balrond MonsterMayehm
Monster and Event Extension for Balrond Absolute OverhaulBalrond Monster Mayhem — Changelog
Latest first | Current BETA: 1.1.36 (FIX15)
Monster Mayhem is now an essential part of the Balrond Absolute Overhaul ecosystem. It has hard dependencies on Balrond Absolute Overhaul and Balrond Humanoid Randomizer. The BAO distribution also contains documentation for Monster Mayhem. This is a BETA build and requires runtime testing, especially for new boss attacks and multiplayer VFX.
1.1.36 — BETA: Boss phases, content registration and stabilization (through FIX15)
Boss encounters and Enrage
- Reworked HP-phase progression: 75% HP unlocks the first new attack and gives a 6-second Enrage; 50% HP unlocks additional authored attacks and repeats 6-second Enrage; 25% HP starts permanent Enrage.
- Introduced startup-registered
SE_BMM_BossEnrageBurstandSE_BMM_BossEnrage. Both use the authoredvfx_bmm_boss_enrageviaStatusEffect.m_startEffectsand follow/scale with the boss; no mid-fight status registration is intended. - Default Enrage damage bonus: +10%, synchronized; temporary and permanent bonuses do not stack. The final phase announces “Boss is now angry” to nearby participants.
- Corrected Bonemass order: Globules at 75%, Sludge Fields at 50%.
- Added authored boss attack registries and guarded assignment to boss
Humanoidattack lists, respecting Valheim's native health-range AI gates. Missing assets are skipped instead of substituted. - Disabled pending assets:
BMM_Moder_GlacialStormColumns_Attack,BMM_Bonemass_DecayAura_Attack,BMM_SeekerQueen_AcidGround_Attack,BMM_Fader_SoulfirePressure_Attack. Fader gains no new authored attack until its asset is supplied. - Added host-only
mm_boss_testfor enabling a selected new attack without its HP gate for AI testing; normal target, animation, range and cooldown conditions remain active.
Registration and multiplayer safeguards
- Hardened
ObjectDB/ZNetScenelifecycle, item/prefab identity checks and re-registration afterObjectDB.CopyOtherDB; avoided replacing other mods' prefab instances on name collisions. - Added a registry for authored custom monster status assets (including
SE_Elder_heal_bal) and made their registration part of the startup lifecycle. - Updated boss phase/Enrage state synchronization using owner-written ZDO data and safeguards against duplicate application; reinforced related RPC validation and ownership checks in creature systems.
- Excluded the FrozenKing phase-prefab chain from Minor Mutations, without disabling progression-based boss mutations for other bosses.
- Added diagnostics for missing or incompatible boss assets. Newly authored special attack behavior and multiplayer visual timing still require runtime verification.
World spawns, monsters and loot
- Improved world-reload handling of spawn rules and reduced duplicate/ambiguous
SpawnDatawarnings, while retaining Golden Master/native row identity and persistent-event gates. - Corrected Troll and other
CharacterDropparity handling: disabled unwanted drops without removing native rows, and resolved conflicting Troll drop overrides. - Added the TrollMother_bal supplemental rare Mountains spawn and drop configuration. Its Heart remains an optional BAO asset dependency; the future Trophy is not an active drop until authored.
- Retained Deep North persistent-event safety and the separation between native AltBiome/PersistentEvent data and Monster Mayhem's global spawn rules.
Performance, diagnostics and project maintenance
- Reduced redundant player-list refreshes, tame-AI component checks, hunger/ownership checks and repeated spawn-list lookups in identified hot paths.
- Consolidated normal logging into short startup/status summaries; detailed AltBiome, Deep North, spawn, creature and boss audit output belongs to developer Debug/Verbose mode. Real warnings and errors remain visible.
- Preserved developer diagnostics, console commands and regression tests while removing 62 obsolete project artifacts (historical reports, patch notes, inactive legacy sources and stale DLLs) through the FIX15 cleanup manifest.
- Updated the project configuration and documentation for ServerSync, BAO ownership and the required Humanoid Randomizer integration.
Verification note: Static source and regression tests reported PASS for FIX15. This is not a claim that a Release DLL, boss VFX, new attack behavior or dedicated-server multiplayer has passed an in-game test.
Previous 1.1.x development milestones
1.1.12 — Minor Mutations
- Added owner-authoritative per-instance natural mutations stored in ZDO: Robust, Ferocious, Swift and Resistant.
- Added configurable mutation chance, single-mutation limit, visual-only scale changes and compatibility exclusions.
- Boss mutations gated behind a previous boss kill; FrozenKing is excluded in the current 1.1.36 behavior.
1.1.11 — Boss Combat Runtime
- Introduced nearby-player scaling, disengaged boss regeneration and reactive damage.
- Added configurable health and damage values, an authoritative runtime state and boss diagnostics.
1.1.9 — Tamed creature stances
- Introduced capability-driven Roam, Stay, Follow, Guard and Protect commands.
- Separated movement, defensive retaliation and combat support behaviors.
1.1.8 — Buildable Kvastur
- Added
Kvastur_balas an optional buildable decorative creature with synchronized tuning. - Kept vanilla prefab identity intact and limited Kvastur to non-breeding, non-hungry companion behavior.
1.1.1 — Valheim 1.0 compatibility and diagnostics
- Improved native
SpawnSystempreservation, Deep North persistent-event compatibility, identity validation and server-synchronized subsystem toggles. - Added read-only developer reports and inspection commands.
1.1.0 — Creature systems integration
- Consolidated creature-facing spawning, combat/resistances, drop handling and event ownership into Monster Mayhem for the BAO stack.
Earlier historical updates
The entries below retain the release history from the supplied original changelog, ordered newest to oldest. Exact dates and intermediate unlisted versions were not available in that source.
0.3.7
- Fix missing references issue
0.3.6
- Fixed for spawning system trouble ex To many Trolls in Black forest
- Added undead and serpent creature types
- Reworked creature VFX and SFX, removing missing references
- Removed duplicate outdated files
- Optimized code
0.3.5
- Minor bugfixes
- Spawn adjustments
- Added Bullfrog, Elk and Giant Bat
0.3.4
- Fixed Bullfrog issues
0.3.3
- Optimized load times
- Adjusted Black Forest spawns
- Visual fixes
- Optimized code
0.3.2
- Adjusted Swamp spawns
- Tweaked acid muscus behavior
- Visual fixes
0.3.1
- Fixed issue with freezing AI in place
- Code optimization fixes
- Improved compatibility with Expand Spawns/Events
- Adjusted spawners
- Deer and Hare removed from tame tables
0.3.0
- Fixed hatching bug
- Improved creature resistances and spawn rules
- Fixed other minor creature behavior issues
0.2.9
- General rework of taming/procreation
- Removed fish procreation
- Fixed creature food lists
- Fixed breeding eligibility issues
- Adjustments to spawn rates
- Improved code quality
0.2.8
- Hotfix fish procreation cooldown changes
0.2.7
- Hotfix compatibility for PetPantry and other mods
0.2.6
- Fixed a Hunger null-reference console error
0.2.5
- Fixed monster spawning during events
- Adjusted spawn rates
- Adjusted drop rates
- Added multiple new monsters
- Added multiple new spawners
- Adjusted taming for multiple new and vanilla creatures
- Adjusted breeding and hatching for new and vanilla creatures
- Added multiple eggs to creature drop tables
0.2.4
- Hotfix
0.2.3
- Console log fixes
- Removed an earlier custom bear implementation
- Adjusted loot table
- Adjusted events and boss fight changes
0.2.1
- Fixed intermittent LevelUp effect console errors
0.2.0
- Fixed ExpandSpawn errors
- Multiple small bugfixes on missing references
- Adjusted spawn rules to limit monster populations and gate progression behind boss kills
- Introduced Ambush events: short encounters involving 1–4 creatures that can target players inside or outside a base
- Made Ambush events biome-specific and approximately 60 seconds long
- Historical note: users of Expand World/Expand Spawns sometimes needed to regenerate their spawn/event YAML files for these changes
0.1.9
- Fixed issue with goats
- Replaced the bear model
- Added fox cub
- Changed spawn rates of multiple monsters
- Adjusted loot drops
0.1.8
- Temporarily disabled Bloodling pending a fix
- Fixed issue with some monster not wanting to eat
0.1.7
- Restored base-only raid spawning
- Restored default raid duration
- Removed Abomination from Black Forest
- Historical note: users of Expand Spawns/Events sometimes needed to regenerate YAML files
0.1.6
- Translation fix
- Command name fix in description
- Added Spawner_"monsterName" objects
- Fixed minor spawn-data issues
0.1.5
- Fixed issue with Events not launching or bugging out
- Fixed issue with monster spawn
- Code optimization
- Fixed drops
- Disable Warthog
- Added Habrok to the Plains
- Strengthened vanilla Trolls and moved encounters to Mountains and Deep North
- Moved Troll Cave location rules to Mountains and Deep North (historical; BAO now owns world locations)
0.1.4
- Translation fixes
- Vfx fixes
- Goblin skeleton is back in swamps
- Historical note: users of Expand Spawns sometimes needed to regenerate its YAML
- Added Russian translation file
- Adjusted spawn rates
- Added drop limits
0.1.3
- Temporarily disabled Goblin Skeleton to resolve an issue
- Added Russian translation file
0.1.2
- Fixed drops from monsters
- Fixed translation system
0.1.1
- Reduced Neck Brute damage
- Added a new visual effect for the Neck Brute spit attack
- Added new monsters
- Fixed feeding issue for taming
- Added spawn settings
- Tweaked ocean spawning
- Added new events
- Adjusted loot drop rates for new monsters
0.1.0
- Initial mod release
