Cult of the Lamb

Cult of the Lamb

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Changing Doctrines
I'm hoping the devs implement some way of changing doctrines in Cult of the Lamb. I've got a surplus of bones and money at the endgame, maybe changing doctrines could cost an incremental amount of money and bones to do so? Like the first of the four would only cost two hundred and fifty bones and coins, then the fourth one would be a thousand of each?
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Showing 1-12 of 12 comments
♂tHEg0ATIE♂ Sep 25, 2022 @ 8:39pm 
That's why there'd be a price. It doesn't have to be money and bones, what about some other requirement? It just seems unfair to have to pre-plan your whole playthrough beforehand. We're long past the days of ES4 Oblivion
Llyes Sep 26, 2022 @ 6:46am 
Religions have always changed to fit the times, almost none of the modern day religions would be recognizable to people from their founding. Not that real world examples matter for game balance/enjoyability.
♂tHEg0ATIE♂ Sep 26, 2022 @ 7:03am 
Originally posted by Cursed Hawkins:
Originally posted by ♂tHEg0ATIE♂:
That's why there'd be a price. It doesn't have to be money and bones, what about some other requirement? It just seems unfair to have to pre-plan your whole playthrough beforehand. We're long past the days of ES4 Oblivion
Doctrines have always been a thing for religious practices, that's the bread and butter of the game that you're basically setting up your own religion as a cult leader, if you start changing the very doctrines you pick for your religion then that says to your followers that you don't even believe in what you're preaching, that's something that can be result in nothing but disaster for your cult as those doctrines are what shape their entire belief and faith.
Cool. Guess I'll just dive into the game files and change them myself
Magic Spazm Sep 26, 2022 @ 4:58pm 
Originally posted by Cursed Hawkins:
Originally posted by ♂tHEg0ATIE♂:
Cool. Guess I'll just dive into the game files and change them myself
You wanna risk breaking something go right ahead, me on the other hand I'll allow the choices of my doctrines mean something.
Imagine thinking anything you do in a videogame means anything.
L3gion Sep 27, 2022 @ 2:55am 
Fixed doctrines is one of the very few aspects of the game that give it any replayability. If anything, I'd like to see more of them than you can get in one playthrough, to encourage replaying the game more.
Llyes Sep 27, 2022 @ 7:20am 
I never understood this obsession with "replayability", if it's going to be the exact same game other than small percentage changes associated with certain actions, then nothing was stopping you from playing the game over without these (essentially identical) "other paths" to take. Every time you go on a new dungeon run you are essentially playing the game over again anyway, except you have a slightly different start and different random factors to determine what you are going to run into. On another note, games that have story locked behind extra playthroughs are just mechanically inferior to games that have a flowchart that lets you do all story paths at your leisure. Sorry for the random rant.
SmallGespenst Sep 27, 2022 @ 10:06am 
I feel like the entire point of the doctrines is that they're unchangeable, set in stone (you literally use stone tablets to make them). If you're offered a choice between something that's useful early and something that's better late in the game, and you can just switch over then that choice now has a "correct" option, there's no real choice when there's one option that's just better.

Originally posted by Llyes:
I never understood this obsession with "replayability", if it's going to be the exact same game other than small percentage changes associated with certain actions, then nothing was stopping you from playing the game over without these (essentially identical) "other paths" to take. Every time you go on a new dungeon run you are essentially playing the game over again anyway, except you have a slightly different start and different random factors to determine what you are going to run into. On another note, games that have story locked behind extra playthroughs are just mechanically inferior to games that have a flowchart that lets you do all story paths at your leisure. Sorry for the random rant.
that's a whole other argument, but it's not the actual mechanical benefits that make replays different, it's playing the game in a different way. you're not going to make the same choices if you're getting bonuses for doing sacrifices and have removed the penalty for eating follower meat meals, compared to having access to Funerals for the constant devotion trickle for followers.
Llyes Sep 27, 2022 @ 10:33am 
Originally posted by SmallGespenst:
I feel like the entire point of the doctrines is that they're unchangeable, set in stone (you literally use stone tablets to make them). If you're offered a choice between something that's useful early and something that's better late in the game, and you can just switch over then that choice now has a "correct" option, there's no real choice when there's one option that's just better.
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that's a whole other argument, but it's not the actual mechanical benefits that make replays different, it's playing the game in a different way. you're not going to make the same choices if you're getting bonuses for doing sacrifices and have removed the penalty for eating follower meat meals, compared to having access to Funerals for the constant devotion trickle for followers.

That doesn't change the entire way you play the game the entire game, it only changes what you do on the days following you getting that doctrine. It would be no different from if you changed which doctrine you followed midway through a game than if you started over the game fresh. If a doctrine becomes useless in the late game, then why would your cult still follow it? If they wanted to make the doctrines seem "set in stone" then why do the stone tablets shatter when you use them?
1Erik1 Sep 27, 2022 @ 11:56am 
You wanna change a doctrine (singular)? All followers will be sacrificed and not able to be resurrected except for one who will inherit a few lvls and gain a new ability or loose a bad old one and you need at least 20 followers at lvl 5 for that ritual. Also new doctrine stones only appear after you have cleared a dungeon area 3 times without going back to your cult. Also buildings/other stuff related to the doctrines will be removed.
Last edited by 1Erik1; Sep 27, 2022 @ 11:57am
♂tHEg0ATIE♂ Sep 27, 2022 @ 1:07pm 
Originally posted by 1Erik1:
You wanna change a doctrine (singular)? All followers will be sacrificed and not able to be resurrected except for one who will inherit a few lvls and gain a new ability or loose a bad old one and you need at least 20 followers at lvl 5 for that ritual. Also new doctrine stones only appear after you have cleared a dungeon area 3 times without going back to your cult. Also buildings/other stuff related to the doctrines will be removed.
What, are you the overcompensator that made that made hardcore mode for fallout 4?
Starcat5 Sep 30, 2022 @ 6:59am 
Bah. I say, give us a post-game Doctrine list that unlocks the choices we skipped in the main playthrough. After all, we were shaping the cult in the image of The One Who Waits. Now that we've beaten him up and taken his lunch money, why shouldn't we shape it in OUR OWN image instead?

Seriously, why are "Marriage" and "Making the elderly slap fight to the death (and sacrificing the winner)" mutually exclusive? :bro:
♂tHEg0ATIE♂ Sep 30, 2022 @ 8:40am 
Originally posted by Starcat5:
Bah. I say, give us a post-game Doctrine list that unlocks the choices we skipped in the main playthrough. After all, we were shaping the cult in the image of The One Who Waits. Now that we've beaten him up and taken his lunch money, why shouldn't we shape it in OUR OWN image instead?

Seriously, why are "Marriage" and "Making the elderly slap fight to the death (and sacrificing the winner)" mutually exclusive? :bro:
That's actually brilliant
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Date Posted: Sep 25, 2022 @ 6:09pm
Posts: 12