
Marshymans ModPack
A modpack with a harder difficulty than the vanilla exeperience. EXTENSIVE. Tested to be working on server and client on Valheim Hilder's Request updateWORKING AGAIN!
Description
In short, this modpack adds a ton of enemies, weapons, armor, locations, finishes the last 2 biomes, and adds QoL things, as well as new quests. It is designed to also give incentive for people to re-fight the bosses. The game really opens up after Yagluth, as yes the last two biomes have content now, but there are awesome new enemies, events, drops, and quests that start to happen once you finish the "traditional" vanilla game.
The intention for this server was to make it much harder than vanilla. I’ve spent so much time making it, and testing its compatibility, I’m not sure how hard it actually is. Use at your own risk! Furthermore, I intended this mod to be for a NO PORTAL PLAYTHROUGH. It's meant to be a sail-centric playthrough. The last thing I highyly suggest is the use of Mofo's Random Player Spawn Locations. Since this is meant to be a no-portal playthrough, I thought that with 10 people spawning in 10 different locations, and also with the use of the Server-Side Map mod, you'd have people make 10 little settlements, as they would be forced to before they got the materials to craft a ship and sail away. Thus, by the time you all were ready to fight the Elder, everyone would have made a little settlement, and you all could have met up at the middle of the map to start work on a village. I did add ValheimRaft as a dependency, and since the raft requires no bronze to craft, you could theoretically start sailing right at the beginning of the game, but I'll leave that up to you guys to decide if you would prefer to "pretend" it wasn't an option. The only reason I didn't add Mofo's Random Player Spawn Locations in this pack, is because my wife is playing with me, and I know if she had to do all the work on her own she'd lose interest quite quickly, she prefers to forage and kill things haha.
Yes the game is hard to start, but as soon as you get a lucky drop from the Epic Loot mod, it gets a lot easier. Without the really hard beginning, it would be too easy. My wife and I were stuck running around non-stop trying to pick up sticks and stones in the early games as so many things are trying to kill you. And yes, you will have a really tough time collecting wood, as RTD biomes makes the wood very scarce. However, we found, that upon finally making just a little shack, it felt so satisfying and made us vikings feel quite accomplished. There are many different types of trees that say "too hard" when you try to cut them. As you get more technologies, and once you get a cultivator and can plant seeds, this will get a lot easier, but until then you gotta work for it. I have already released patch 1.0.4, which made the game much easier, and I haven't played it myself too much since. However, I still feel that this modpack still creates a huge challenge. On top of it all there is insentive for you to actually get a couple of your skills to 100 (contact me on discord if you want me to spoil that for you), and so its even harder when you want to NOT DIE.... considering my wife and I have probably both died 15 times each in our first 6-8 hours of playing.
I keep adding to this READme as my wife and I play through this. Some survivability tips here: A decent armor set that doesn't require too much risk would be the horse set. Eikthyrs retibution set is also quite strong. So far, my wife and I have found the game is quite hard without a valheim legends class, and almost too easy with one. Almost... I cannot stress this enough, if you want any chance of surviving the early game, go and get yourself a class! Read the mod page for valheim legends
Please, please don't just try this modpack and decide it's too hard/too easy. I'm desperately trying to balance it but I'm IN DESPERATE NEED OF FEEDBACK. Right now it's just my wife helping me with it, but I really need a larger sample size. I EMPLORE you to visit the discord link at the top of this page and let me know what changes I should make.
In order to make forsakenmod work, you'll have to visit the mod page and follow the instructions there. If you can't be bothered, thats fine, the red text wont hurt the game, themod just won't load. However I must say, you'd be missing out on some really cool weapons.
I am quite proud of this. It was a TON of trial and error. Many, many hours went into this. I have made a couple of my own config files for Spawn that, Drop that, and Custom raids and they are included as well.
Note, Magical Mounts is almost completely disabled. The only part enabled is the summon part. Summons drop from Moder and Yagluth. I set it up so the cosmic versions are slightly faster, have a 2% drop chance, and only drop from Yagluth. All other versions have a 5% chance. The non-flying mounts drop from Moder, amd the flying ones drop from Yagluth.
Chebs Mercenaries Costs:
Miner: CookedMeat:20,Coins:500,HardAntler:5 WoodCutter: CookedMeat:20,Coins:500,Flint:15
ArcherTier1: CookedMeat:20,Coins:200,ArrowWood:20 ArcherTier2: CookedMeat:20,Coins:400,ArrowBronze:20 ArcherTier3: CookedMeat:20,Coins:650,ArrowIron:20
WarriorTier1: CookedMeat:20,Coins:200,Flint:10 WarriorTier2: CookedMeat:20,Coins:400,Bronze:10 WarriorTier3: CookedMeat:20,Coins:650,Iron:10 WarriorTier4: CookedMeat:20,Coins:1000,Silver:10
NOTE: If it turns out that these guys are really squishy, easy to lose, or die all the time, we can drastically reduce these costs, and if that happens, I will of course reimburse anyone who spent the resources above
To throw small shields, press G To throw Frostner, press T (Frostner returns to you as long as you have inventory space)
WHAT TO SACRIFICE FOR EACH CLASS
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
CLASS DESCRIPTIONS:
Valkyrie
- Bulwark - Buff: adds a set block bonus to all blocked attacks and adds damage mitigation to the caster
- Stagger - Attack: immediately taggers all enemies around the Valkyrie
- 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
- Shadow Stalk - Buff: greatly reduces noise and visibility of the Ranger, improves movement speed while crouched, and grants a short (5s) burst of speed
- Summon Wolf - Pet: summons a wolf companion for a limited time that is more durable, but less damaging than normal wolf pets
- 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
- 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.
- Execute - Buff: the next several melee attacks gain increased attack power
- 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
- 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
- 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
- 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
- Regeneration - Heal: causes the caster and all nearby players to quickly regenerate health for a short period of time
- Root Defender - Summon: grows friendly roots and creatures to defend the druid
- 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
- Enrage - Buff: increases movement speed and rapidly regenerate stamina for the caster and all nearby allies
- 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
- 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
- Riposte - Counter: parry and counter in one smooth maneuver
- Seismic Slash - Attack: a sweeping technique that releases a razor thin blade of energy
- 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 S.Slash when parrying an attack
Enchanter
- Biome Buff - Augment: grants a unique boon depending on the biome; energy from this buff may be released as an electric burst
- Weaken - Debuff: slows and weakens all enemies in a target area
- 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
- Light - Buff: create a ball of light that follows the caster; can be launched as a projectile to stagger and bock enemies
- Replica - Illusion: create replica's of all nearby enemies; replica's have a short lifespan and low HP
- 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
- 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
- Flying Kick - Attack: leap forward in a spinning kick
- 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
- Heal - Heal: a powerful heal that can be channeled to produce increasingly effective waves of healing
- Sanctify - Attack: calls a might hammer to fall from the sky, crushing everything in a fiery impact
- 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
- Backstab - Attack: rapidly move behind an enemy and deliver a critical hit
- Fade - Movement: set a fade point and reactivate the ability to instantly move to the fade
- 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
After extensive testing I can confirm this all works on a server!
In order to make this work, here is a list of plugins that DO need to be installed server-side (as for configs it might be easiest to just copy your whole config folder, except for the KeyManager folder, Bepinex.cfg, and org.bepinex.valheim.displayinfo.cfg):
CustomRaids
DropThat
SpawnThat
AzuContainerSizes
Mjolnir
WhereYouAt
MissingPieces
RenegadeVikings
ChebsMythicalWeapons
Birds
MagicalMounts
Wagon
BetterNetworking
Bounties
Forsaken
Valharvest
NoAFKEvents
DedsArmy
DoDMonsters
FancyFoods
FantasyArmoury
FantasyCreatures
FarmyardAnimals
FeeFiFoFum
FruitTrees
Minotaurs
SkitteringMadness
SupplyCrates
Wildlife
EpicValheimAdditions
ServerDevCommands
ValheimArmory
MonsterLabz
ItemHopper
MultiUserChest
ServerSideMap
BeeQueen
GoodestBoy
OdinArchitect
OdknBear
OdinHorse
HoneyPlus
EpicLoot
RtDBiomes
BoneAppetit
BuildItCastle
CreaturelevelAndLootControl
Resurrection
EikthyrsRetribution
Raft
JtvBiomes
Armory
Monstrum (all of them)
Warfare
WarfareFireAndIce
Outsiders
ValheimModding-Jotunn
XrayVision
Herbalist
TameableNeck
Legendary Weapons
Magic Plugin
Magic Bows
Boat Additions
Seasonality
SeasonalTweaks
RTD Monsters
RTD Items
GlassPieces
CustomShips
WeaponAdditions
ChebsMercenaries
ColoredCrystalGlass
BrewBeer
Bell
MonkArmor
Christianity
More_Ore_Deposits
Expand_World_Rivers
If you and your friends had fun playing this, I'd really love to hear about it via my discord link. If I can't get my friends to stick with it, and I get busy with life or whatever, and then a Valheim patch breaks this creating an insane amount of work again, I may never get the chance to have enjoyed it and only have done the work to make it. I'd really like feedback on balancing as well.
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.