Marshymans ModPack
*UPDATED FOR 0.221.10* A modpack meant for a slower paced playthrough due to the crazy amount of stuff do to in it. Imagine it might be most fun in a no NoPortal run. Official Server can be found in the Discord.Description
*There is now an official server for this modpack. Anyone can join, and play at their own pace. Even if you were going to play single player, do it on the server, so you can at least chat with others who are playing the same pack! Bring you friends!*
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*UPDATED FOR 0.221.10 (5 year anniversary)*
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In this modpack, you can expect:
- New skills... More meaningful skills
- Floating Islands in the Plains and Mistlands
- Tons of new locations
- New weapons and armor
- New foods
- New build pieces (a lot less than previous versions, trying to trim the mudpack)
- New raids
- Player based progression (you only get raids based on what you yourself have done, you only discover new recipes when you actually interact with crafting benches, and you only see the trophies at the boss stones of the bosses you yourself have slain.
- Rival Vikings running rampant (After the boss of that biome has been defeated)
- A Diablo-esque drop and disenchant/enchant system provided by Epicloot
- Classes provided by Valheim Legends
- Tons of new mobs
- The ability to dual wield 1 handed weapons
- New bosses
- New traders
- Rival ships roaming the seas in the late game
- Player driven economy from Market Stall
- Wave defence for rewards
- Bounties from the trader
- Backpacks and quivers
- More realistic archery physics (Small learning curve in regards to arrow drop)
- A chance to pick up arrows after you shoot them
- Queen Bees that now roam the meadows as a mob (no monopolies on bee hives)
- Deep North has been fleshed out
- Buildable Boss stones so you can have multiple central areas so in heavily populated world you can spread out builds and keep instances lower (hopefully)
- Mobs and bosses that can spawn with higher stars and special affects
- Different bow firing modes
- Throwable shields
- Frostner to now behave like Mjolnir
- The ability to hatch, grow, and ride your own dragon
- Transmogs through the Armoire mod
- Plant tons of extras, both modded and vanilla items, such as berry bushes, mushrooms, thistle, and more
- Horses
- Bigger inventory and larger early game chests
- Seasons with seasonal buffs/debuffs and items
- New ships
- Infinitely long lasting fires and torches
- Dungeon loot that respawns every 10 in game days
- New Dungeons
- Reasons to farm bosses
- No stumps
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**If you're wondering why you can't craft a karve, ships now need CHARCOAL PASTE**
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**Note that mobs that spawn after a player defeats a certain enemy or do a certain action, will now be player based. This means that if you're encountering mobs that you don't think you should be, its likely leftover from some else being in the area first who did meet those requirements. I believe the way spawning works in Valheim, the first player into an area controls the spawns, so if you guys have different qualifications for mob spawns, the one who is not as far along should be in the area first.**
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KEYBOARD SHORTCUTS
Hold shift to get multiple collectables as the same time
Hold shift to while using the cultivator to place seeds/saplings in a grid
Press G to throw your shield
Press G to change your bow stance
Press G+shift to drop/raise anchor
Press T to throw Frostner
Press ` to change your hotbar for the 2nd row of you inventory
Press J to see toggle extra info about something on and off (useful when you cant figure out what to sacrifice to a certain altar for example, as you can google the prefab name which will likely bring you to the mod page)
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Please direct all question or recommendations to the Discord at the top of the page. I eagerly look forward to your feedback!
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CLASSES (copied from the Valheim Legends modpage):
** Select the class you wish top play by offering an item at the Eikthyr Altar **
Berserker - Bone fragments
Druid - Dandelion
Duelist - Thistle
Enchanter - Resin
Mage - Coal
Metavoker - Raspberry
Monk - Wood
Priest - Stone
Ranger - Boar Meat
Rogue - Honey
Shaman - Greydwarf Eye
Valkyrie - Flint
VALKYRIE
1. Bulwark - Buff: adds a set block bonus to all blocked attacks and adds damage mitigation to the caster
2. Stagger - Attack: immediately taggers all enemies around the Valkyrie
3. Leap - Attack: Launch into the air and come crashing down, applying splash damage at the point of impact
3.a. Frozen Fury - Release all valkyrie charges to create a wave of ice by holding block and using the 'leap' ability; must be using a shield
Extra: gain valkyrie charges each time an attack is blocked with a shield
Hold block and press the 'attack' button to throw an icy spear; must have valkyrie charges
RANGER
1. Shadow Stalk - Buff: greatly reduces noise and visibility of the Ranger, improves movement speed while crouched, and grants a short (5s) burst of speed
2. Summon Wolf - Pet: summons a wolf companion for a limited time that is more durable, but less damaging than normal wolf pets
3. Power shot - Buff: the next several ranged attacks gain velocity and attack power
Extra: passive skill that reduces stamina used while running by 25%
Passive skill that reduces poison damage by 25%
Rapid Reply - can fire an arrow as if the bow was 90% drawn for 3s after performing a dodge roll
BERSERKER
1. Rage - Buff: sacrifice health periodically to gain increased movement speed, physical attack damage, continuous stamina regen, and a life-tap for a portion of damage dealt.
2. Execute - Buff: the next several melee attacks gain increased attack power
3. Dash - Attack: dash forward and strike enemies as you pass; damage based on the weapon currently equipped
Extra: 30% reduction in stamina use when swinging 2h weapons
Gains a 4% bonus to damage for every 10% of missing health
MAGE
1. Fireball - Attack: launch a ball of fire that deals splash damage and applies burning
1.a. Ice Shard - Alternate attack: throw a short range shard of ice that deals piercing damage and slows enemies by holding "block" and using the Fireball ability
2. Frost Nova - Attack: create a burst of ice around the caster that damages and freezes enemies;
2.a. Inferno - Alternate attack: create a burst of fire around the caster by holding "block" and using the Frost Nova ability
3. Meteor - Channeled Attack: use this ability to call down meteors to strike an area; channel duration (stamina expended) determines how many meteors are created
DRUID
1. Regeneration - Heal: causes the caster and all nearby players to quickly regenerate health for a short period of time
2. Root Defender - Summon: grows friendly roots and creatures to defend the druid
3. Vines - Channeled Attack: periodically launches piercing vine projectiles
Bonus: druids may consume various seeds to gain a burst of vitality (use from hotbar or inventory)
SHAMAN
1. Enrage - Buff: increases movement speed and rapidly regenerate stamina for the caster and all nearby allies
2. Shell - Buff: reduces any elemental (poison, fire, ice, etc) damage taken and applies a spirit damage DoT to any attack made by the caster and all allies
3. Spirit Shock - Attack: deals spirit damage in an area around the caster and applies a spirit DoT to any enemy hit
Extra: hold the 'jump' key while above water to glide across the surface
Gains 25 stamina any time a nearby creature dies
DUELIST
1. Riposte - Counter: parry and counter in one smooth maneuver
2. Seismic Slash - Attack: a sweeping technique that releases a razor thin blade of energy
3. Hip Shot - Attack: quickly fire a projectile from a concealed weapon
Extra: gains a large bonus to block and parry values when wielding only a weapon
Reduce the cooldown on hip shot and Sismic Slash when parrying an attack
ENCHANTER
1. Biome Buff - Augment: grants a unique boon depending on the biome; energy from this buff may be released as an electric burst
2. Weaken - Debuff: slows and weakens all enemies in a target area
3. Charm - Debuff: turns an enemy into an ally for a short period
Extra: gain an 'elemental touch' which has a 30% chance to apply bonus elemental (fire, lighting, frost) damage when landing an attack
Any elemental damage blocked by the enchanter is absorbed as stamina
METAVOKER
1. Light - Buff: create a ball of light that follows the caster; can be launched as a projectile to stagger and bock enemies
2. Replica - Illusion: create replica's of all nearby enemies; replica's have a short lifespan and low HP
3. Warp - Movement: warp forward a short distance; can be charged to increase the travel distance and produce a powerful detonation at the exit point
Extra: safe fall - press and hold "jump" to slow your descent and avoid fall damage
Force Wave - hold block and press 'attack' to create a burst of energy that knocks enemies back, shares a cooldown with Replica
MONK
1. Psi Strike - Attack: an unarmed attack so powerful it creates a shock wave; requires chi
1.a. Meteor Slam - while airborne, use Psi Strike to slam the ground for a powerful AoE attack
2. Flying Kick - Attack: leap forward in a spinning kick
3. Psi Bolt - Attack: throw a bolt of condense energy; consumes all charges of chi but scales with # of charges
3.a. Chi Surge - while holding block, use Psi bolt to consume all chi charges but gain a physical buff
Extra: generate 'Chi' charges by landing unarmed attacks
Gains a 25% bonus to unarmed damage
Gains a bonus to block while unarmed
May fall from increased heights without taking damage
PRIEST
1. Heal - Heal: a powerful heal that can be channeled to produce increasingly effective waves of healing
2. Sanctify - Attack: calls a might hammer to fall from the sky, crushing everything in a fiery impact
3. Purge - Attack/Heal: emits a burst of energy that heals allies and burns enemies
Extra: when taking lethal damage, the priest will reduce HP to 1 instead of dying - can occur once every 10m
ROGUE
1. Backstab - Attack: rapidly move behind an enemy and deliver a critical hit
2. Fade - Movement: set a fade point and reactivate the ability to instantly move to the fade
3. Poison Bomb - Attack: throw a container of acid that poisons anything it touches
Extra: hold 'block' and press 'attack' to quickly throw a knife - this consumes stamina and requires a rogue charge
Double jump - press jump and then quickly press jump again (while still ascending) to jump a second time - requires a rogue charge
Gains a passive bonus to move speed while crouched
Adds 5 new skills:
Discipline - enhances the power of physical attacks
Abjuration - increases the power of protection spells
Alteration - modifies abilities that enhance attributes
Conjuration - improves the power, duration, or number of summoned creatures
Evocation - improves abilities that create or manipulate energy
Each ability is tied to a specific skill and all abilities will grow in power as its related skill is increased.
CHANGELOG
1.0.0
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Initial Release
1.0.1
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Updated READme
1.0.2
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Updated READme
1.0.3
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Deleted Anticheat mod, as it was stopping my friends from connecting to the server.
1.0.4
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Fixed excessive bear spawning. Bears now spawn in the mountains (at least mainly?) Also changed minimum star level to 0, decided that drops were too plentiful. Overall made playing a bit easier.
1.0.5
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Updated READme
1.1.0
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First big Fix. Also updated READme
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MOVE ITEMS OUT OF THE LAST TWO ROWS OF YOUR INVENTORY AND UNEQUIP YOUR ARMOR BEFORE INSTALLING THIS UPDATE!!!!!
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Deleted More Slots as it was preventing losing anything on death.
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Added AzuExtendedPlayerInventory and RandyKnapp's EquipmentAndQuickSlots to do the job MoreSlots did better. NOW YOU ACTUALLY LOSE YOUR STUFF WHEN YOU DIE (you just get a gravestone like vanilla) These two mods already come with configs to work in tandem with one another.
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Fixed an issue where a certain mob's prefab was written wrong and this not spawning
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Added auto zoom to bows before hoes
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Increased area that crafting benches will look for materials in chests from 15 to 25
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Added extra raids to custom Raids
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Re-added vanilla raids, didn't realize they were disabled
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Increased level up chance of all creatures(this was on in version 1.0.0-1.0.4, however a setting for all mobs to be a minimum level of 1 star was on as well. This time it's not)
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Increased creature size per star from 10% to 13% because cool
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Lowered chance for additional loot per star for all creatures (not bosses) from 50% to 25% (will be considering lowering all drops in general by 20% in the future if this still feels too plentiful)
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Changed days needed to level up world (creature level and loot control) to reflect the time it will take players to get through all the extra content. This will give more time before each level up, but not too much more than the vanilla settings for this mod.
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Still having issues with bears.. bears (at least from the OdinBear mod) will only spawn in the day now.
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Black bear (monstrum mod) will now only spawn in the mountains, and after bonemass is killed.
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Grizzly bear (monstrum mod) will now only spawn in mountains, and after bonemass has been killed
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Greatly increased crafting cost of Rune of Fehu and Rune of Hagalez
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Enabled more Raids
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Added custom container sizes mod by azumatt (seems there is just so many damned drops that you are filling up your little shack with chests like crazy, wood is already so scarce in this modpack, and the chests everywhere is rather messy. The amount of drops are plenty and the storage in the game should reflect that. This config will just change the first chest, to help get you up and running.
1.1.1
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Updated Readme
1.1.2
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Updated Readme
1.1.3
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Updated Readme (Im new to this okay)
1.1.4
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Updated Readme (Still)
1.1.5
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Updated Readme (Spelling/Punctuation)
2.0.0
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Complete redo of the modpack after Hilder's Update. START A NEW R2MM PROFILE.
2.0.1
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Just some mod updates
2.0.2
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Some more mod updates
2.0.3
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Lowered spawn chances of all renegade vikings and now they will only show up after the boss of that biome has been defeated
2.0.4
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Removed Renegade Vikings mod due to unlimited ammo and no wind up time when using the bow and arrow. Intention to add it back in when it is patched.
2.0.5
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Added NoDropsFromMonsterKill. We decided that the mobs were dropping too much loot. Also added SeedTotem, as it has been patched. Significantly increased the chance of enemies spawning with higher stars.
2.0.6
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Changes to Creature level and Loot Control to actually enable changes made from last patch.
2.0.7
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Removed SeedTotem as a dependency as it was causing an insane amount of in-game issues. You will have to MANUALLY UNINSTALL it if you aren't making an R2MM Profile. General Mod Updates
2.0.8
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Nerfed chance to retrieve arrows from 50% to 20%. Nerfed parts of the Endurance and Agility mods to make your character a lot less athletic (was starting to get way too fast and have an atack speed that was way too fast. I still fear this will have to be further nerfed.
2.0.9
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Mod Updates
2.0.10
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Mod Updates, Removed Herbalist from Modpack, as it created issues for trying to select some classes in Valheim Legends. At least the Dandilion. If this is not a problem for you, feel free to keep Herbalist installed/install it yourself.
2.0.11
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Removed SnowDay mod as its build pieces had no cost.
2.0.12
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Removed Wildlife as a dependency as some of my friends are reporting issues with fps drops and game freezing. Trying to reduce the load bu removing unecessary mods. Feel free to keep it, however, if you want it gone, you will have to manually uninstall it AFTER updating this modpack. Nerfed Agility mod again as people were just too damn athletic. On our current playtrhrough, we havent even defeated Eikthyr and yet with these skills at lvl 35 we are just way way too fast. This is the second nerf to the Agility mod, and it should hit much harder. Also fixed an issue where a couple of the Magical Mounts items were still craftable at a workbench. Now, as intended, the only way you can get the drops from the mod is by killing Moder/Yagluth.
2.0.13
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Drastically increased Raid chances and Frequency.
2.0.14
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Put Raid Check Frequency back to 46 (from 23), and left Raid Chances at 40% (from 20%)
2.0.15
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Mod Updates
2.0.16
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Deleted some Raids that were empty, as well as fixed recipes for MagicalMounts. DELETE YOUR SUPPLEMENTAL RAIDS FOLDER (inside Bepinex/config) FIRST, THEN DOWNLOAD THIS UPDATE
2.0.17
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Fixed recipes for MagicalMounts that were meant to be rolled out in 2.0.16
2.0.18
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Fixed issue with super strong Warefare items meant to cost 10000 coins showing up in the trader store for 1 coin. Now they should show up as 9999 coins. Thanks again to Einfitter for finding this issue.
2.0.19
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Changed chance for bosses to spawn with mending affect to 0
2.0.20
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Nerfs to Agility, Endurance, and Speedy Paths. Reduced Epic Loot drop rates for items from Judes Equipment, MagicPlugin, and Hugos Armory. Loot in dungeons now resets every 100 in game days. Not 1. Creatures in dungeons/camps respawn every 10 in game days. Reduced spawn chance of bees in meadows from 50% to 20%
2.0.21
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Made changes to Epic Loot, including changing the ratio of Epic Loot crafting item drops to crafting material drops from 1:0 to 0.8:0.2. Changed the way the Bounties work so now you only get bounties from the biome after the last killed boss. Added new Raid to the Ocean that is harmless but makes bouts of bad weather that last 9999 seconds.
2.0.22
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Nerfs to Speedypaths, has no affect on dirt. Increased speed by 20% on wood and 40% on stone paths (includes marble). Decreased stamina cost by 10% on wood and 20% on stone paths (includes marble). These weren't far off the default or maybe even are the default settings. I changed them a couple times but alas it should feel like a net-nerf. Big changes to loot as it continues to be too plentiful. Changed loot system from Creature Level and Loot Control from Caclulate Chance to Linear and set it so we have a 4% for extra loot per star. This should hopefully drastically reduce drops. Again with the continued nerfs. I am being told that it is too hard to start, and too easy once you get going so expect more changes in the very near future.
2.0.23
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Changed Ocean Raid to only last 1000 seconds, but will pause when you leave it. This will create areas with choppy seas as you play the game. Removed Eikthyrs Retribution as a dependency as its been reported to me that using/consuming some parts of the mod completely crash the game. YOU WILL HAVE TO MANUALLY UNINSTALL. Future updates I'm looking into will be a reduction to the frequency of epic loot drops, and the spawn rates of all creatures in the game. Epic Loot changes are more likely, creature spawn rates will be based on feedback. You would still have the same variety of enemies, just less of them. I have yet to play the game passed the black forest, but I worry that after more progression is made, the amount of enemies currently spawning around you will just become more of a nuicance, like the greylings in the vanilla game x1000. To the point where playing the game is offputting because you just wanna get wood for your build but youre sick of enemies. Of course, there would be ways around that, like making an enclosed tree farm, but you get the idea. Once again this will be based on feedback, so I'd definitely appreciate some messages!
2.0.24
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Added Shawesome Divine Armaments and Legendary Weapons (late game stuff). Nerfed run speed on both wood and stone from SpeedyPaths.
2.0.25
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Cleaned up the config files a bit, you wouldnt notice this unless you started a new modpack, and yes, you would still have to do the valheimraft and forsaken mod fixes. This will mainly affect future downloaders, having them not download broken config files.
2.0.26
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Just general mod updates.
2.0.27
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Reduced spawn rates of bears. Massive changes to Creature Level and Loot Control, including more mobs needed to be killed before a sector level up, sector levels only lasting an in game day, star chances now scale based on age of world and not boss progression anymore (Progress fast ! ;) just kidding there is still ample time before stuff starts getting harder). You should see the difficulty more forgiving to start with, and it should scale better as you play now. Again, the more feedback the better. Huge shoutout to those who have already been giving me feedback, and my awesome wife for helping me with parabolic math and charts :P That Epic Loot update should be coming soon, as it stands right now, it will contain a nerf to total amount of Epic Loot items dropped, but a buff to the percentage of those drops being Epic or Legendary.
2.0.30
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Made it easier to progress through sector levels, Also fixed an error that had thunderstorm raids crashing games.
2.0.31
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Updated all mods, added Legendary Weapons to the list of mods that need to be installed on your server.
2.0.32
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Removed Starvation as a dependency. It was brought to my attention how silly it is that the modpack has a mod that prevents afk raids, but then you starve to death when you go afk. Also edited some raid duration times, notably the Deathsquito Season, which someone pointed out to me lasted an hour.
2.0.33
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updated to work with Valheim Patch 217.22
2.1.0
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Actually Updated and Working again as of patch 217.25. Also changed spawn rate of Minotaur in Meadows from "1" to 0.20. I am not sure if the 1 meant 1% or 100% in the config but I have been told it spawns too much. So I am cutting it down here to see if it makes a difference. Thank you to Discord user Backlash for pointing this out.
2.1.1
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FINALLY confirmed to be working on server and client as of patch 217.25. Added Boat Additions to list of mods that need to be installed on the server.
3.0.1
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Made it so Wendigo raid only occurs after beating Elder. Updated to finally work with most recent patch (0.217.38). I don't have access to a server, so can't test connectivity. Working at least in single player.
3.0.2
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Removed ItemDrawers, ItemDrawers Epicloot Visual Patch, and VNEI as dependencies. You will have to manually uninstall
3.0.4
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Moved a raid that was happening before killing first boss to now only start after you kill Elder. Will move it back further if the raid is still too difficult.
3.0.5
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Removed OdinShip as a dependency as it was not allowing us to boot up our server. Added RTDItems and RTDMonsters to the modpack and to the list of mods required installed on the server. You will have to manually uninstall Odinship. A reminder to all new installers that you will have to do the Forsaken mod bit of work found on the mod page for forsaken mod. The Valheimraft work is obosolete.
3.0.6
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fixed some issues, updated all the mods. Added WeaponAdditions CustomShips, and GlassPieces to the modpack and list of mods that need to be installed on the server.
3.0.8
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Edited recpies for Outsiders items to be less accessible. Added mods: ChebsMercenaries, ColoredCrystalGlass, BrewBeer, Bell, MonkArmor, Christianity, and More_Ore_Deposits. All these mods have been added to the list of mods that need to be installed server-side as well.
3.0.9
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Added Expand_World_Rivers mod. Also added to list of mods that need to be installed on the server.
3.0.10
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I changed the distance between two bodies of water that a river can connect them from 2000 to 3500.
3.1.0
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Small fix to Seasonality mod, seasons weren't changing by themselves, now its every 6 irl hours of playtime.
3.1.1
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Big changes here. Added a new BeeQueen raid, tons of balancing fixes, recpie edits, changes to the Readme, etc. etc. I have been working on this update so long, between work and playing with the little on I lost track of what mods I changed exactly. Here are some I remember. Changed recipes for ChebsMercenaries. Moved "A dangerous storm has come to life" (stormling raid) to happen after killing the Elder. Changed Voidlings to be unable to spawn with stars. Removed Magical Mounts recipes.. they are now only drops that come from Moder and Yagluth. Edited costs of some items at trader. Drastically increased amount of kills to advance sector levels, now its 100,200,350. New Mod Icon, special thanks to Dreadnaught for randomly making me one (so cool!?!?!?!?). Changed costs of Rune of Fehu and whatever the name of the other rune is (give me a break okay :P ). Added Valheim Legends info to modpage, as well as Chebs Mercenaries recipes, and keybinds for throwing shields and Frostner.
3.2.0
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Big update here, added a ton of new mods. This includes: MarketStall, Lumberyard, DigDeeper, VikingsDoSwim, NoStamCosts, FirstPersonMode, WieldEquipmentWhileSwimming, AAA_Crafting, AutoRepair, AzuClock, Ranching, Tenacity, LostScrolls, ValheimFortress, BedMobile, RenegadeVikings, DragonRiders, BeastsOfBurdenEV, ItemStacks, SagesVault, RRRCore, RRRNPCS,RRRMonsters, PopVillages, and TheFisher. Updated Readme to include mods that should be installed serverside from this list.
3.2.1
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Hotfix to madly nerf Renegade Vikings
3.2.2
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Removed BedMobile as dependency, Was having us spawn at stones over and over. Remember you will manually need to Uninstall BedMobile!
3.2.3
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Changed it so GoodestBoy now spawns in the BlackForest during the day, since they were always dying to Voidlings at night.
3.2.4
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Big changes here. Renegade Vikings: Neautral Vikings now spawn in forest, renegade vikings will now only spawn after killing Elder, wandering trader only spawns after killing Eikthyr. Resurrection: cost to revive people is free, you have 10 seconds to click on their ragdoll. Chebs Mercenaries: Fixed Recipes. Creature Level and Loot Control: Increased brightness of elemental infusions, changed respawn time of creatures in dungeons from 10 in game days to 3, changed time it takes for sector levels to reset from 1 in game day to 2, changed kills required to advance sector levels from 300/500/900 to 250/400/700. Valheim Armory (Courtesy of FitzRobert on Discord, he completely rebalanced these cool looking items so they are more viable, as no one was building them): 1H weapons: Changed attack stamina to 8 Changed secondary attack stamina to 24 Added 6 to base damage and to damage per level 2H weapons: Changed stamina to 12 and 36 for secondary attack Added 12 to base damage and to damage per level Reduced all movement speed penalties by 10% (in some case resulting in a speed buff) Shields: They already had really good blocking. Upgraded the parry bonus to 2.0 Removed the run speed penalty entirely. Recipes: Base recipes are unchanged. Upgrades now require iron, gold, and/or forest tokens. Updated NoDropsFromMonsterKill, and its toggled so that kills from neutral factions (Renegade vikings for example) will now drop loot, so they can no longer steal your kills. ADDED: Autofuel, Building, WackysDatabase, DiscordSkillTracker. Autofuel is set so it only works with torches/sconces(other resin light sources) and fires.
3.2.5
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Added AzumatWearNTearPatches, and increased build integrity by 25%
3.2.6
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Changes to the way seasons work. More edits to come to this one in the future.
3.2.7
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Changes to Item stack sizes, big thanks once again to my man Fitz! Changed kills needed to progress sector levels to 50/150/300. Sector level resets in 1 in game day, not 2. Changed size increase per star of creatures from 13% to 8%, due to issues with mobs having too much range, making melee combat quite redundant. Also added Epic Loot configs for the wands added by MagicPlugin.. again, big thanks to Fitz!!!! Removed DiscordSkillTracker as it was broken. Hopfully ACTUALLY disabled stars on anything Void related and all Bears. Lets see if it works this time.
3.2.8
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Formatting to CreatureConfig.YML to include changes to Void creatures and bears from last patch.
3.2.9
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Just mod updates!
3.2.10
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Added AdvancedTerrainModifiers
3.2.11
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Updated Shawesome Divine Armaments to fix issue with items not showing up in Hammer
3.2.12
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Support for this mod Discontinued. See Marshyman's Modpack Four Point OH.
3.2.13
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Updated Readme and fixed CreatureConfig YAML formatting. This modpack should be playable, it is just harder.
4.0.1
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COMPLETE REWRITE. Compatibility testing
4.0.2
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Configuration creation
4.1.0
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First working version. Basic configuration. Now further testing to see mod conflicts, and the dreaded balancing. Estimating it might start off feeling very hard but then start to feel too easy. I've been wrong before.
4.1.1
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Edited hotkey to open Transmog menu to LeftAlt+F1, since the original hot key for this was T, which is also how you throw Frostner. Side note, Press G to throw a shield.
4.1.2
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Changed spawn chances of all elves from ElvenNPC from 50% to 20%
4.1.3
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Edited NoSmokeStayLit so torches are lit all the time, removed all timers for light sources.
4.1.4
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Removed RTDOcean and RTDCustomRaids from the modpack. The custom raids that aren't associated with the ocean, but instead with the other RTD mods are still included.
4.1.5
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Added description
4.1.6
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Added BossDirections(and BossDirectionsTherzie), LimitWorkstationDiscovery, and Waypoints. Have yet to configure Waypoints, just managed to toss it into the mudpack before taking the kid out to the movies.
4.1.7
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Configuration to Waypoints. Still more to do, but changed settings to make them uncraftable. I will be looking into changing the amount of waypoints spawned into the world next to see if there are too many or too few to feel balanced. Lastly, changed the way the map works for waypoints for NoMap playthroughs. Now when you interact with a waypoint, your map will be blank, but you will still see the other waypoints available and thats it. This works well with Better Cartopgraphy Table, as when you interact with it even in a no map playthrough the current explored map still appears. If you don't like this setting or are not planning to play a NoMap playthrough, you'll have to change "Hide Map Data" in the Waypoints config from "On" to "Off".
4.1.8
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Changed Waypoints config to spawn a max of 15 across the map. I feel this is balanced.
4.1.9
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Removed ElvenNPC, they seem just too OP in the early game, taking care of almost all the threats for you.
4.1.10
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After dying in my nomap playthrough and not being able to find my body whatsoever, I considered a compass mod, but then just decided to forget the NoMap stuff. Still going to do no portals though. Edited Waypoints mod to go back to default setting in terms of showing just your regular map when you interact with one.
4.1.11
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Mod Updates. Recommended to delete configs for ValheimRaft, and all mods by Dreanegade before downloading new update.
4.1.12
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Updated Magic Supremacy mod.
4.1.13
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Mod updates.
4.1.14
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Removed Fantasy Creatures due to multiplayer conflicts. If you're playing single player feel free to add it yourself.
4.1.15
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Deleted Both Boss Directions mods. If you're playing a no map playthrough, feel free to add these on your own.
4.1.16
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Removed Plague Doctor. Added Historical Arsenals. These are not compatible, so you will have to remove Plague Doctor before updating.'
4.1.17
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Removed Samurai, Daowei, Gunjang, and Bushrad from the dependencies as they also are not compatible with Historical Arsenals. You will need to Uninstall these manually.
4.1.18
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Mod Updates. Delete configs for Magic Supremacy and Shawesomes Divine Armaments before launching your game.
4.1.19
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Mod Updates. Updated some RTD mods and BepInEx itself.
4.1.20
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Mod Updates.
4.1.21
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Added Warpiilicious' More World Locations AIO and RTDDungeon.
4.1.22
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Added BossNBows, OdinBeaver, and AbsentBreed. Updates to DragonRiders and RTDDungeons (bug fixes).
4.1.23
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Removed Where You At, and AbsentBreed. Issues with maps, and trying to find a memory leak. Removed a ton of the Warp pack mods as they are now included in his More World Locations AIO mod. MAKE A NEW PROFILE IN R2MM to save yourself the headache of deleting mods manually.
4.1.24
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Changed config for Fruit Trees, as the Oasis pools were leaking memory. In order to remove them for existing worlds: 1.Install Upgrade World both on your client and your server (if running on a dedicated server). 2. Run the modpack and load up your world. 3. Run the commands: locations_remove loc_lakeplains_ft AND locations_remove loc_lakemeadows_ft
4.1.25
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Removed Sneaker, FeatherCollector, Speedy Paths, and ValheimRaft.
4.1.26
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Removed InfinityTools, as there is already the mod NoStamCosts, and they basically do the same thing.
4.2.0
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Added BetterNetworking, XrayVision, ZenBossStones, and PlayerActivity. Mod updates.
4.3.0
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Added WildWeapons.
4.3.2
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ReUpload to fix mod versions.
4.3.3
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Removed overlord from Renegade Vikings, for some reason they were spawning in excessive amounts. Added Venture Multiplayer Tweaks.
4.3.4
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Removed OdinBeaver, as it was leading to micro-freezing. You will of course have to manually uninstall.
5.0.0
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Updated for Call to Arms
5.0.1
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Mod updates: AAACrafting, VillageNPCs, ValheimWitch, RenegadeVikings, MagicPlugin, MagicBows, BoatAdditions, ZenmodLib
5.0.2
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Mod updates: AAACrafting, SeverDevCommands, WildWeapons, SearsCatalog. Mod Additions: ForsakenMod, WorldAdvancementProgression.
5.0.3
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Mod updates: LegendaryWeapons, WildWeapons, RTDDungeons. Mod Additions: ValheimLegends.
5.0.4
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Mod Updates: RTDDungeon, ValheimArmory. Mod Additions: FPSPlus
5.0.5
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Updated Readme
5.0.6
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Mod updates: I forget LOL
5.0.7
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Updated Readme
5.0.8
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Updated Readme
5.0.9
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Mod updates: WildWeapons, BalrondConstructions, ValheimFortress, ShawesomeDivineArmaments. Mod Additions: SleepSkip, StumpsAreOneHP. Config changes: Vikings from RenegadeVikings now spawn after the boss in that biome has been beat. Changed anchor controls from Shift+F to Shift+G on ships.
5.0.10
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Mod Additions: MagicalMounts.
5.0.11
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Hotfix
5.0.12
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Hotfix
5.0.13
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Mod Updates: WildWeapons.
5.0.14
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Mod Additions: HotBarSwitch. Config Changes: Level up chances changed for some mobs from each biome up to Plains, should feel a bit easier in those areas.
5.0.15
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Mod Updates: ZenModLib, ZenBossStones, WildWeapons, ShawesomesDivineArmaments, MoreWorldLocationsAIO, TheShaperOfDistantOrigins, OdinArchitect, ValheimFortress, SearsCatalog, MagicalMounts, MarshymansFeeFiFoFumRaids. Mod Additions: MarshymansBeeQueenRaid, HunterLegacy.
5.0.16
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Mod Updates: MoreWorldLocationsAIO, WildWeapons, MagicSupremacy, Jotunn, Waypoints. Mod Additions: TravelingHaldor, MagicBroom.
5.1.0
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Mod Updates: Zen ModLib, RenegadeVikings, ServerDevCommands, MagicSupremacy, ZenBossStones, OdinHorse, WildWeapons, BossNBows, ShawesomeDivineArmaments, ValheimArmory, MoreWorldLocationsAIO, BalrondConstructions, OdinArchitect, SouthsilArmor, EpicLoot, BuildableBossStones, OdinsKingdom, Waypoints, WorldAdvancementProgression, Hunter Legacy, MarlthonCore, MagicBroom, ValheimFortress. Mod Removals: TheShaperOfDistantOrigins, ADO Anubis, ADO horus, Mod Additions: Cr-azy Consumables.
5.1.1
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Mod Additions: EternalLegends, CrazyMagic.
5.1.2
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Mod Additions: SeedBed, MoonForgedChristmasDecorations.
6.0.0
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Revival. Modpack has been trimmed down. Will be trimmed down further. Mainly looking at weapons and Armor. So hard haha. Once this is finished I'll be considering running a server. This is just available as a work in progress.
6.0.1
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Forgot to add config for container/inventory sizes.
6.0.2
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Mod Updates: BowsBeforeHoes, CustomRaids, MoreWorldLocations, RTDAdditions, RTDMagic, RTDDungeons, Marriage. Mod Removals: MoreWorldTraders, TradersExtended
6.0.3
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Mod Updates: RTDMagic, RTDBiomes
6.0.4
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Mod Removals: DropThat
6.0.5
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Mod Removals: PortalPreload. Was making my base quite stuttery.
6.0.6
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Mod Updates: TravelingHaldor, Backpacks, FirstPersonMode, BetterRiding, DragonRiders, AzuExtendedPlayerInventory, IBelieveICanFly, VikingsWarrior, VikingsArcher, VikingsMagic. Mod Additions: OdinShip, SeaAnimals, Skylands, Corsairs, AirAnimals.
6.0.7
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Mod Additions: Expand_World_Data, Expand_World_Prefabs, Skylands_by_Marlthon_In_World_Genertion.
