Make Deadcat Great Again
The northern coast is a very interesting and diverse area of the game which unfortunately was never really finished. This mod aims to give that area the love it deserves with new world states, town overrides and faction mechanics while keeping everything lore friendly and vanilla styles.
ALLY THE CANNIBAL HUNTERS
You are now able to ally this faction with a one time payment of 10.000 cats, the perks of being allied with the Cannibal Hunters range from getting defended if bandits/cannibals attack your base to being able to trade in The Bastion. Furthermore, if you are allied with them you gain access to three unique quests and to one way to completely wipeout the cannibal threat.
– Bonedog nursery: Robun will ask you to search for a tower north of The Bastion (Tower of Goats) in order to establish a bonedog farm. In order to complete this quest, you must bring back the skin of one of the hostile goats. Upon completion, an animal shop selling Mountain Dogs (stronger than the regular Bonedogs) will be set up there.
– Missing Tech Hunters: Robun will ask you to investigate the disappearance of several Tech Hunters in the area between Cannibal Plains and the Floodlands leading your group to a lab. If the Lab Chief is defeated (cannibal wearing a tagelmust), a secondary HQ of the Cannibal Hunters will be set up as a place to trade and bring in bounties.
– Supply problems: Robun will ask you if you know any way to solve their current lack of supplies. Depending on the player’s alliances, several responses are correct: Tech Hunters (allying via mod/exploit), Flotsam Ninjas, Trader’s Guild or yourself (if your city is big enough, a shopping visit will be triggered from time to time with a large caravan visiting in order to buy from the player). Depending on your choice, the future of Deadcat will be affected once it is restored.
THE FIGHT AGAINST THE CANNIBALS
This mod doesn’t really change how the cannibals operate or their equipment as it would deviate too much from the vanilla game. However, it does expand on how to deal with them: in the base game there is no way to wipe them out but in this mod there are several actions which will help achieve this goal.
– “Clearing” different areas works by capturing bosses from that area AND BRINGING THEM to Cannibal Hunter Robun (or the captain if you’ve done the lab quest) increasing the “clearing progress”. Cannibal chiefs increase that progress by 10 points and bosses like Meat Lords and the Grand Cannibal Wizard increase the progress of their respective zone by 30. However, you can skip that by selecting the option to “sponsor raids” when talking to Robun to just throw money at the issue.
– When the “clearing” progress has reached 50 points most cannibal patrols won’t spawn anymore as more cannibal hunters appear. If there is a village or town occupied by cannibals in that zone, it can be liberated if one kills/captures the local chief.
– When all the settlements in an area are liberated, they will be rebuilt by Deadcat fishermen.
RESTORE DEADCAT
If an area is totally liberated from cannibal control, Deadcat will regain the towns and villages.
DARKFINGER
– Cannibal villages: After “clearing” Darkfinger and liberating all the towns there, a fishing village will appear with new buildings and farms, including a bar and a small travel shop.
– First village: After killing Meatlord (a local chief spawns after killing Meatlord, be aware) and liberating all the towns in Darkfinger, a new village will appear with new buildings including a bar, a travel shop and a high-quality weapon shop.
NORTHERN COAST
– Fishing village: It is changed from vanilla as it now has a weapon shop, many more guards and some additional defensive buildings so it has more of a constantly under attack vibe.
– Ghost village: After killing both Meatlord and the Cannibal Grand Wizard and clearing the Cannibal Plains. The town is repopulated with the bar running, an armor shop and a general store.
CANNIBAL PLAINS
– Deadcat (Cannibal Capital): After killing the Grand Wizard (a local chief spawns after killing the Grand Wizard, be aware) and liberating all the towns in the Cannibal Plains, a new village will appear with new buildings including a bar, a travel shop, a general store and a high-quality weapon shop.
– Old Village: After killing the Grand Wizard (a local chief spawns after killing the Grand Wizard, be aware) and liberating all the towns in the Cannibal Plains, the ruins will be repopulated with new buildings including a bar, a travel shop, a general store and a high-quality weapon shop.
– Guard Posts: After liberating the Cannibal Plains and killing both the Meatlord and Cannibal Grand Wizard, the Flotsam Ninjas transfer the buildings to Deadcat who will stablish a small militia garrison.
– Cannibal villages: After “clearing” the Cannibal Plains and liberating all the towns there, a fishing village will appear with new buildings and farms, including a bar and a small travel shop. This variant usually has more militia than its Darkfinger counterpart in order to protect it from the bandits which roam this area.
New buildings "appear" using the building swap mechanic. For example, the cannibal shack turns to swamp store, the cannibal storage turns to a stormhouse and other cannibal exclusive buildings turn to farms, wells, generators, wind generators…
A caravan visit has been added to Deadcat. If the player has an outpost nearby, they visit every few days to trade fish and other materials.
When Deadcat is restored in an area, a militia patrol will appear in order to police the area and prevent bandit attacks to the villages.
Other settlements have been slightly modified:
– Gatherer villages: These small settlements have been expanded with a bar and additional residential buildings.
– Exiled village: The village situated in Stormgap Coast which mistakenly belongs to Deadcat instead of the UC has been renamed to Exiled Village (the idea is that it was a village built by Deacat refugees). When the cannibals are defeated (Grand Cannibal Wizard and Meatlord are gone), the refugees will return to the Northern Coast with this location turning to the UC.
HUNTING MECHANICS
I wanted to make cannibal hunting a viable way of earning a living, that is why every cannibal chief has a bounty of 10k cats and since The Bastion is the nearest place to turn them in (talking to Robun) it also helps in the liberating process. Also, every cannibal can have their heads cut off and sold. However, they can only be sold in Cannibal Hunter shops (speaking with a captain).
OTHER ADDITIONS
– Fishing: I decided that I wanted to make fishing possible, so now there is a blueprint only available in Deadcat shops which unlocks the Fishing Rod Set (catching Thinfish, the higher the water percentage the better), the fish storage (self-explanatory) and the Drying Net (turning Thinfish into Dried Fish).
I must admit that the implementation of fishing is clunky at best, there are no new animations and sometimes selecting this buildings is a bit difficult.
– Two extra researchs: swamp buildings (Swamp dome, house, shack and shop) and the swamp platforms/walkways.
– Comments/dialogue: I recovered and created new dialogue for Deadcat militiamen and reactions to the cannibals being wiped out. Some still need work.
– I will keep adding things as I come up with them, so expect updates.
I will make a compatibility patch with Reactive World, Living World, Cannibals Expanded and my other mod Bast Feels Alive.
Cannibals Expanded:
https://steamcommunity.com/sharedfiles/filedetails/?id=3620081700
Revisions:
Old revisions of this mod are available below. Click the link to download.