MigratingCreatures
Creatures and enemy bands leave home and travel the world on foot: lone wolves, herds, fuling war parties and night raids cross biomes on real routes; the high-tier ones stay rare early in the game. Wounds stay, bases are left alone.Changelog
0.2.0
Travelling bands: enemies on the move.
- New file
marc.valheim.migratingcreatures.bands.txt: mixed groups defined in config, each with its members and counts (ranges, weighted lists, a chance per member, "only with N or more"), home biome, biomes it may enter and head for, time of day, weight, progression tier, required global keys, speed, route length, lifetime and pack rules. - Six default bands: a fuling war party (now and then with a berserker or a shaman) passing through the Black Forest, Mountains and Meadows; trolls alone or in twos and threes; greydwarfs and brutes roaming into the Meadows at night; greydwarf scouts; draugr out of the swamp at night; a fenring night hunt.
- Progression: every band, and every hostile creature in the migration table, has a tier (its home biome's
by default). For every boss the world is short of it, it gets much rarer (
EarlyTierFactor), so early travellers are mostly boars and greydwarfs, and a fuling war party in a fresh world is a near-impossibility. The table has an optional 10th columnTier. - Bands fight like the creatures they are, players and other creatures alike, and then travel on together. When one member fights, pack-mates nearby join in. A night band waits out the day where it is.
- Bands that mix factions are made allies, so they never fight each other.
- New config section "7 - Bands and progression" (
BandsEnabled,MaxBands,BandWeightScale,EarlyTierFactor,ProgressionKeys,ProgressionOverride).OnlyCreaturesalso takes band names. - New console commands:
mc_bands(every band and row, and how likely each is right now) andmc_progress [level|off].mc_spawntakes a band name. - Saves from 0.1.0 load unchanged.
0.1.0
First release.
- Travelling groups: lone animals, packs and rare herds, simulated on the map far from players and made real within 120 m (back to the map at 180 m).
- Routes from one biome to another around deep water, cliffs, avoided biomes and player wards; purposeful and ranging legs, rests, and groups that settle for a day or two.
- Herds: the leader walks the route, the rest follow loosely; a creature that fights leaves its group.
- Wounds, levels and positions are kept while a group is out of sight and saved with the world.
- Migrants never despawn at dawn, never count toward spawn limits, never damage buildings; one star at most by default.
- Config-file migration table with wolves, boars, greydwarfs and lox.
