The Cult of the Lamb: 18 Things I Wish I Knew Before I Began
The following practises, beliefs, and divine interventions are the ones you should learn initially.
Running a cult is difficult work, despite what Hollywood might have you believe—at least, it is in Cult of the Lamb. Currently available for consoles and PC, Cult of the Lamb is either a city-builder with action roguelike aspects or an action roguelike with city-builder components, depending on who you ask. In either case, it’s startlingly top-heavy in the number of systems it throws at you. Despite its adorable decorations, the game may get extremely perplexing very quickly. Here are 18 things that would have helped me get started.
Equalize your focus on the game’s two components.
The cult of the lamb is mostly divided into two groups. There is the city-building aspect, where you construct buildings and attend to the needs of your anthropomorphic animal citizens (and members of your cult). Then comes the dungeon crawling section, where you fight occult-themed foes while on a mission to kill ancient gods and gather resources for your developing town. The success of Cult of the Lamb depends on dividing your time, care, and attention equally between both sections. Don’t conceive of it as either/or.
Investigate every room
The following is the first assignment for Roguelikes 101: Before continuing, look at every screen. Tarot cards, which grant you momentary stat-boosting bonuses for the length of your run, can be found in Cult of the Lumb. You can come across a pedestal that gives you more health in exchange for an attack boost. You may even discover a brand-new weapon. Although all of the information is useful, you actually are just looking for one thing: Your sole objective when on a crusade—Cult of the Lamb’s cutesy phrase for “a run”—is to locate as many specialised resources, such as grass and bones.
Nearly everything becomes a resource.
Smashing practically everything you see is the only way to acquire as many resources and as many different kinds as you can. Obviously, patches of tall grass develop into grass, which is a crucial resource for the majority of food production, fertiliser, and even buildings. Barrels and crates might contain gold (used for most crafting recipes). But it’s also worthwhile to break the unassuming stuff. Bones are created when skeletons decay, and you can use them in rituals or sell them (cooldown abilities that offer a huge benefit to your citizens). Find a fire ring? That can occasionally be broken up to obtain meat that is useful for cooking. Simply, um, don’t consider the morals too carefully.
Your haul is not lost if you pass away.
In a roguelike, you typically lose everything you’ve acquired and must start over after dying. However, in Cult of the Lamb, you get to keep 75% of the things you gather over a campaign. However, if you’re fortunate, you might find an update that will allow you to maintain whatever you’ve discovered even after you pass away. This perk only applies for one run. Even more reason to check out every space!
You can’t complete an area in one sitting.
There are four regions in Cult of the Lamb: the Burton-ian Darkwood, the autumnal Anura, the aquatic Anchordeep, and the unsettling Silk Cradle. Before you may unlock a run that culminates in the region’s boss, you must finish several crusades throughout each one. (Also, before you can originally access each zone, you must have a certain amount of followers. However, if you’ve already opened a specific one and your flock drops below the required number, you won’t be locked out. Once a region is unlocked, you are ready to go.)
You can reduce the trembling.
In Cult of the Lamb, the camera trembles as you are struck. By entering the settings, going to the accessibility menu, and adjusting the screenshake sensitivity option, you can somewhat reduce this. (I’ve discovered that 75 percent is the perfect spot where you still experience some tremor but not enough to cause you to become disoriented.) Reduce camera motion, the second option, is a toggle that further evens out the scene. Adjust both of these if you’re feeling uncomfortable or if you have any trouble understanding the visuals.
Before beginning crusades, secure your devotion.
Followers will offer you worship at the shrine—that enormous pillar in the middle of your town—filling up your dedication metre. Divine intervention is possible whenever the dedication metre is full (aka, unlock a new type of building to construct). But once the shrine is full, it can no longer hold more. It would be best to empty it before embarking on a crusade. And when you return after a crusade, it’s usually full again, at least in the early levels. Mini-shrines that can be used as an overflow later on can be built.
ASAP establish a farm
There are several metrics to monitor, such as faith, which is essentially just the general contentment of your small society. The most crucial thing to monitor is hunger, though. You can automatically make sure you have enough ingredients for cooking by starting a farm, which is a divine intervention in the early levels. Take the farmer station first. You need then set up a series of farm plots (used for planting seeds), a scarecrow (to deter birds from taking your seeds), a seed silo (to store seeds obtained during crusades), and a fertiliser silo (to store the excrement of your cult). You can then tell one of your followers to go to “tend farms,” and they will take care of the planting for you.
Notably: Meals must still be physically prepared.
then create them.
After you’ve built a small farm, you should concentrate on a few other beneficial divine interventions:
When you construct an outhouse, your followers are no longer permitted to urinate on the divinely granted territory.
Shelter is essentially simply an improved sleeping mat, but because it breaks down much less frequently, you won’t have to constantly waste resources (and time, which is the most valuable resource of all) recreating items you’ve previously constructed. less crucial. More of a convenience issue.
On crusades, you can find a stone mine and a lumberyard where you may buy stone. But if you construct these two structures, your followers will produce the resources on their own, allowing you to concentrate on gathering other crucial resources—like grass and bones—while on a crusade.
Prison: This is essentially a set of stocks where you can place a disobedient follower and “re-educate” them over the course of a few days so that they begin to worship you correctly once more.
As soon as you can, plant camellias.
You’ll eventually be able to construct a medical tent where you can send sick acolytes for more advanced care than just bedrest. But you’ll need Camellia flowers to deliver this. You should always make sure they are developing on your farm because they frequently take up to 15 to heal. The seeds are available on crusades or from a worm merchant who will inevitably appear just outside of town.
Remember to complete your everyday tasks.
You will be able to deliver a sermon from the altar in the temple once every day (in game time). Depending on the rituals you have unlocked, you can do additional follower activities every day. Every follower will give you two gold pieces if you perform a tithe. Alternately, you may encourage them to raise their own bar, which would result in more devotion. If you’re not on a mission, make sure you remember to do each of these every day. XP is free!
The mark of the task is a dark cloud.
There is a simple way to know if there is something you need to do with a certain structure—the temple, the shrine, a new building, you name it—it will be encircled by an inky black cloud. This signifies you need to tend to a task that it has.
Invest first in sustenance.
You will get pieces of a commandment stone as you take out mini-bosses and establish rapport with your cultists. You’ll receive a complete stone and the ability to establish a new doctrine—basically, a commandment that all of your followers must follow—for every three pieces you collect. There are five categories, and each one is beneficial. Sustenance is the first thing you should invest in, though. The feast ritual, unquestionably one of the game’s most useful, will become available to you as a result. If you activate it (for 75 bones, unless you have the less expensive rituals divine inspiration), all of your followers’ hunger metres will immediately fill up.
Enter Law and Order after that.
The ascend ritual of the Law and Order ideology enables you to get rid of a dissident follower—someone who no longer believes in you as a leader and is attempting to persuade the rest of your flock to do the same—without resorting to the quick solution of killing them. Putting morality aside, if other members of the cult see your murder of a member, they might also begin to doubt you. But the ascension ceremony, when used to get rid of a cultist, not only solves your problem, but also increases the faith of your entire flock.
You must adhere to your beliefs.
You have a choice of two possibilities each time you issue a new doctrine. The Feast ritual is useful in almost all circumstances, while the other options depend on the player’s preferences and playstyle. Just keep in mind that the option you don’t select will be gated off. (At the altar, you can observe your doctrines.)
The best fleece is Fleece of the Fates.
You can obtain holy talisman pieces by finishing a few side tasks. You can unlock a fleece if you collect four of those. A fleece that is equipped will give you a benefit and a debuff. The Fleece of the Fates, which gives you four tarot cards at the beginning of your journey but stops you from finding any more throughout the duration of the crusade, is the best one. I think that this is a fair exchange. The Fleece of the Fates at least ensures you receive the bare minimum because you rarely, if ever, find more than four tarot cards in the early game. On the other hand, you lack the freedom to quickly modify this part of your setup, which is a crucial tactic for many action-focused roguelikes.
Time does indeed pass while you are fighting.
When you’re on a crusade, time still passes, and your followers can still age, grow hungry, go ill, and even pass away. So before you enter the dungeons, be sure that your flock is in good standing. When these things happen, the game will notify you with pop-up notifications, and if you think it’s an emergency, you can gain a skill that will allow you to cancel a run and go home immediately.
Open the body pit.
Although you don’t have to, you should concentrate on finding the key for the body pit in the divine intervention menu. Some of your supporters will pass away eventually, probably sooner than you anticipate. Age affects cultists as well. They’ll spread disease to the rest of your followers if you leave their bodies lying around, which could lead to their demise. The answer is to be prepared to build a body pit before a wave of death sweeps through your town, leaving a trail of dead bodies in its wake. Do you intend to choose the opposite course of action? Consuming them? A follower of your faithful flock? You filthy rat! If you do, be sure to choose the ideology that will persuade your adherents that this is okay—okay. it’s