Thanks a lot for your kind words, guys, they mean a lot, especially coming from Codexers
I'm really sad the first cult mission was so thoroughly glitched in version 1.0.0. It's a ludicrously complicated mission seeing how for each cult you can either help, fight, betray, kill, or knock out your contact, and the mission has to respond correctly to any of these actions at any point in the mission. For example, kill or knock Abom out before even getting the mission, and it has to account for that. Kill or knock him out after getting the mission from him, and it has to respond differently. Do it after getting the counter-mission from Dark Templar, another slightly different response. This game logic is distributed amongst triggers in the map, functions in the mission script, and events in the dialogue files, and it all has to work together.
I'm not making excuses, but those are the conditions of a game like Deus Ex, Bloodlines, or TNM (yes, I totally just did that). It's very difficult to set up, but it's also awesome fun when it works in my opinion. Almost all the logic glitches in that mission were fixed in patch 1.0.1, but a few last problems will be taken care of in the upcoming 1.0.2 (expect it out around the 20th).
I'm glad you enjoyed it overall. And no, you don't suck, it just IS very hard to avoid combat on the final mission - simply because there are so many enemies. They do act like regular people though, in spite of their appearances, so stealth is possible. Just really hard.
Thanks again, it's really great to get some feedback from all you guys