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Monster Leash – lead what was never tame

An add-on to Animal Leash. Animal Leash leads only tame animals. This mod adds the monster leash: a black metal chain with a spiked collar that also holds wild creatures and bosses. You upgrade it rank by rank with the materials of each land, and each rank holds greater beasts. A fresh catch fights the leash for five minutes and may tear loose. The higher your rank, and the harder you have beaten it, the less likely that is. Lead a troll home, chain a bear to your gate, or bring Moder herself into the arena and let her loose on a lox.

Ranks

Rank 1 is crafted. Every further rank is an upgrade of the same leash, the way you upgrade armour: at the station named, the upgrade tab shows the next rank and what it costs. The ranks go land by land: one rank for the creatures of a land, then one for its boss – the rank you reach once the land is done. A creature rank asks for what its new creatures drop (hides, glands, sinews) and the metal of their land. A boss rank asks for that boss's trophy and its own drop, so you catch a boss you have beaten once.

Rank Holds (new) Upgrade Station
1 Boars, deer, necks, greylings, hens, hares, meadow skeletons 6 Leather scraps, 4 Deer hide, 2 Neck tail, 4 Resin Workbench, level 2
2 Eikthyr Eikthyr trophy, 3 Hard antler, 6 Deer hide, 8 Leather scraps Workbench, level 3
3 Greydwarfs and their shamans, skeletons, ghosts, bear cubs 4 Bronze, 6 Greydwarf eye, 6 Bone fragments Forge
4 Trolls, greydwarf brutes, rancid remains, wild bears 6 Bronze, 4 Troll hide, 2 Bear hide Forge, level 2
5 The Elder, Brenna The Elder trophy, 10 Bronze, 6 Troll hide, 10 Greydwarf eye Forge, level 2
6 Draugr, blobs, oozers, leeches, wraiths, surtlings, abominations, writhans 6 Iron, 4 Ooze, 4 Bloodbag, 4 Entrails Forge, level 3
7 Bonemass, the poison cultist Bonemass trophy, 10 Iron, 8 Ooze, 6 Entrails Forge, level 3
8 Wolves, fenrings, cultists, drakes, bats, ulvs, stone golems 6 Silver, 4 Wolf pelt, 2 Freeze gland, 2 Crystal Forge, level 4
9 Moder, Geirrhafa, the frost cultist Moder trophy, 4 Dragon tear, 10 Silver, 6 Wolf pelt Forge, level 4
10 Fulings, deathsquitos, lox, growths, vile 8 Black metal, 4 Lox pelt, 4 Needle, 4 Tar Forge, level 5
11 Yagluth, Zil & Thungr, the fire cultist Yagluth trophy, 2 Torn spirit, 12 Black metal, 6 Lox pelt Forge, level 6
12 Seekers, seeker soldiers, broods, ticks, gjall, dvergr 8 Carapace, 2 Mandible, 2 Bilebag, 4 Red jute Black forge
13 The Queen, the lightning cultist The Queen trophy, 2 Majestic carapace, 12 Carapace, 4 Mandible Black forge, level 2
14 Charred, asksvin, voltures, morgen, fallen valkyries, lava blobs 6 Flametal, 4 Asksvin hide, 2 Morgen sinew, 2 Celestial feather Black forge, level 3
15 Fader, Lord Reto Fader trophy, Kindled ribs, 12 Flametal, 6 Asksvin hide Black forge, level 4
16 Krigen, hexen, gammeltroll, elaking, eyeless ones, barka, moose, seals, shadows 6 Bloodgold, 4 Moose hide, 4 Seal pelt, 2 Elaking hair bundle Black forge, level 5
17 Gleipnir: Kall Fimbulbringer, the Forsaken's aspects – and everything holds better 10 Nornathread, 6 Moose sinew, 4 Bear paw, Sacrificial blood Black forge, level 5
  • A rank holds everything of the ranks below it too.
  • At each station you see only the leash that this station can raise. A rank 11 leash shows up for its upgrade at the black forge, not at the forge.
  • On the creature the leash looks like Animal Leash's chain of its age: hemp at ranks 1–2, bronze at 3–5, iron at 6–9, black metal from 10 on. It reaches as far as that chain when you tie the creature up.

Catching a wild creature

  1. Put the monster leash in your hotbar. While you carry one, a wild creature's hover text tells you whether yours holds it: Your monster leash (rank 4) holds it · danger: high, or Needs a monster leash of rank 6.
  2. Look at the creature and use the leash, as you would on a tame animal. It is on your leash at once, and walks behind you.
  3. Now it fights the leash. For five minutes it pulls at it ten times. You see it rear and hear it growl, and the rope jerks you towards it. Each pull may tear it loose.
  4. When the five minutes are up, it is subdued: Wolf is subdued. It does not break free again while it wears this leash.
  • Breaking free: the leash falls to the ground beside it, and the creature turns on you. Pick the leash up and try again.
  • It remembers. Each time a creature has torn loose, its next leash is harder to keep. Its hover text says so (Broke free 2× – weaken it more). Beat it down further and the odds come back.
  • Wounds count. The chance to break free falls steeply with its health, and it counts at every pull, so a blow while it struggles still helps.
  • The hover text of a struggling creature shows the time left and the danger of what is left: Fights the leash – 3:12 · danger: medium.
  • Only the monster leash holds a wild creature. Animal Leash's hemp leash and chains still take only tame animals. The monster leash works on tame animals too, as an ordinary leash.

Bosses

  • A boss takes the leash only at or below 25 % health – on every rank, Gleipnir too. Its hover text says how far it still has to go: Weaken it first: below 25 % health (now 61 %).
  • A boss is never a sure catch. Right at 25 % health, Eikthyr breaks free 95 times in 100 on his own rank 2 and still 44 times on Gleipnir. Beaten nearly to death, he keeps about a fifth of that, and no boss ever drops below 5 %.
  • A flying boss walks on the leash and does not take off.

A wild creature on the leash

  • Led, at a hitching rail, on deck, or tied up to keep still (Shift+E), it attacks nobody. Your tame animals and those of other players leave it alone. Other wild creatures still see it as before.
  • Tied up free within reach (E at a wall, post or tree), it is wild within the reach of its chain: it goes for whatever comes near, you too. That makes a troll a fine guard at the gate.
  • Take the leash off with E, or let it slip, and it is wholly wild again.
  • A creature that has worn the monster leash once no longer vanishes at daybreak or when its raid ends.
  • Everything else is Animal Leash's: up to three at once, portals, ships, rails, chains on walls, posts and trees.

Arenas

With Battle Arena, lead your catch into a room of the arena and take its leash off there: the room keeps it calm until the fight. Then anything fights anything: a troll against a Fuling berserker, a bear against a lox, Bonemass against your champion. Outside an arena it works the same way, only without rules: let two wild creatures go side by side and they fight.

The real thing

Gleipnir is the fetter the dwarves made to bind Fenrir, after he had broken the iron chains Læðingr and Drómi. It was made of six things that do not exist: the sound of a cat's footfall, the beard of a woman, the roots of a mountain, the sinews of a bear, the breath of a fish and the spittle of a bird. That is why the gods could not see how it should hold, and why it held. The last rank asks for the nearest the game has: the Norns' thread, sinew, a bear's paw, and the sacrificial blood of Kall Fimbulbringer.

The odds are worked out the same way at every pull. Let k be how many ranks your leash stands above the one the creature needs, h its share of health (0 to 1), and e how often it has broken free before.

  • Chance over the whole five minutes, normal creature: E = 0.75 · 0.55^k · (0.04 + 0.96 · h^1.3)
  • Boss: E = max(0.05, 0.95 · 0.95^k · (0.2 + 0.8 · (h / 0.25)^1.5))
  • After escapes, the chance to hold is raised to a power: E' = 1 − (1 − E)^(1 + 0.6 · e)
  • One pull of ten: p = 1 − (1 − E')^(1/10). Ten pulls add up to E' exactly.
A bear (needs rank 4) full health 50 % 25 % 10 %
Rank 4 75 % 32 % 15 % 6.6 %
Rank 6 23 % 9.8 % 4.5 % 2.0 %
Rank 10 2.1 % 0.9 % 0.4 % 0.2 %
Eikthyr (needs rank 2) 25 % health 10 % 2 % last breath
Rank 2 95 % 38 % 21 % 19 %
Rank 9 66 % 27 % 15 % 13 %
Rank 17 (Gleipnir) 44 % 18 % 9.6 % 8.8 %

Configuration

BepInEx/config/zap.monsterleash.cfg

Breaking free (server-synced, admin only)

  • StruggleSeconds (300): how long a fresh catch fights the leash, in seconds. It counts only while the creature is near a player.
  • Struggles (10): how many times it pulls in that time.
  • BaseEscape (0.75), RankFactor (0.55): the chance at full health on the unlocking rank, and the factor for each rank above.
  • BossBaseEscape (0.95), BossRankFactor (0.95), BossMaxHealth (0.25): the same for bosses, and the health below which they take a leash.
  • BossMinEscape (0.05): a boss never breaks free less often than this, whatever the rank and its wounds.
  • HealthFloor (0.04), BossHealthFloor (0.2): what is left of the chance at the last breath.
  • EscapePenalty (0.6): how much harder each earlier escape makes the next leash.

Creatures (server-synced, admin only)

  • Ranks (empty): your own ranks, as prefab:rank, comma separated, for example Troll:6, Bonemass:9!, Serpent:0. A ! adds boss rules, 0 means never. Creatures of other mods get the rank of the highest biome they spawn in, or one by their health; a boss of another mod (boss flag or boss faction) gets boss rules one rank later.
  • Never: creatures that never take the monster leash. By default sea creatures (serpents, the bonemaw), roots, tendrils, hives and dummies. Summoned helpers and Thrallhold's thralls never do anyway.
  • PeacefulWhileHeld (on): a led wild creature attacks nobody and tame ones leave it alone.
  • NoDespawn (on): a creature that has worn the monster leash no longer vanishes at daybreak or when its raid ends.

Recipes (server-synced, admin only)

  • Rank1 … Rank17: the cost of each rank, for example Iron:6,Ooze:4,Bloodbag:4,Entrails:4.
  • Rank1Station … Rank17Station: the station and level of each rank, for example forge:3.

Client

  • HoverHints (on): a wild creature's hover text says whether your monster leash holds it.
  • StruggleMessages (on): a message each time your creature pulls at the leash.

Multiplayer and compatibility

  • Needs Animal Leash (1.2.0 or later). Everyone needs both mods. The server's settings apply to all.
  • Animal Leash itself is not changed: without this mod its leashes stay for tame animals only.
  • The player who leads a creature runs its struggle on their own machine. The time left is kept with the creature, so a creature tied up at your base goes on struggling where it stopped when you come back.
  • What this mod does not change: taming, the game's own wild creatures that you do not leash, boss fights, drops. A creature on the leash stays wild in the game's eyes. It is not tamed, and it does not take food or a name.
  • Made to work beside Battle Arena (see Arenas), Elemental Dragons (its wild dragons are bosses of their land), Thrallhold (its thralls are left to Thrallhold) and Cluck Fighters.

Deutsch

Monsterleine – führen, was nie zahm war. Ein Zusatz zu Animal Leash (Tierleine). Die Tierleine hält nur zahme Tiere. Die Monsterleine ist eine Schwarzmetallkette mit Stachelhalsband und hält auch wilde Wesen und Bosse. Du wertest sie Rang um Rang mit den Stoffen jedes Landes auf, und jeder Rang hält größere Bestien. Ein frischer Fang kämpft fünf Minuten gegen die Leine und kann sich losreißen. Je höher dein Rang und je härter du ihn vorher geschlagen hast, desto seltener gelingt ihm das.

Ränge: 17 Ränge, Land für Land: erst ein Rang für die Wesen eines Landes, dann einer für seinen Boss – den erreichst du, wenn das Land abgeschlossen ist. Rang 1 stellst du an der Werkbank her, jeder weitere Rang ist eine Aufwertung derselben Leine: Wie bei Rüstung zeigt der Reiter „Aufwerten“ an der Station den nächsten Rang und seine Kosten (Werkbank bis Rang 2, Schmiede bis 11, Schwarze Schmiede bis 17). An jeder Station siehst du nur die Leine, die diese Station aufwerten kann. Ein Wesen-Rang verlangt, was seine neuen Wesen fallen lassen, und das Metall ihres Landes (Rang 1: Lederfetzen, Hirschhaut, Halsschwanz und Harz von Eber, Hirsch, Hals und Grauling). Ein Boss-Rang verlangt die Trophäe und die Beute dieses Bosses: Du fängst einen Boss, den du schon einmal besiegt hast. Rang 1 Wiesen, 2 Eikthyr, 3 Grauzwerge und Skelette, 4 Trolle und wilde Bären, 5 der Älteste, 6 Sumpf, 7 Bonemass, 8 Berge, 9 Moder, 10 Ebenen, 11 Yagluth, 12 Nebellande, 13 die Königin, 14 Aschlande, 15 Fader, 16 Tiefer Norden, 17 Gleipnir mit Kall Fimbulbringer und den Aspekten der Verlassenen.

Fangen: Trägst du eine Monsterleine bei dir, sagt dir der Hovertext eines wilden Wesens, ob deine Leine es hält und wie groß die Ausbruchgefahr ist. Benutze sie aus der Schnellleiste. Dann zerrt das Wesen fünf Minuten lang zehnmal an der Leine. Du siehst es, hörst es knurren, und die Leine reißt dich ein Stück zu ihm. Jeder Ruck kann es befreien. Danach ist es gebändigt und reißt sich nicht mehr los, solange es die Leine trägt. Reißt es sich los, fällt die Leine zu Boden, und es geht auf dich los. Es merkt sich das: Jedes Losreißen macht die nächste Leine schwerer zu halten. Schwäche es weiter, dann steigen deine Chancen wieder. Wenig Leben senkt die Gefahr stark, und das gilt bei jedem Ruck neu. Ein Schlag während des Kampfs hilft also noch.

Bosse nehmen die Leine nur unter 25 % Leben an – auf jedem Rang, auch mit Gleipnir. Kein Boss ist je ein sicherer Fang: Bei 25 % reißt sich Eikthyr an seinem Rang 2 zu 95 % los, an Gleipnir noch zu 44 %. Fast besiegt behält er etwa ein Fünftel davon, und kein Boss fällt je unter 5 %. Fliegende Bosse laufen an der Leine und heben nicht ab.

An der Leine greift ein wildes Wesen niemanden an, solange du es führst, es am Balken oder an Deck steht oder ruhig angebunden ist (Umschalt+E). Deine zahmen Tiere lassen es in Ruhe. Angebunden frei im Bereich (E) ist es in der Reichweite seiner Kette wild und greift an, was ihm nahe kommt, auch dich. Ohne Leine ist es wieder ganz wild. Ein einmal angeleintes Wesen verschwindet nicht mehr bei Tagesanbruch oder am Ende eines Überfalls.

Arena: Mit Battle Arena führst du deinen Fang in einen Raum und nimmst ihm dort die Leine ab. Der Raum hält es ruhig bis zum Kampf, dann kämpft alles gegen alles. Auch ohne Arena kämpfen zwei wilde Wesen, die du nebeneinander loslässt.

Konfiguration in BepInEx/config/zap.monsterleash.cfg: Zeiten und Chancen, eigene Ränge (Ranks, z. B. Troll:6, Bonemass:9!), Wesen ohne Leine (Never), Kosten und Stationen je Rang. Wesen anderer Mods bekommen ihren Rang nach dem Biom, in dem sie erscheinen, oder nach ihrem Leben. Alle brauchen beide Mods, es gelten die Werte des Servers.

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