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I started thinking about this more as a possible mod design concept during a discussion within the M.O.D. Network Discord Server, but after further analyzing it, it seemed like some really good material for a possible DLC/Update for DS or New Update for DST material that might interest Klei (Or both, if possible). 
So I was suggested thought it to be a good idea make it as suggestion for it now, as if it is to be made as a mod (specially by me, that still got to learn a LOT about how to mod properly), it might only be made way further down the road or when the M.O.D. Network is more active and I can suggest it as a possible Network mod and people get interested in it.

It provides an interesting backstory for the Pigmen while also creating at least 3 new items, a few structures, a new dynamic location on the map, human NPCs, a small quest-like mission system, a new night event, a new giant creature/boss and a special home that can only be claimed through some hard work.


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The Settlement

A Dynamically generated small settlement of human characters with appearance variations for the characters, huts and the Mayor house. Size of the settlement varies with the world's size. 

Appearance: 
A high wooden fence around with a big gate. A few huts of varying color and shapes, people that are dark and unwelcoming but talk to you when you have some "trust" with them, a shopping booth with a clerk who won't talk much to you depending on how much you interacted with villagers and a big marble house in the middle of The Settlement.
The Settlement is always close to a big pigmen village with a few special structures containing items. In the middle of the pigmen village there is a pedestal with a totem on top of it with four pillars forming a square around it.
 

Missions: 
Some villagers might mention at random or when talked to, depending on trust, about items the "Mayor" is looking for. Items related to the pigman village nearby. Items unique to this village and positioned in special places around it, at least some(10) pig skins, a bunch of (20) dark petals and a few(5) blue mushrooms. 

If these items are delivered to the clerk in the "shop", your "trust" will raise a certain amount and, just like the pig king, he will rewards you with random blueprints regarding the settlement for each of the unique items of the pig village and Gears, Gold, sometimes Gems or rarely a blueprint for the common items. Chance for blueprint with common items raises with the settlement's trust. Settlers and the clerk change the way they reply to you with the more trust you have, but they turn from distant and cold to somewhat weird/unsettling replies and still a somewhat unwelcoming feeling.

After you have collected all the unique village items except for the totem, and has enough "Settlement Trust", indicated by receiving the Cultist Robe Blueprint as an extra "gift" for one of your deliveries, the "Mayor" will spawn near a big unbreakable marble building usually in the middle of The Settlement. 
After talking to the Mayor, if not a full moon night, he will ask you to fetch for him the totem in the middle of the pigmen village.
Every Pigmen will attack you if you grab the totem, unlike the other items, which will have challenges of their own. The four pillars around the totem produce a yellow glowing energy field at night that gives a HUGE amount of damage and reduce the sanity a LOT.
 

At Night: 
If the Mayor has been spawned, he runs inside his building in the middle of the village and red light comes out of the windows. The clerk closes his booth during dusk and disappears inside it.
Every villager transforms into an aggressive character called "cultist" that wear a dark purple robe, so if you kill a cultist, that specific villager who transformed disappears. 
Cultists attack pigmen and destroy pig houses on sight. They run slightly faster than pigmen, receiving reduced damage. Pigmen flee from cultists as long as possible. Cultists return to The Settlement at morning stopping whatever they are doing and turn into Settlers again.
 

During Full Moon Eve: 
Every settler seems apprehensive, exceptfor  the Mayor who "sings" a bit and seems happier than usual, during the morning of a Full Moon Night. 
If talked to, settlers will reply with something like: 
"It is a Full Moon tonight. I hope they don't come inside today... I don't want to turn... Someone always turns, but the mayor knows what to do. Their day will come."
At night, the Gate to The Settlement is closed and every settler hides inside their huts, the mayor also hides but his home stays with the lights out during this night and a "shadow" can be seen moving fast out of it through the ground and disappearing inside The Settlement if looking at it exactly when it turns into night.
Werepigs start appearing inside The Settlement after some time and disappear before morning comes. If in the pigmen village, every single pigman turns into a werepig.
A few Settlers at random disappear the morning after a full moon.
New pigmen and pigmen houses spawn after every full moon in the village until a certain limit(big) is reached. 
 

Spawning Boss:
If talking to the Mayor at the morning of any non-fullmoon night, he will request you to fetch a special item that can only be fetched in the middle of the pigman village, the totem.
Every Pigmen will attack you if you grab the totem, unlike the other items, which will have challenges of their own. The four pillars around the totem produce a yellow glowing energy field at night that gives a HUGE amount of damage and reduce the sanity a LOT.
If totem is delivered to the Mayor, he rewards the player with a special "JetBlack Cultist Robes". He will then proceed to invite the player to a special event and lock himself inside his home, with red lights on the windows during all morning.

During the afternoon, cultists will start to make a ritual at the middle of The Settlement in which, if completed before it becomes night, the Mayor will transform into a Giant Creature. 
Cultists don't attack the player until the end of the ritual unless attacked, but other cultist won't help during this night. The creature will attack immediately unless the player is using either the "Cultist Robes" or the "JetBlack Cultist Robes". 

At night, a "Blood Moon" event will happen, just like the full moon, but everything turns red and a small sanity drain is in effect. A special full moon with a red color that doesn't make the pigmen turn into werepigs, instead, every pigmen turn into humans during the "Blood Moon" and look just like Settlers during the morning. They act scared and if talked to, they reply with "What is going on? I'm human again?! How much time has passed? What is happening?"
The creature then proceeds towards the pigmen village causing havoc and destruction and killing "pigmen", now humans "again". 
Pig houses hit or stepped by the creature spawn as different appearances of a broken house on fire where they were.
Creature becomes mayor again some time after the sunrise, drops the totem and every unique item collected used on the ritual and is ignored by the pigmen still in shock while running back home. 
A few special "Shaman Pigmen" then spawn off screen and run to collect the dropped items and deliver them to their specific locations inside the village, attacking "anyone" who tries to interfere.


 

Notes:

  • The Mayor is immune to damage and flees really fast if attacked. Settlement trust on player drops to zero if he tries to attack the Mayor. Any settler close immediately becomes a cultist and while being chased by cultists in the morning, any settler passed by will also turn into a cultist.
     
  • If you kill the creature, the mayor disappears, your trust go back to 0 and settlers will stay as cultists until the beginning of the next season, only turning back on the morning of a full moon, but the creature drops a lot of loot on death together with the blueprint to a unique weapon. 
     
  • Villagers respawn every at the turn of a season and a different mayor is spawned as well during that period after the death of the previous creature if the creature has been killed.
     
  • If you kill every single cultist before the creature ritual ends, the mayor transforms into a smaller and weaker version of the creature that drops less loot and doesn't drop the weapon's blueprint, but moves and attacks faster. If every cultist is killed any other night, the mayor will still be alive in the morning and new settlers will appear after some time.
     
  • If every pigmen in the village dies, be it by the creature or by your hands, and every pig house is broken, a few new pigmen will spawn after the next full moon or the turn of the season, unless every cultist and the creature has been killed. 
     
  • Everything inside the settlement can be broken with a hammer except the marble hut, which becomes usable as a sleeping place after every cultist and the creature has been killed, at that moment, no new settlers will spawn ever again in the settlement. A new settlement spawns together with a pigmen village at a random place on the map.
     
  • Settlers transform into cultists and attack whenever you strike one of them or try to break something inside the village. They won't turn back until you are far away enough or the beginning of the next morning if the creature has not been killed yet, whatever comes first. You lose a lot of trust for attacking any settler.
     
  • Any pigmen anywhere on the map also turns into a settler during the "Blood Moon" event.
     

New Items:

  • Cultist Robes (craftable, requires blueprint bought) 

Cultists, Shadows and Giant Creature won't attack unless attacked.
Drains sanity fast. Drains hunger slow. Drains health slow. 
500% damage against cultist on first attack. 200% damage against shadows.
20% Absorbed | Durability 100

  • JetBlack Cultist Robes (Not Craftable)

Cultists, Shadows and Giant Creature won't attack unless attacked.
Drains sanity slowly.
500% damage against cultist on first attack. 200% damage against shadows.
50% Absorbed | Infinite Durability

  • Cursing Blade (Craftable, blueprint dropped by creature)

Pigmen, Settlers and Cultists hit by the Cursing Blade turn into werepigs for X minutes after the first hit and restore full life, turning back into a pigman
after the time has passed, returning to full life again.
70 Damage | 1000 uses
 

New Craftable Structures:

  • Settlement Hut (Only learnable by blueprint bought)

Whenever crafted, player can select one out of several possible appearances, all of which can appear inside The Settlement.
Recipe: 5 Ropes, 10 Wood Boards, 6 Cut Stones, 1 Hammer

  • Large Wood Wall (Only learnable by blueprint bought)

Built as any other structure, unlike other walls. Bigger than the biggest tier of the Wood Wall. 
Can be repaired with Wood Boards and Logs. 500 Health. Flamable.
Recipe: 3 Ropes, 4 Wood Boards, 3 Logs

  • Large Wood Gate, Side Door (Only learnable by blueprint bought)

Built as any other structure, must be connected to a Large Wood Wall. Hinges will always be turned towads to the wall.
Automatically opens in the morning and closes at night or with the proximity of aggressive creatures if the player is within range.
Player can manually open and close the gate with right mouse button.
Can be repaired with Wood Boards and Logs. 400 Health. Flamable.
Recipe: 5 Ropes, 3 Wood Boards, 2 Logs

  • Large Wood Gate, Double Door (Only learnable by blueprint bought)

Built as any other structure, must be between two Large Wood Walls within a specific distance.
Automatically opens in the morning and closes at night or with the proximity of aggressive creatures if the player is within range.
Player can manually open and close the gate with right mouse button.
Can be repaired with Wood Boards and Logs. 600 Health. Flamable.
Recipe: 8 Ropes, 5 Wood Boards, 3 Logs
 

Extra possibilities:

  1. Children settlers inside the settlement that have really dark comments and hide on their homes at night. They disappear from time to time and every child disappear if all cultists are killed.
     
  2. New child and female pigmen, specially in the village. Child pigmen also turn into werepiggies, just as male and female pigmen.
     
  3. Children run fast from the creature towards their mothers, mothers pick children up and run slower, both die together if reached and stepped by the Creature.
     
  4. New non-aggressive creature "Shaman Pigman". Ranged with fire magic that comes as a fire pillar from the ground under the target, can be tamed into a follower just like any pigman.
     
  5. Unique items such as special axes, picks, shovels, weapons and armors can only be bought through the Clerk depending on Settlement's trust and are not craftable.
     
  6. Other possible buildings that can be interacted with within The Settlement and later can be bought as blueprints to be crafted for the player's own base.
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5 minutes ago, TheKingDedede said:

Are you beginning to spam threads?

 

?? Did not understand your question o.õ :wilson_confused:
This is pertaining to both DS and DST so I made a post with it no both Don't Starve and Don't Starve Together suggestion subforum. o.õ
For DS either as an update or DLC and for DST solely as an update, just like was done with "Reign of Giants" o.õ

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@TheKingDedede
Both posts were even made at the exact same time and are edited at the same time. I can't make a single post on both sections and I did not make several posts one after the other at the exact same section nor at several non-related sections of the forum, I made one post, twice at the only two pertaining sections of the forum and keep them as if a single post. It does not bother anyone and the only person who has more work to do regarding it is me, who have to reply on both and keep both updated for any changes.

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