. just make environment look more lively. Four years on I still think he's right. That said:
Turned off lively but confusing card wiggle when dragging cards - there's long been a pseudo-random wiggle on the cards when you move 'em. I did like this but it is needlessly confusing when you're deciding where to put the cards. So I finally turned it off, and I like the cleaner effect.
If I get twenty emails saying the wiggle's disappearance makes the game LITERALLY UNPLAYABLE, I'll put it back in, if I get just one, I'll write a sorrowful reply saying sorry, wiggle dead.
made the grid a bit more insistent - honestly this is too boring to explain default gridsnap is now 1/2, give it a try - IMO 1/2 gridsnap is the sweet spot. (I haven't forgotten I promised a NO GRIDSNAP option too - still coming.)
Anyway this patch went live on beta yesterday and then again this morning. Then I noticed I'd included the stupidest bug of my entire career. From your side, this was 'GAME CRASHES WHEN I MOVE CARD DROPZONE', which is not a good back of the box feature. From my side this was
which for those of you who don't code means 'not only immediately crash Unity with an infinite loop when this method runs, but do so in a jaw-droppingly obvious way'. My testing is always a little shaky (we're a two-person team and Lottie is busy drawing skill icons) but I don't see how I missed this one. I'm hoping it's some weird build process/source control hiccup and not actual senility. ANYWAY IT'S FIXED NOW SORRY.
Talking of (a) testing (b) Lottie
the Book of Hours Secret Historian's packs are looking good. and Lottie was delighted that she'd found a wide selection of actual 1920s cigarette cards to add to them. but almost too late she realised that not everything that appears on a 1920s cigarette card is appropriate in 2020, and has had to go through them all carefully to make sure we didn't send anyone anything INCREDIBLY RACIST by mistake.
An extra thank you to everyone who suggested naming conventions for subsequent patches. I was tempted by cheese names. I was more tempted by Zulu names. But because of some relevant lorey backgroundy contexty business, I'm going with flowers, and the next patch will be ASPHODEL.
As Dagmar von Nagelburg would say, pip pip, pots of love.
AK
v2022.5.y.1 YERMA
CARD PLACEMENT - fixed a bug where dropping the card while the ghost was moving could leave the card stranded between the grid.
CARD PLACEMENT - added some camera angle correction. CARD PLACEMENT - made the grid a bit more insistent
CARD PLACEMENT - default gridsnap is now 1/2, give it a try
CARD PLACEMENT - turned off lively but confusing card wiggle when dragging cards.
Console fixes
Fixed crash when a verb was deleted on the cusp of situation execution
Trimmed player log spam
WELCOME, YOU ROGUES
Hullo; contrary to unkind opinion, I'm still alive. Proof:
Any developer knows how important it is to make sure your game is stable going into a major sale, and not to patch it the night before. I'm not any developer, so I dropped two updates yesterday. Fortunately they don't appear to have broken anything important, and they have made some much-requested changes to the card placement mechanism.
Here are the patch notes for both VIOLET and WUTHERING:
Fix: You no longer need to restart the game to restore CONTINUE to the menu
Fix: $remove command no longer breaks mods
Fix: correctly handling extends as well as inheritance in older mods
Fix: Card ghost no longer disappears when card is removed from an additional slot
MAJOR CARD PLACEMENT CHANGE: the placement position now corrects for the camera. This means the card ghost goes much closer to the card. Many thanks to Genroa, Dylan and others who managed to get this point across to me.
A couple of other minor placement tweaks
Card grid no longer assumes a gap between rows. This may require some fiddling with big existing layouts, sorry, but the feedback over time was clear here.
Slightly better Mansus exit experience
Fixed hilarious bug with multi-select. (yes you can shift-drag to multi-select cards, semi-hidden feature)
This was the hilarious multi-select bug. I slightly regret fixing it, but my support email queue won't.
VIOLET and WUTHERING do place us in a slightly tricky position, in that I've nearly run out of alphabetical opera names. The next two updates, whenever they arrive, will be YERMA and ZAIDE but after that I'll need another update name theme. Suggestions welcome, keepitclassyladiesandgents.
Anyway in the meantime I really am going back to focus on BOOK OF HOURS now, at least if real life will leave me alone for ten minutes. Lottie will chide me for not giving you a wishlist link, so here it is.
and here's the Secret Histories / BOOK OF HOURS box we mentioned last month:
Before I go, a couple of rounds of thanks to a couple of contractors whose names you may see in the credits:
Clocq,a Japanese-speaker who pointed out that big chunks of our Japanese localisation had been garbled and mixed up. Some of them were bits like the Ghoul memories and Dancer marks, so it took quite a while for our Japanese-speaking players to realise it wasn't just me being weird. Clocq put painstaking work into fixing it.
Chelnoque, a long-time modding stalwart who I asked to quote me for a wishlist of the most urgently requested modding framework upgrades - this is where the modding upgrade in TARTUFFE came from. So yes, I am investing actual money in third-party contributions to the modding framework, but Chelnoque then one-upped me by donating his fee to charity. Well done everyone, I guess.
Those who've been keeping track of our updates will already know what this picture is, but it's probably already destined to sell out out so I am literally not going to make it a link. I just like the picture.
2022.5.v.1 VIOLET
This is a smallish patch with a couple of significant hotfixes. The first is the problem that made people think they were losing their saves: you weren't, they're still there, but you needed to restart the game to get at them, which was extremely not ideal, sorry. The second was an issue with the modding upgrades which were breaking a popular mod; props to Chelnoque for getting back quickly with a hotfix.
- Fix: You no longer need to restart the game to restore CONTINUE to the menu - Fix: $remove command no longer breaks mods - Fix: correctly handling extends as well as inheritance in older mods - Fix: Card ghost no longer disappears when card is removed from an additional slot