World Advancement Progression
In Beta: Have more control over the world progression. Useful for multiplayer and RP servers.
Date uploaded | 2 years ago |
Version | 0.0.17 |
Download link | VentureValheim-World_Advancement_Progression-0.0.17.zip |
Downloads | 403 |
Dependency string | VentureValheim-World_Advancement_Progression-0.0.17 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2202ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.21.3README
World Advancement and Progression
Created by [email protected].
Introduction
This mod is in Beta: Use at your own risk! (make a backup of your data before you update). You will likely need to generate a fresh config file.
World Advancement and Progression lets you fine tune world settings. Ideal to use on multiplayer/RP (roleplay) servers to control world advancement.
Features
NOTE: This mod is under heavy development and is not finished. All pre-releases are intended for those interested in helping test new features until the first official release.
The main feature of this mod is to have an easy way to fully customize the world difficulty. Set the difficulty of each biome by using the automatic scaling system or by defining your own custom scaling. Configure all creatures and items automatically with the auto-scaling feature. This mod will dynamically create a game balance that is very different from the Vanilla gameplay experience!
Below are some explanations of features and how to configure them. To see details generate the config file by launching the game once with this mod installed.
Public & Private Key Management
By default this mod will prevent/block public keys from being added to the global list: Set BlockAllGlobalKeys to false to use vanilla behavior. Configure AllowedGlobalKeys or BlockedGlobalKeys lists to allow/block keys ONLY depending on the value of BlockAllGlobalKeys. To see details generate the config file. These keys are case sensitive and MUST match the value exactly or it will not work. This feature will work with other mods that add in custom keys.
Examples of Vanilla Public Keys:
- defeated_eikthyr
- defeated_gdking
- defeated_bonemass
- defeated_dragon
- defeated_goblinking
- KilledTroll
- killed_surtling
- KilledBat
This mod adds a private player key system in which data is saved to a new file for each character. This feature is still being developed, so please report any issues that might arise while using it. Currently the only feature using private keys is skills, see the next section for more information.
There are 4 new commands added that work similar to the public key commands. Currently only your local player can be updated, but commands for server management will be added later: setprivatekey, removeprivatekey, resetprivatekeys, listprivatekeys.
For developers (In Progress): define your own player keys and use them in your mods!
Skill Manager
Have more control over Skill loss and gain. Here is a quick guide to the Skill configuration options:
- EnableSkillManager must be set to True to enable these features.
- AllowSkillDrain: Set to False to turn off all skill loss on death.
- UseAbsoluteSkillDrain: Set to True to use an absolute number (AbsoluteSkillDrain) for skill loss. (Vanilla uses a percentage for skill loss, so you will lose more skill the higher the skill is)
- CompareAndSelectDrain: Set to true to use the minimum or maximum value between the vanilla skill loss and the absolute skill loss. Set CompareUseMinimumDrain to False to use the maximum of these two values as the skill loss.
- OverrideMaximumSkillLevel: True to set a server wide skill level ceiling for gaining skill to the value of MaximumSkillLevel. For example, if this value is 50 then you will not gain skill once you reach level 50+ in that skill.
- OverrideMinimumSkillLevel: True to set a server wide skill level floor for skill loss to the value of MinimumSkillLevel. For example, if this value is 10 then you will not lose skill on death until you reach level 10 in that skill, so your skills will not drop below 10.
Under the Keys category there are more configuration options for skills. This feature will only work if you DO NOT override the minimum and/or maximum skill levels as described above. Overridden values will take precedence.
- UseBossKeysForSkillLevel: Set this to true to use a more dynamic skill control dependant on boss completion. Skill minimum will start at 0 and increase by BossKeysSkillPerKey (default 10) for each boss defeated. Skill maximum will be capped at [ 100 - (number of bosses: 5) * (BossKeysSkillPerKey: 10) = 50 ] with the current game state. For example, if you defeat one boss then your skill minimum for loss will be raised to 10, and your skill maximum will be raised to 60.
- UsePrivateBossKeysForSkillLevel: Set this to True to use player keys to determine skill behavior per individual player, set to False to use the public key system to set a server wide configuration.
Notes: Any skills that are already above the maximum skill cap will remain "frozen" and will not gain, but can still be lowered on death. Console cheats will still work as intended.
Warning: Other mods that change how skill gain and loss functions may cause unexpected behaviors. Turn off this feature if using another mod for skill management if you see mod conflicts.
World Scaling (In Progress)
The world is scaled according to the natural vanilla game progression by default. To enable set AutoScale to true and change the AutoScaleType to Linear or Exponential scaling (if you are unfamiliar with these terms you should look these up before changing the default values). Vanilla creatures and items are sorted into their main or "natural" biome. To see this mod's classification of vanilla creatures and items you can view the code on Github.
The AutoScaleFactor option will let you change the scaling factor:
Linear scaling by default is a 75% growth (0.75). This means your 1st biome (Black Forest, Meadows is 0th) will have a scaling factor of 1.75, and 7th will be 6.25 for calculations.
To use Exponential scaling PLEASE READ THIS PART: Given that there are by default only 8 biome difficulties to scale, the maximum scaling value you can input is roughly 21 without blatantly breaking the code generating the values (If using 12 custom biome difficulties this number is about 6). However, 21 is a much, much bigger number than you could ever want. Recommended values for exponential scaling are in a range of 0.25 - 1. For example, an exponential scaling of 0.75 will set the 1st biome to 1.75x harder, 7th biome to be about 50x harder than the base biome. This is in stark contrast to the values set by linear scaling and is the ideal way (theoretically) to naturally enforce "Biome Locking" (which is the main reason why this mod exists).
Planned features include: Finishing the auto scaling to work for item upgrades and balancing the default configurations. Allowing users to override the default classifications of creatures and player items. (For now please give feedback on the defaults!)
Creature Scaling
To enable scaling of creatures set AutoScaleCreatures to true. To change the base health distribution enter a list of numbers for AutoScaleCreaturesHealth. Likewise, to scale the damage a creature can do enter a list of numbers for AutoScaleCreaturesDamage. The total damage will be scaled and then distributed to individual damage types for each attack; scaling will maintain the ratio for creatures with more than one attack (some attacks are stronger, some are weaker, scaling maintains this). All values for chop and pickaxe damage are ignored for creatures and will retain their original values without affecting scaling (The bosses were weird, decided not to touch this for now).
The list for configs is in the format (for difficulty spread): Harmless, Novice, Average, Intermediate, Expert, Boss
The default health values built into the code: 5, 10, 30, 50, 200, 500. The default damage values built into the code: 0, 5, 10, 12, 15, 20.
Item Scaling
To enable scaling of player armor and weapons set AutoScaleItems to true. Vanilla items are grouped by type and are assigned the biome in which they naturally can be crafted.
To see defaults see the code in Github.
Other Features
- ServerSync included
Developers
Custom Biomes (In Progress)
Planned features include: Define your own biomes and add them to the scaling system by using any int value as a key that is not used. This mod's default values can be overridden to set custom scaling after initialization. (Again, please use caution with the Exponential scaling feature configuration)
Examples (Will update this for first official release):
- To add a Biome '10' that is one biome harder than Plains (4th hardest by default, Meadows is 0th) use: AddBiome(10, 5)
- To add a Biome '10' that is 250% harder than the baseline use: AddCustomBiome(10, 2.5)
- To override Meadow's difficulty after it has been initialized: AddBiome(0, 8, true) or AddCustomBiome(0, 1.3, true)
Biomes are given the following int codes:
- Undefined = -1
- Meadow = 0
- BlackForest = 1
- Swamp = 2
- Mountain = 3,
- Plain = 4
- AshLand = 5
- DeepNorth = 6
- Ocean = 7
- Mistland = 8
Custom Creature and Item support (In Progress)
Coming ASAP!
Changelog
0.0.17
- Bug fix for auto-scaling where a live configuration update would override stored vanilla data
- Removed chop and pickaxe damage from auto-scaling (I didn't like how it changed the game)
0.0.16
- Bug fix for auto-scaling item/creature damages calculating the values incorrectly.
- Bug fix from last update for creature attacks not configuring
- Added auto-scaling for item upgrades
0.0.15
- Upgraded ServerSync to V1.11: Crossplay compatibility upgrade for config sync.
- ServerSync patch for game patch 0.211.11.
- Major rework for testing purposes, added more unit tests, general code cleanup.
- Fixed a few bugs with autoscaling values calculated incorrectly.
- Added ability to restore vanilla game data without a game restart for autoscaling (in testing).
- Optimization for Key and Skills managers caching.
- Fixed biome ordering for Mistland, Ashland, DeepNorth.
0.0.14
- Fixed a server sync issue for auto scaling features.
0.0.13
- Added options to track boss completion for skill management.
- Moved the Key configurations to a new section.
0.0.12
- Update for game patch 0.211.7 Crossplay. Reverted ServerSync to 1.6.
0.0.11
- Changed how ServerSync project is bundled to fix config not locking.
0.0.10
- Updated ServerSync to V1.10. Fixed an issue with Server Sync config not locking. Refactored code to support live config changes.
0.0.9
- Added configuration options for toggling the skill manager features and setting the ceiling and floor for skill gain and loss. Updated wording for other configurations, you will need to generate a new file.
0.0.8
- Added ability to scale player items. Does not scale the upgrade per level yet.
0.0.7
- Added ability to scale creature damage. Tweaked difficulty defaults for some creatures.
0.0.6
- Added ability to scale the world difficulty with maths! Scales creature health ONLY, updates to come!
0.0.5
- Added additional Skill Drain configuration option. Ability to use the minimum or maximum Skill Drain value (absolute skill drain vs vanilla).
See all patch notes on Github.
Contributing
All issues can be reported on the project Github. To report issues please be as specific as possible and provide the following:
- Version of this mod you are using.
- List of the other mods being used.
All feedback, ideas, and requests are welcome! You can message me at my discord Venture Gaming.
CHANGELOG
0.3.1
- Fixed a bug that allowed portaling items when not allowed.
0.3.0
- Update for game version 0.219.13.
- New configurations for unlocking portaling metals based on keys.
- New configurations for Bog Witch trader items, and new Haldor item.
- Added new Bog Witch items to cooking locking system.
0.2.14
- Compatibility support added for properly unlocking items that have only one required ingredient for crafting (Thank you nbusseneau for the report).
- Bug fix for locking cooking and crafting not being mutually exclusive (now checks if station is a cauldron). Fixes frost arrows could not be crafted when crafting was unlocked but cooking was locked.
- Added missing Bilebag, Ooze, and Sap to crafting locking system.
0.2.13
- Bug fixes to allow skill cache to update when keys change. Should fix issues with skill capping not working as expected.
- Bug fix for raids feature only being "rallies the creatures", was not using the correct ID so no keys were being detected for players.
0.2.12
- Update for game version 0.218.12+.
- Updated to include new items from Ashlands.
- Skill capping now accounts for the Ashlands boss, this will naturally lower the skill gain ceiling.
0.2.11
- Refactored configuration live updates to only happen when needed.
- Refactored server key tracking to use player IDs rather than names. This will allow players to have the same name on a server.
- Removed cleanup patch for incorrectly configured world modifiers (if you manually break your world modifiers you can fix them with Venture Debugger).
- Set commands to onlyServer false.
0.2.10
- Update for game patch 0.217.46
0.2.9
- Added compatibility for power locking with the Passive Powers mod. Should now work when multiple powers are selected given player and/or world must have unlocked all keys for selected powers.
0.2.8
- Restored private key implementation for raids from the pre-Hildir update.
- Fixed blocking not working for ammo items like arrows due to auto-equipping.
0.2.7
- Improved other mod compatibilities by additionally patching for ZoneSystem.RPC_RemoveGlobalKey method.
- Added new command removeglobalkey due to previous change altering the vanilla removekey command.
- Refactored patches so both global keys and private keys lists are handled appropriately when using private keys to respect global key configurations. Changes some vanilla commands' behavior.
- Added built in support for the Seasonality mod.
0.2.6
- Improved other mod compatibilities when using private keys by additionally patching for ZoneSystem.GetGlobalKeys method.
- Added new command listglobalkeys due to previous change altering the vanilla listkeys command.
- Added new command resetglobalkeys.
- All keys will now be converted to lowercase internally for handling to mimic vanilla behavior (let me know if this causes issues with other mods using keys)
0.2.5
- Fixed issues with skill levels being calculated incorrectly when UseBossKeysForSkillLevel was true.
- Added new configuration LockPortalsKey to control player ability to use portals. Defaults to off.
- Added check to make sure activeBosses key is treated like world modifiers.
0.2.4
- Fixed an issue where item upgrades were not checked for locking. Will now correctly identify item level and will lock items based on current summation of crafting ingredients for items.
0.2.3
- Removed the Qualifying keys feature added in 0.1.1, mod will now correctly identify world modifiers without further configuration
- Orphaned config QualifyingKeys will remain in your config files but is not used
- If using other mods that add keys between the updates (0.1.1 - 0.2.2) they may now be in your global key list (might not cause issues, but be aware)
0.2.2
- Fixed issue with PlayerEvents world modifier not being applied correctly (was disabling raids when using private keys)
0.2.1
- Update for game patch 0.217.22, bepinex version 5.4.22.0
0.2.0
- Added Jotunn library as new dependency for config syncing, you now must also install Jotunn for this mod to work
- Added new config for admins to bypass locking settings
- Added new config to toggle blocked action fire effect
- Added missing items to locking system: lox pelt, blue jute, sharpening stone, thistle, entrails
- Note: entrails set to defeating Eikthyr (not Elder) due to meadows draugr villages
- Fixed issue with cauldron not locking cooking
0.1.4
- Added new configurations for Hildir trade items
- Bug fix for instances where hiding all trader items throws an error
0.1.3
- Created save recovery patch to fix duplicate world modifiers entry
- GlobalKeyAdd use false for canSaveToServerOptionKeys parameter to avoid duplicate entry
0.1.2
- Added check to ensure player events key is not added multiple times after restart (part of corruption issue)
0.1.1
- Hard check added to ensure keys are not world modifiers, fixes world save corruption issue (super apologies for this)
- QualifyingKeys config added to allow support for other mods due to hard check
- Private key cleanup will now remove all keys that are non-qualifying, make sure to configure this new setting
0.1.0
- Update for game patch version 0.217.14 (Please read Hildir update notes at top)
- First official release, bug fixing to come for Hildir as reported
- UsePrivateKeys config now defaults to true
- Removed private key implementation for raids, now sets and uses the vanilla world modifier for player based raids
0.0.29
- Removed world scaling feature from this mod (get the new mod if previously using)
- Deprecated the key file port logic (Files deprecated in version 0.0.19, if you have used a newer version of this mod your characters are already upgraded)
- Added logic to support global key management server-side only
- Added config toggle to display the blocked action message and effect
- Added config settings for automatic boss summon unlocking over time
- Moved the locking configs to a new section (You will have to manually update your config file if using)
- Moved boss keys for skill level configs to Skills section (You will have to manually update your config file if using)
- P.S. This should be the last set of major changes before the official release
See all patch notes on Github.