Cult of the Lamb: Difference between revisions

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(Created page with "== Cult == * Plants seem to always return their seeds after harvest so don't be afraid to plant a big farm. Also, get a farm going. * Throwing up as a side effect of a meal is not bad so long as you are there to clean up. Pooping is a bonus for harvests. The food side effect you have to watch out for is sickness, since it takes pawns out of commission. * Cultists will eventually get old and die, so its good to have ways to make them still useful once they get feeble a...")
 
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* Holding down a button on your gamepad when in the cult will fast forward time. On switch I believe it is X, not sure about other systems.
* Holding down a button on your gamepad when in the cult will fast forward time. On switch I believe it is X, not sure about other systems.
* The main bottlenecks on building up your town will likely be money and wood. Money will gradually become less of an issue on its own after you've unlocked the ability to sell materials in the main campaign. Wood will be a persistent issue until your town is fully finished and going for it in the dungeon loot rooms until then won't ever be a bad idea assuming there isn't something else more pressing you need. You'll eventually harvest all the trees your town starts with and afterward they'll replenish at a slow trickle, so you'll likely want lumberyards early-ish to keep it coming in. You don't necessarily need to make a bee-line for it right away, but it's a good idea to start sometime before your wood supplies fully bottom out since the lumbermills themselves cost wood to build and it takes a while to pay for itself.


== Combat ==
== Combat ==
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* Your dodge roll is 50 feet long for a reason, a lot of the game is hit and run, especially using a sword or axe. Its also total i-frames. Comboing enemies will generally prevent them from hitting you back as well.
* Your dodge roll is 50 feet long for a reason, a lot of the game is hit and run, especially using a sword or axe. Its also total i-frames. Comboing enemies will generally prevent them from hitting you back as well.


* Swords and axes are just better at killing than daggers or fists, you aren't just bad with them. If you're forced to use the fists then it's good form to shadowbox just out of range of an enemy for the first two swings and then do a big hit with the actually damaging third swing.
* Swords and axes are good for starter weapons since the range and single strike make it a bit easier to get damage in without getting hit before you get a feel for when to dodge. Daggers aren't great for the first area with how much enemies move, but they're fine in the rest of the game. Smaller enemies may get knocked back a bit and need a slash-step-slash-step cycle to keep them in range.


* If you get low on health then start mowing down the scenery in levels, especially around shopkeepers. Often you can recover from a single heart to full health over just a few screens.
* If you get low on health then start mowing down the scenery in levels, especially around shopkeepers. Often you can recover from a single heart to full health over just a few screens.


* Shopkeepers, both tarot and weapon, will have signature decorations around the path leading to their room.
* Shopkeepers, both tarot and weapon, will have signature decorations around the path leading to their room.
* Cut grass. Grass is only obtainable by cutting it in combat areas despite the fact it appears to be everywhere in your town. You'll use a ton of it setting up your farm and it's ok to slow down once you're done with it, though any extra will always be useful later as fertilizer or if you want to make some decorative items.
* Curses that do damage in an area like the sword or blast abilities will typically also destroy enemy projectiles. It's useful generally as a way to sneak in extra damage, but can also let you semi-skip troublesome enemy bullet patterns.
* Exploding enemies or triggered traps will do pretty decent damage to other enemies. It's fairly worth doing, even if you're just running around triggering all the traps at the start of a new room.


[[Category:Games]]
[[Category:Games]]

Latest revision as of 14:23, 6 November 2022

Cult

  • Plants seem to always return their seeds after harvest so don't be afraid to plant a big farm. Also, get a farm going.
  • Throwing up as a side effect of a meal is not bad so long as you are there to clean up. Pooping is a bonus for harvests. The food side effect you have to watch out for is sickness, since it takes pawns out of commission.
  • Cultists will eventually get old and die, so its good to have ways to make them still useful once they get feeble and can't work anymore. Sacrificing them is good, but it has a huge cooldown. Getting the revive skill as your first choice after taking down the first boss is a good way to burn through them.
  • Holding down a button on your gamepad when in the cult will fast forward time. On switch I believe it is X, not sure about other systems.
  • The main bottlenecks on building up your town will likely be money and wood. Money will gradually become less of an issue on its own after you've unlocked the ability to sell materials in the main campaign. Wood will be a persistent issue until your town is fully finished and going for it in the dungeon loot rooms until then won't ever be a bad idea assuming there isn't something else more pressing you need. You'll eventually harvest all the trees your town starts with and afterward they'll replenish at a slow trickle, so you'll likely want lumberyards early-ish to keep it coming in. You don't necessarily need to make a bee-line for it right away, but it's a good idea to start sometime before your wood supplies fully bottom out since the lumbermills themselves cost wood to build and it takes a while to pay for itself.

Combat

  • Your dodge roll is 50 feet long for a reason, a lot of the game is hit and run, especially using a sword or axe. Its also total i-frames. Comboing enemies will generally prevent them from hitting you back as well.
  • Swords and axes are good for starter weapons since the range and single strike make it a bit easier to get damage in without getting hit before you get a feel for when to dodge. Daggers aren't great for the first area with how much enemies move, but they're fine in the rest of the game. Smaller enemies may get knocked back a bit and need a slash-step-slash-step cycle to keep them in range.
  • If you get low on health then start mowing down the scenery in levels, especially around shopkeepers. Often you can recover from a single heart to full health over just a few screens.
  • Shopkeepers, both tarot and weapon, will have signature decorations around the path leading to their room.
  • Cut grass. Grass is only obtainable by cutting it in combat areas despite the fact it appears to be everywhere in your town. You'll use a ton of it setting up your farm and it's ok to slow down once you're done with it, though any extra will always be useful later as fertilizer or if you want to make some decorative items.
  • Curses that do damage in an area like the sword or blast abilities will typically also destroy enemy projectiles. It's useful generally as a way to sneak in extra damage, but can also let you semi-skip troublesome enemy bullet patterns.
  • Exploding enemies or triggered traps will do pretty decent damage to other enemies. It's fairly worth doing, even if you're just running around triggering all the traps at the start of a new room.