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Elite Creatures Reborn

Creatures spawn with mutations — named, visible traits that change how a fight goes. A Mad greydwarf comes at you twice as fast on half the health. A Bloated draugr takes twice the killing and then explodes in your face. A Devouring wolf eats the boars around it and grows on what it eats until it comes looking for you.

Bosses take an aspect instead: one modifier, shown at the altar before you summon, that changes what kind of fight it is. A Twin Bonemass comes as two sharing one health pool; a Reflective Moder hurts you with every hit you land.

The world hardens as bosses fall: every boss's first defeat raises the world tier, and each tier makes stars and mutations more common everywhere. Tamed creatures pass their traits on: a newborn inherits a mutation and stars from its parents.

Rebuilt from scratch. This release covers mutations, stars, world tiers, breeding, loot and boss aspects; the rest returns over the next releases.

Mutations

Ten, one per creature by default, each with its own colour and its own name on the nameplate.

Mutation What it does
Mad Far faster, half health
Bloated Double health, explodes a second after it dies
Cloaked Invisible beyond 6 metres
Splintering Splits into two weaker copies when killed, which can split again
Leeching Regenerates, and heals from the damage it deals
Warding Reflects damage and knocks you back
Plated Armoured while healthy, hits harder as that armour goes
Miasmic Trails poison clouds; poisons players, never creatures
Devouring Kills creatures in one bite and keeps their health and damage, until it is big enough to hunt you
Thieving Steals an item on its first landed hit and carries it on its nameplate; kill it to get everything back

Mutation power fields

mutation power in the rule file sets how strong each mutation is, in named fields rather than positional numbers. A field marked (enhanced) is multiplied by large star power on a large star; a cost field never is. Any mutation can also be switched off entirely with mutations enabled, regardless of its chance curves.

  • Mad - move/attack speed multipliers (enhanced); health multiplier, its cost
  • Bloated - health multiplier (enhanced); delay seconds from death to the blast, which goes off at the corpse's resting place; damage (enhanced) and radius (enhanced) of the blast; blast effect/warning effect vanilla prefabs for the explosion and the pre-blast warning
  • Cloaked - reveal distance metres to become visible (enhanced); fade time seconds to phase, 0 snaps; fade margin extra metres before fading back out, to stop strobing
  • Splintering - damage multiplier per split; max generations cascade-depth cap, 0 = unlimited; max descendants live-descendant cap, 0 = unlimited
  • Leeching - regen percent max health per second, never enhanced; regen cap hard HP/s ceiling on a single tick, so a huge-health creature cannot out-heal a fight; combat cooldown seconds since its last damage taken before regen resumes; lifesteal percent of damage dealt returned as health (enhanced)
  • Warding - reflect percent of incoming damage returned (enhanced); knockback force on a melee attacker (enhanced)
  • Plated - armour percent of incoming damage cut at full health, to 0 hurt (enhanced); max reduction hard ceiling on that percent, so enhancement cannot approach invulnerability; damage percent bonus at zero health, to 0 full (enhanced)
  • Miasmic - cloud life seconds a dropped cloud lasts; cloud damage strength of the vanilla Poison a cloud or hit applies, not direct damage (enhanced); clouds per second while moving (enhanced); cloud radius metres; cloud effect/body effect vanilla prefabs for the trail cloud and the permanent worn poison look (cosmetic)
  • Devouring - absorb health/absorb damage percent kept permanently from a victim (enhanced; an instant kill always lands the killing blow, so the full amount is kept); slow per 100 health, its cost; move base speed multiplier before the slow (0.5 halves it; not enhanced); player threshold fraction of a player's max health a hit must pass before it hunts players for good; devour cooldown seconds after a meal before it can eat again
  • Thieving - max items the most it will ever hold (enhanced), hard-capped at 8; never takes equipped gear or more than one item per landed hit, and gives back everything it holds when it is killed

Stars

Beyond vanilla's two, counted in fives on the nameplate: a small star is one, a large star is five. A mutation on a large star is stronger. Star chances and mutation chances are set per biome, so the Meadows stay the Meadows.

Bosses have their own star table, the same for the whole world, and nine in ten stay plain by default. A boss's stars are drawn under its health bar at the top of the screen.

World tiers

The world starts at tier 0 and goes up one tier the first time each boss is defeated - by anyone, in any order - so the seven bosses take it to tier 7. Killing a boss again changes nothing. Every rise is announced to everyone on the server.

Each tier makes stars and mutations more common in every biome while keeping each biome's character. At the default settings, by tier 7 the share of unstarred Meadows creatures falls from 73 in 100 to 44, five-star Plains creatures rise from 5 in 100 to 22, and every mutation chance doubles. Bosses are unaffected, and creatures already alive keep what they rolled - the tier decides what the next one rolls. A world that killed bosses before the mod was installed starts at that tier.

elite tier shows any player the current tier, what it is doing to the rolls, and which bosses count. The world tiers: block in the rule file has the off switch, the list of bosses that count (a modded boss counts once its defeat key is listed; elite tier shows every boss's key), and the star and mutation boost for each tier.

Breeding

Tamed creatures keep their traits and pass them on. A newborn - a pup, a piglet, a calf, or an egg and the chick that hatches from it - takes one of its parents' mutations whenever either has one, and a star count from 0 up to its stronger parent's, every count equally likely. Two plain parents have plain young and nothing new is ever rolled, so a strong line stays strong only if you keep the good ones.

Young creatures keep their traits when they grow up. Eggs keep theirs when carried, and say what they will hatch ("Hatches with 2 stars, Leeching") on their hover text and tooltip; an egg's stars are its quality, so eggs of different stars do not stack. A bred mutation behaves exactly as it does in the wild - a Miasmic pet still trails poison. The breeding: block in the rule file has an off switch and the mutation chance (100 by default).

Boss aspects

A boss never takes a mutation. It takes an aspect, which is in its name - "Enraged Eikthyr" - and on its altar before you commit: hover the offering bowl to see the current aspect, what it does, what it pays, and how long until it shifts. Every altar shifts to a different aspect each in-game hour (75 real seconds), so a group can wait for the fight it wants. The aspect on the bowl when you make the offering is the one you fight. A boss with no altar - the Queen, or a console spawn - rolls its aspect when it first appears.

Aspect What it does Loot
none The fight as the game ships it (one in five) x1
Reflective 15% of each hit you land comes back to you as true damage x1.4
Shielded 30% less damage from arrows and bolts x1.1
Mending Regenerates 0.3% of its health every second, in combat too x1.3
Summoner Calls two 2-star creatures of its own biome each time it loses 33% of its health x1.5
Elementalist 20% more fire, frost, lightning, poison and spirit damage x1.2
Enraged 20% more physical damage x1.2
Twin A second copy of the boss; the two share one health pool, 25% less health and damage each, and both drop full loot x1 each
Phantom Four copies with 100 health and half its damage; they drop nothing, leave no body, and vanish when the boss dies x1.3

Everything is in the aspects: block under bosses: in the rule file: the off switch, the shift interval (0 fixes each altar), the chance of each outcome, the loot multiplier, every aspect's numbers, and per boss the creatures Summoner calls and, optionally, which aspects that boss may roll.

Boss damage board

When a boss dies, everyone on the server sees who fought it: the boss's name and every player who hurt it, with the health each one took off it, most first, at the top of the screen for a minute. It counts what the boss actually lost - after its resistances, without the overkill - and only players count, not tames or summons. Twin bosses are one fight and one board. Each player can turn it off (Boss damage board) or change how long it stays (Boss damage board seconds) in the .cfg.

Loot

What a kill drops is governed by a loot: block in the rule file. Four modes, chosen for the whole world: Vanilla (drops untouched), Scaled (quantities raised by the per-star drops line), Rolled (the creature's own drop table rolled once more per star, each roll independent — the default, so a hard fight has a real chance at the rare thing), and Curated (per-creature rules decide everything). An extra roll chance line and a max extra rolls cap tune Rolled; a global multiplier and a separate boss multiplier scale everything after the mode, and a boss's aspect multiplies its drops on top - even in Vanilla mode, where it is the only thing that does. Trophies are never multiplied unless you switch that on — one kill, one trophy.

Per-creature rules in the same file, matched by prefab name, override any of it: a creature's own drops line, adjusted or removed rows of its drop table, extra drops with their own chance and amounts. elite reference writes creature_reference.yml with every creature the game knows — modded ones included — under its exact prefab name with its vanilla drop table; paste it and creature_rules.yml at an AI assistant, describe the economy you want, and drop the rules it writes back into the file.

Configuration

Two files, both written and documented on first run, both hot-reloaded while you play:

  • BepInEx/config/gglasgow.elitecreaturesreborn.cfg — the settings: star chances, mutation chances and mutation strength per biome, colours, nameplate distance, and an off switch for everything.
  • BepInEx/config/creature_rules.yml — the rule file, for anything too structured for a flat settings file, including a mutations enabled switch that turns any mutation off everywhere.

A server binds connected players to its own rules. Display preferences — colours, tint strength, nameplate distance, whether trait names show at all — stay with each player and are never locked.

Console commands

Command Does
elite spawn <prefab> <stars> [mutation...] Spawns exactly that creature, bypassing every roll, for testing. A boss takes one aspect instead: elite spawn Bonemass 2 Twin
elite inspect Prints the resolved stars, mutations or aspect, and numbers for the creature under your crosshair
elite purge Removes the loaded creatures this mod has marked, with no drops (a Thieving creature's stolen goods drop first)
elite effects <text> Lists loaded effect prefabs matching the text and plays one, for building visuals
elite reference Writes creature_reference.yml: every creature the game knows, by biome, with its drop table
elite tier Shows the world tier, what it does to the rolls, and which bosses count. Open to every player; the rest are admin only

Install

With a mod manager, install it. By hand, drop EliteCreaturesReborn.dll into BepInEx/plugins. Requires BepInEx. On a server, install it on the server and on every client.

Multiplayer

Creature state travels in the world data the game already shares, so every player sees the same creature with the same traits. Install it on the dedicated server as well as the clients.

Files

  • plugins/EliteCreaturesReborn.dll — the mod, a single merged assembly
  • config/gglasgow.elitecreaturesreborn.cfg — settings
  • config/creature_rules.yml — creature rules

Building

.NET SDK 8, with Valheim installed:

dotnet build EliteCreaturesReborn/EliteCreaturesReborn.csproj -c Release

Override -p:GamePath=..., -p:BepInExCore=... or -p:ModLibsPath=... if your layout differs. The build merges the shared libraries into one DLL and writes it to dist/.

License

GNU General Public License v3.0 (GPL-3.0). You are free to use, study, share and modify it, and anything you distribute that is built from it must carry the same freedoms and be released under the same licence, with source. See the LICENSE file for the full terms.

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