Open robert16444 opened 3 months ago
Hello :) Thank you for the question. The answer is not quite simple.
First of all the groups you listed are clans in terms of game mechanics and classifications. Adding them as "cults" would be quite easy, but not totally correct. Power of clans lies in total customization, and I want to give that power to the users, so hard coding them into system would be an antipattern.
But no worries though. I have custom clans support on the drawing board, and probably implement them as "items" entities. At the moment I am looking into ActiveEffects cause alongside custom clans cause I want to fully mechanized stats limits and bonuses calculations for legacies, potentials etc. That would be a major change that would require writing migration scripts for users to run for.their world to work.
There is a lot of work to do so I aim for v13 or more probably v14 release.
Duplicate of #157 :) Closing for now.
Is there a chance that cults from official additional system manuals will be added to the system and compendium? I mean cults like:
I think these cults would be a great way to freshen up the game.