StarLevelSystem
We have two levels yes, but why not... MORE?
CHANGELOG
0.11.4
- Expands DistanceScaleModifier to also work when applied to specific creatures
0.11.3
- Fixes character specific level settings not always overriding default level settings
- Provides a way to set force level control for specific creatures
- Training dummy is default included in this
- Expanded caching of short term character entries to prevent constant recalculation
- Fixed tame level settings not being under the correct category
0.11.2
- Fixes spawn levels not being set for creatures created from loot table drops
- Fixed level not always being accounted for in loot table drop calculations
- Set default custom loot drops for Oozers (blobElite)
- No longer spawns 2 blobs per level, now spawns up to 6 blobs, moderately scaling by level
- Delete your CreatureLootSettings.yaml if you want the new default
0.11.1
- Fixes distance calculations for dungeons incorrectly accounting for height
0.11.0
- Adds Ring drawing for spawn distance modifiers for visualization
- This is toggleable via config, and can be shown/hidden per player from the map itself
- Color configuration for all rings
- Rings are automatically redrawn when configuration changes
- Retuned all of the default distance modifiers to allow slightly more regular difficulty increases, along with much higher star levels
- Delete your config (LevelSettings.yaml) if you want the new default
- Fixes an error when trying to spawn null creatures
- Improves spawning not leveling up creatures from certain spawners
0.10.2
- Compatibility improvements for spawner level control when the cache can't be built
- Improves compatibility for mods that break or remove spawner effects
0.10.1
- Fixed a bug (from 0.10.0) which prevented many of the random world spawns from happening
- Tuned level up table to have more staggered steps towards the higher levels
- Disabled a few more optional debug logs
- Added back in default loot table modifications for greydwarves to drop greydwarf eyes
- "Fixed" a feature where extremely high level creatures with many modifiers would always spawn with splitter, and multiply on kills
0.10.0
- Adds night-time specific configuration
- Disable certain spawns at night, per creature/biome (disable night spawns caused by boss kills etc)
- Modify spawn rates at night, per creature/biome
- Modify level scales at night, per creature/biome (higher or lower chances of high level creatures)
- Fixes a bug where creature items would be twice as big as intended
- Adds configuration options to controll which spawners SLS controls (now defaults manual spawns to not be controlled)
- This improves support for mods which manually spawn creatures
- Updates default level scales to be more aggressive and increase weight further from center
- Disabled some optional debug logging
- Rebalances default level settings configuration
0.9.6
- Fixes lifelink always applying a damage reduction, now only applies damage reduction if there is a target to redirect damage to
- Adds: BiomeMinLevelOverride and CreatureMinLevelOverride, which will ensure creatures spawn at least at the specified level
0.9.5
- Colorization configuration (allow skipping colorization)
- API fix for colorization not applying correctly
0.9.4
- Improves configurability of local player damage and health scaling
- Fixes frost modifier effect for Linux
- Reduced default spawn rate config
0.9.3
- Limits the number of modifiers that can be applied due to star level for both modifier types, instead of individually
- Prevents global and per creature configuration from stacking health modifiers
- Per level damage modifications take the highest priority modifier only
- Retuned many of the damage modifers to be less aggressive in their damage increases
0.9.2
- Ensures manually spawned creatures get a fair chance of modifiers
- Fixes CreatureLootSettings.yaml not being live reloaded after edits
- Added a global exclusion list for modifiers that will apply to all creatures, defaults to just TWIG
- Delete your config (Modifiers.yaml) if you want the new default
- Fixes modifier configuration not being reloaded on startup
- Removed the immediate explosion from FireNova, it now only has the 1 second delayed explosion
0.9.1
- Fixes NPE when no loot configuration is defined
- Fixes NPE when trying to add a modifier that does not exist
- Improves support for huge numbers of modifiers on creatures
- Adds API functions to add modifiers to creatures
0.9.0
- Partial API support, manipulation of creature levels, color, attributes, damage, damage recived
- Reduces spawn multiplier checks during race conditions
- Prevents UI errors when creatures have duplicated modifiers
0.8.4
- Compatibility improvements for mods with weaponless characters
- Adds a config option to limit the number of modifiers that a creature gets to its star level in addition to the max number of modifiers
- Updated name generation to always add available modifiers
- Added a config option to avoid spawn multiplying boss creatures
0.8.3
- Compatibility improvement with mods that manipulate or add star entries
0.8.2
- Fix for splitting tames not spawned tamed minions
- NPE fix for creatures death before setup
- Config spelling fix for LootDropCalculationType
0.8.1
- Adding incompatibility with CLLC
- Improving compatibility for spawned child creatures multiplied by biome multipliers
- Improving multiplier compatibility for spawn command and boss spawns
- Adding initial translations for 26 languages
0.8.0
- Public release