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[Mod Brainstorming] Strange(r) Bedfellows, Thread take II


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Pathologic

Any suggestions/critiques are more then encouraged.

Biomes:

  • The Steppe: Large empty grasslands
  • The Town: Functions similar to Hamlet townships, house mechanics and all. Probable Karma like system to represent reputation. Breaking and entering possible, but not suggested. Populated by fellow humans, with varying states of mental and physical soundness.

Mechanics

  • Sand Plague/Infection: Acts like wetness, except gained from highly contagious sources. All "sapient" creatures can gain and lose Infection. Infection will increase faster in summer, slower in winter. Can be gained faster by being in unprotected proximity to carriers of the plague. Can be protected against and removed with items. If not completely removed, infection levels will slowly rise.
  • Contamination: Items can become contaminated (acts like the wetness attribute, only causes infection levels to increase). Can contaminate other items within an inventory.
  • Lock, Lock Picking, and General Thievery: Houses have useful supplies, and theft is definitely an option. Be warned however, mods can do the same to you. Hiding, lock picks, locks, and other tricks and tools of the trade are available to you and unwelcome visitors.
  • Reputation: Unlike Pigs and other vanilla mobs, unethical things (such and murder, making "town farms", theft, leading hostile mobs into inhabited lands, etc.) will be remembered by the populous. Baicicaly the mechanic is what it says on the tin; you do good, the town will reward you - you do bad, the town will return in kind.

Characters:

Bachelor, Haruspex, and Changeling, will be represented. Maybe General and Inquisitor too?

  • Daniil Dankovsky, The Bachelor
    • Stats
      • Health: Slightly lower then normal
      • Sanity: Slightly above, slightly higher drain.
      • Hunger: Normal amount, normal drain.
    • Starts with:
      • 2x2 Medical Bag. Only Stores Healing stuff but at a higher stack value (if that's possible, if not some other attribute).
      • Scalpel: Very durable weapon with short range. (might cause bleeding? idk.)
      • Sighting Device: See Bellow
    • Perks
      • Starts with the formerly mentioned
      • Able to craft and use the "Sighting Device"; Shows visually infection as well as the area of contagion (on how fast it spreads) as a black smokey aura.
  • Artemy Burakh, The Haruspex
    • Stats
      • Health: Moderately more then normal.
      • Sanity: Normal, slightly lower drain.
      • Hunger: Slight more, normal drain.
    • Starts with:
      • A basic Tincture.
    • Perks
      • Can manufacture Tinctures: very effective usable that decreases infection.
      • Able to interact/trade with Worms.
      • All mobs drop organs or higher drop rates of organ-like items.
  • Klara, The Changeling
    • Stats
      • Health: 100.
      • Sanity: 250.
      • Hunger: Normal amount, more drain.
    • Starts with:
      • Nothing.
    • Perks
      • Unable to weld weapons, can craft a melee and ranged equivalent though (such as crafting).
      • Can remove all infection from another entity (mob, player) for half hunger, 3/4s sanity, and 40 HP. Left clicking qualifying entities will preform the action.
      • Physical unarmed attacks have longer range and has higher attack value.

Mobs

  • Sand Plague Variants of Pigs, Merms, Bunnymen, and Townsfolk: All are warped in bandages, move very slowly, and cause player infection levels to rise while in a radius around them.
  • Tragedians: Invulnerable. Preforms emotes and such. Slight positive or negative sanity aura depending on the emote.
  • Townsfolk: Inhabitants of. Functionally the same as the Hamlet villages.
  • Executioners: Invulnerable. Spawns in infected areas.

Items

  • Masks and Gloves: Pretect the user from infection, but degrade overtime and by use. Paper(?), Cloth, and Plastic tier variants, ordered from least protective to most.
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Knock Knock

Biome: Decaying Woods

Roughly the same size as a evergreen forest biome. Ambient temperature stays the same throughout the year: Cold. Two tree types, decaying and "plain" decaying (the latter being composed of living logs). Biome regrows quickly to denture player settlements. During the autumn & winter months, a constant "dusk" event will occur, limiting visibility slightly and decreasing the effect of light sources via shading (i.e. they still function but don't make much difference visually until complete darkness). No shadow monsters will spawn inside the biome (but can wander in). Occasional "seeking/roaming" and "stationary/hiding" guests will spawn during autumn and winter.

All plant-life and other native structures 

Contains "Lodger's House", a single hamlet "dungeon" like structure. Probably will have some form of cycle (to match up with the cyclical nature of Knock-Knock levels), where guests inside.

  • Each room contains a light source that can be fixed after interacting with it. these lights can be turned on and off anywhere in the room.
  • "Total Darkness" does not kill the player, but still acts as a visual hindrance. Basically a very dark dusk when no lights are present.
  • Multiple guest types spawn within, exact spawn-rate dictated by the cycle phase and number of breaches present in the house. Can't be seen when eliminated
  • Breaches are "doors" that spawn guests. Can be banished by either entering them, turning on a light in the room (dropping sanity), or attacking it (costs sanity for each swing).
  • Maybe: the four voices from the game will be present. (referred to on the wiki as Female and Male creature [the voice of the guests] and "Spring" and "Winter" ["benevolent" entities, Spring giving obscure gameplay hints to the lodger, Winter taking a more passive role, speaking esoterically about the lodger's situation lore-wise]. I've only heard the female creature or Winter, but I haven't finished the game yet so both could be present). not sure what role they'd play in game.
  • While in the house 0 sanity will result in death.
  • House might shift layouts when all players exist?

Some kind of thematically appropriate incentive (maybe blueprints to the lodger's clock? trinkets? diary pages?) to entice the player to bother with the biome in the first place.

Giant: The Main Guest/Baku (<-name unclear, latter from the files?).

Not ever engaged physically (maybe not ever seen directly?), acts more as a constant menace, draining sanity, casting large shadows across the forest, and roars occasionally (which can be be heard throughout the biome). Can be dispelled while questing in the house.

 

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OFF (part 1)

  • Biomes (Metal Turf?)
    • Green (Zone 1/Alma):
      • Rocks release Smoke ("Fumée"?) when mined - can be harvested with special tools beforehand.
      • Mob - "Cows": Can be harvested for metal with proper tools. turf can be crafted for such.
      • Postage Station/Mail like crafting table: Uncraftable, found naturally. functions like the pseudoscience table/mad science machine/etc? Functions like an ice maker? Produces Plastic.
      • Mob/Boss/Entity? - "Meat Insect": (mentioned in passing in the game). Found at the center of a Meat Lake: Leaks Meat from it's mouth (purely visual).
      • Meat and Plastic lakes (SW/HAM style water mechanics). Aquatic based spectres will spawn here. Maybe Sub-biomes?
      • Dedan: Local Boss, will figure it out fully later.
    • Purified
      • White turf, with white/"purified" versions of normal DST objects
        • Objects won't drop anything if interacted with.
      • Mobs - Secretaries: Hard semi-common enities. High sanity drain. Comes in three vairents, each being tiered in rarity and power (higher power = lower spawnrate).

  • Mobs
    • Spectres: Replaces normal ghosts.
      • Common Spectre: Basically Reskinned ghosts
      • Magnolia: Floating Heads. Causes blindness with attacks (too be fully fleshed out).
      • Troquantary: Aquatic Spectre. Spawns in Meat and Plastic tiles.
      • Fat Spectre: Slightly larger them Common Spectres. Spawns three "ah ah" bubbles. Can Cause Blindness
        • Ah Ah: Low health "mook" mobs. Spawned by the above. Also causes blindness.
      • More later
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