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TheMarkOfOden
Creatures judge you by the bosses you have killed and the blood you have spilled, not by the armour you happen to be wearing.Changelog
0.1.0
First build, for Valheim 1.0 (Deep North). Everything below works in single player and has been played rather than only compiled; multiplayer is what this build exists to test.
- Creatures weigh what you have done against their own nerve, and either ignore you, flee, or break entirely. Your mark comes from bosses you personally helped kill and from how many of a species you have killed, not from the gear you are wearing.
- An existing character keeps its history: both are read from records the game already keeps per character, so nothing has to be earned again.
- Full multiplayer support. Each player's mark travels with them, so creatures fear the veteran and attack the newcomer standing beside him.
- Creatures in a mob hold their ground; the last one standing breaks. Starred creatures are braver.
- Raids, boss fights and anything hunting you ignore fear entirely.
- Anything you hit defends itself, and its own kind nearby join in rather than watching a fight happen beside them. They stay in the fight until it is over rather than on a timer, and go back to being afraid once they lose you. Hunting never becomes a chase. Food animals never flee at all, and taming behaves exactly as it does in the base game.
- Frightened creatures are marked on their name plate.
- Any player can turn the mod off for themselves with
moo optout, and back on withmoo optin, on a server where everyone else keeps it. - Creature tiers, which creatures are hunted for food, and how young creatures relate to adults are all worked out from game data, so creatures added by other mods are covered without any configuration.
- Works alongside Creature Level and Loot Control: creatures it has infused or empowered hold their nerve for longer.
