Cult of the Lamb
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0.9.4
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Cult of the Lamb Archipelago

A Cult of the Lamb Archipelago mod. Nearly everything in the game can become an Archipelago item or check: region access, weapons, curses, sermon upgrades, tarot cards, divine inspiration, buildings, followers, and more.

[!IMPORTANT] Find the latest release of the mod here

New to Archipelago? Find more info

Requirements

  1. Cult of the Lamb, base game.

    • The Woolhaven DLC is optional
  2. BepInEx 5 for Cult of the Lamb. If you install via r2modman (recommended), this is pulled in for you.

  3. An Archipelago install, version 0.6.6 or newer, to generate a seed and host. Get it from archipelago.gg.

Installation

  1. Install r2modman and create a profile for Cult of the Lamb.

  2. Find Archipelago_CultOfTheLamb in the profile's online mod list and install it. The correct BepInEx pack comes with it.

  3. Only if you're generating the seed yourself: download cult_of_the_lamb.apworld from the latest release and drop it into your Archipelago install:

     Archipelago\custom_worlds\cult_of_the_lamb.apworld
    

Playing

1. Get your YAML

Your YAML file is what tells the generator how you want your game randomized. Two are attached to each release:

  • cult_of_the_lamb_quickstart.yaml has a handful of options. Start here if you don't want to read through everything.
  • cult_of_the_lamb_example.yaml has every option, with each one explained in a comment above it.

Open it and change name: PlayerName to the name you want in the multiworld. Everyone in a multiworld needs a different one.

2. Generate a seed

Put your finished file in Archipelago\Players\ before generating, or hand it to whoever is generating for your group. Then open Archipelago and click Generate.

This produces a .archipelago file. Host it the same way you would for any other Archipelago game.

3. Load the game and connect

[!CAUTION] Use a save dedicated to Archipelago. With randomize_tarot_cards on, connecting removes the cards this seed manages from your collection and hands them back as multiworld items. They come back when you disconnect, but a card you unlock while disconnected sends no check and is taken back. Adding the mod to an existing game has not been tested.

Saves that have received Archipelago items show an AP icon on the save select screen.

  • Launch Cult of the Lamb through r2modman (click start modded). Launching from Steam runs the game without the mod, and none of the Archipelago menus will appear.
  • Start a new game, or load a save you have already used for Archipelago

[!IMPORTANT] You can only connect once you have loaded into your save. Right after loading into your cult is going to be the best time. Connecting is what unlocks your starting region and hands you anything you are owed, and all of that gets written into the loaded save, so there has to be one.

  • Open the pause menu and click Archipelago, which opens a new dialogue box. Fill in your server (e.g. archipelago.gg:38281), slot name (the name from your .yaml file) and password (leave blank if none). Click Connect.
    • The Archipelago dialogue box will tell you it's connected to a server
    • The main menu has the same panel, so you can type your details in early. Connecting still needs a save loaded
    • If it doesn't connect, the box says why. A wrong slot name is the usual cause, and it has to match the name: in your YAML exactly

[!TIP] There is an AP icon in the upper-left of the screen. When the icon is in full color that confirms that you're connected to an AP world. The icon will be washed out if you aren't connected.

Features

What's Included

  • Region access randomized
  • Weapon and curse families randomized
  • Sermon upgrades randomized
  • Tarot cards randomized
  • Divine Inspiration randomized with multiple options
  • Checks for every Bishop, miniboss and Witness
  • Toggleable checks: follower recruitment, snail shrine, tarot shop, construction, sweeping
  • Multiple goal options (Bishops, Witnesses, or Narinder)
  • Woolhaven DLC support (currently weapons and curses) (only enable include_woolhaven in your YAML if you actually own it)
  • Resource bundle filler items
  • One trap so far
  • Death Link, with a cooldown and an optional cult Faith penalty
  • In-game ways to view your progress

What's NOT Included

  • Multiplayer / co-op

[!NOTE] There are several in-game ways to track your progress

  • See your Archipelago checklist with the Quests tab in the pause menu

    • Tracks win condition, region access, and live progress per active check block
    • Will only show up if archipelago_objective_guide is enabled
  • See your unlocked tarot cards at the relic and tarot book at the south end of the base

    • This will always show up even if randomize_tarot_cards is not enabled
  • See what weapons and curses you have unlocked with the podiums at the south end of the base

    • Podiums light up to show which weapon and curse families you've been granted
    • These will only show up if you have randomize_weapons and/or randomize_curses enabled
  • See the sermons you have unlocked in the AP entry at the Temple altar

    • This menu will always show up even if randomize_sermon_upgrades is not enabled

Verifying the install

Check BepInEx/LogOutput.log after connecting. A working install shows:

Archipelago.CultOfTheLamb v<version> loaded.
...
[AP] Connected!
[AP] Versions: client <version>, apworld <version>

The two versions should match. A MISMATCH warning means your mod and your apworld are out of step, which usually means the apworld in custom_worlds\ is older than the mod. If you instead see a line about "Developer debug keys are compiled into this build", you have a dev build rather than a released one. Reinstall the mod through your mod manager.

Reporting issues

This is a first public beta. Multiple full AP sessions have been played and completed with this mod. However, if something looks wrong or breaks please report it!

Press F9 in game first. That writes the mod's state to the log, and a popup confirms it worked. A log with that in it answers most of what a bug report would otherwise take a conversation to sort out.

Open a GitHub issue with your LogOutput.log and, if it's seed-specific, your YAML.

The dump goes into the same log the mod writes everything else to. If you installed through r2modman it is at:

%APPDATA%\r2modmanPlus-local\COTL\profiles\<your profile>\BepInEx\LogOutput.log

With BepInEx installed straight into the game folder, it is BepInEx\LogOutput.log next to Cult of the Lamb.exe.

AI disclosure

This mod is AI-assisted. See AIdisclosure.md for details.

Credits

Built by Ian Cichy

Not affiliated with or endorsed by Massive Monster or Devolver Digital. Cult of the Lamb is their trademark.

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