I guess i’ll call this the “Cultist Update I”. I plan to do more, so there will eventually be a part two for this, for example in the next part i want to make the inquisitors also have a dedicated faction and add encounters with them so cultists have more to fight against. Aswell as many more features and lore books dedicated to cults.

Changes for this update:

-Now when you start as a cultist you are allied with your cult (and some monsters) Which makes the gameplay for them far more interesting, for example if there is a turf war on the level and you are a member of one of the cults you can now fight alongside them. I had one level where there was basiclaly a 4 way battle going on, it was intense.

-Added the appropriate monsters and sounds to each cultist type’s encounter memory

-Fixed bug with phase shift rune

-Changed cultist intro

-Fixed bug where cultist orders was wrong character

-When allied you can read what the cultists are chanting (if you translate them you can get more tasty lore bits)

-Cultists no longer get as much of a sanity hit from doing rituals

-Fixed bug in class selection where the wrong key was bound to cultists and inquisitors

-Fixed typos in monster details

-Set team properly for shadow creatures

-Fixed a bunch of typos (greater then -> greater than)

-Fixed book case typo

-Added more things ghosts can say and made it so there is a 20% chance it does more interesting things to them and randomizes them a bit when they spawn

-Ghosts can now teleport around and phase through walls sometimes. Though they will mostly avoid going through walls.

-Fixed most cases of players being spawned on top of enemies.

-Added two new cool manias, one of the manias has 3 variations