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Rune Magic

Hold back the rain, command the earth, and calm the seas! This mod adds powerful magic runes that can be cast or engraved on standing stones for a variety of unique non-combat effects.

Date uploaded 2 weeks ago
Version 1.4.0
Download link hyleanlegend-Rune_Magic-1.4.0.zip
Downloads 2889
Dependency string hyleanlegend-Rune_Magic-1.4.0

README

Four magical effects side-by-side: a golden glowing magic circle, a distant spherical forcefield in a storm, a man standing on a conjured ice floe in a bay, and an expanding ring of white light converting barren soil to grass.

Rune Magic

Rune Magic adds a variety of unique non-combat spells and effects, balanced around collecting runic energy from the Runestones scattered across the map. It also includes an optional (but recommended!) rune discovery mechanic to align with standard game progression.

Features

  • 25 different runes to cast or engrave on standing stones
  • Subtle and powerful visual effects
  • Progression system that rewards exploration
  • Works seamlessly with pre-existing worlds
  • Usable out of the box, but configuration allows tweaking balance as desired
  • Server authoritative configuration, so players can't cheat by changing their local config

A man with glowing green eyes standing in a forest, surrounded by floating phantasmal animal heads

Getting Started

Crafting a Rune Focus

The rune focus is how you extract and shape runic energy, so the first thing you'll want to do is craft one. To do this, you'll need a workbench of level 2 or higher, along with a few stones and some rubies.

Extracting Runic Energy

Next, you'll need to find a Runestone out in the world. Put your rune focus in the top row of your inventory, then press the key associated with that slot to use the rune focus on the Runestone and extract its energy. The amount of runic energy stored in your focus is indicated by its durability.

Unlocking Runes

Each Runestone has a particular rune associated with it, which you can unlock by extracting runic energy from it. However, which runes a Runestone has the potential to unlock depends on its biome. As you progress to more dangerous areas, you'll be able to unlock more useful and interesting effects.

Using Runes

  • The rune focus behaves similarly to the hammer, with a table of possible effects and a single one you can select at any given time. With it equipped, right click to see all of the runes you currently have unlocked.
  • Runes in the Casting/Creation tabs are instantanous effects. Click on a valid location (the ground or breakable rock, depending on the rune), and the effect will happen. Some of these can also be resized, by scrolling the mouse wheel. The cost to cast is shown at the bottom of the screen, where the required resources would normally display.
  • Runes in the Augments tab are passive effects. So long as you have one of them selected, and the rune focus equipped, its effect will be active. Rather than a one-time cost, these will continuously drain runic energy while active.
  • Runes in the Engraving tab are persistent effects. They can be placed on certain rock formations (waystones and menhirs) or on the constructible standing stone (found in the Misc tab of the hammer's build menu). They have a one-time cost to place, and can be removed (middle click with the rune focus) to refund their cost. Note that if the structure they're placed on is destroyed, they'll disappear without refunding their cost.

Detailed Rune Descriptions

Spoiler

Casting/Creation (instant effects)

  • Restoration Rune: This will revert any changes to the terrain in the affected area, leaving it in its original state. This includes elevation changes (e.g. from mining) and cultivation/paving. It won't move anything placed on the terrain, so be careful if you raised the ground and then built on it.
  • Foundation Rune: This will flatten the terrain in the affected area. The final height is the ground height at the point clicked (by default), but this can be changed to use the ground height under the player using the mod config.
  • Shattering Rune: This allows players to precisely break pieces of stone. Mouse over breakable stone, and it'll highlight which chunk will be broken on-click.
  • Blasting Rune: When placed, this will destroy stone in a small radius after a short delay, also dealing a small amount of damage to anyone standing too close. It can only be placed on breakable stone.
  • Rune of the Stonecaller (various): These summon rock formations from the ground, varying from small boulders to the towering stone pillars of the plains. Be careful before casting these, since once summoned the boulders are ordinary stone and will have to be mined away the old fashioned way if you want to remove them.

Augments (passive effects)

  • Rune of Alertness: While selected (and the rune focus is equipped), you'll be able to detect nearby enemies and their direction/distance, indicated by the size/angle of the phantom heads floating around you. Any alerted enemies will have a glowing yellow indicator above their heads, which turns orange if they aggro another player, and red if they're aggroed on you.
  • Rune of Ocean Currents: While selected and controlling a ship, this will apply a small force in the direction you're looking. Wind is still the major factor in boat speed, but this makes maneuvering in tight spaces much easier.
  • Rune of Frozen Footfalls: While selected and standing near water, icebergs will form beneath your feet, allowing you to walk on the surface of the water. This only costs runic energy if you're actually close enough to water to cause the icebergs to form.
  • Rune of Decumberance: While selected (and the rune focus is equipped), this prevents you from being encumbered. However, the cost to maintain the effect scales with the amount you're carrying above your normal maximum.

Engraving (persistent effects)

  • Canopy Rune: When placed on an appropriate surface (a summoned waystone or menhir, or a constructed standing stone), this will shield the nearby area from the weather, preventing rain from getting things wet or causing water damage. However, this does not block wind, so while rain won't put out fires, the wind still might.
  • Rune of Dry Land: When placed on an appropriate surface, this will lower the water level in an area around it.
  • Rune of Calm Waters: When placed on an appropriate surface, water in the nearby vicinity will be calm regardless of how strong the wind is blowing. The rune will glow brighter the more wave activity it's compensating for.
  • Rune of Repair: When placed on an appropriate surface, nearby buildings and ships will very slowly regenerate. While nothing in the area is damaged, it will remain quiescent.
  • Chimney Rune: When placed on an appropriate surface, nearby fires will burn clean, the smoke they would normally release rising from the rune instead.
  • Extinguishing Rune: When placed on an appropriate surface, lava in the vicinity will slowly harden and become safe to walk on, and nearby fires will go out. They can be reignited by interacting with them (no extra fuel needed), but as long as the rune is there they'll quickly go out again.

Configuration

The configuration is split across two files, runemagic_server_config.cfg and runemagic_player_config.cfg, which can be found in the BepInEx/config folder in your local Valheim installation. As with RuneMagic.dll, these should be present on both the client and server. If they're missing, they'll be recreated when the game is started.

The server config contains balance related settings. This is synchronized for all players connected to a server, so while changes you make locally will be active when playing locally, if you connect to a server with this mod you'll use their server settings. More specifically, this configuration allows:

  • Changing the stored runic energy/charge time of Runestones, and the chance they'll unlock a new rune when you interact with them.
  • Turning off the progression system (so all runes start unlocked).
  • Enabling/disabling each rune individually.
  • Setting the runic energy cost of each rune.
  • A few miscellaneous settings like whether or not the rune focus is equippable while swimming.

The player config contains settings that are purely cosmetic or personal preference. These settings will be active whether you're playing locally or connecting to a different server.

Translation Support

This mod only comes with English built in, but it supports custom translation files. Custom translation files will be read from BepInEx/plugins/Translations/{languageName}/runemagic.json (the list of possible language folder names can be found here. If any individual translation entries are missing, they'll default to the English version.

If you're looking to create a translation file for another language: On startup, if the Translations folder exists, the English version of the translation file will be saved to Translations/English/runemagic.json. This contains all of the localization keys and corresponding text used in this mod.

Manual Installation Instructions

This mod depends on BepInEx, which can be found here. Once that's set up, go to your local Valheim installation and copy RuneMagic.dll to the BepInEx/plugins folder. To install this mod on a server, follow the same process (the server will also need BepInEx).

Note: If this is installed on a server, everyone connecting to the server will also need to have the same version of this mod installed (attempting to connect without it, or with the wrong version, will result in an error message).

To find your local Valheim installation, go to Steam, right click on Valheim in your library, and choose Preferences... In the sidebar on the left, choose Local Files, and then Browse...

Bugs/Feedback

If you run into any bugs/compatibility issues with other mods, please report them on the Rune Magic NexusMods bug tracker.

For general feedback or other comments, feel free to leave a post on the main Rune Magic NexusMods page.

CHANGELOG

Version Changes
1.4.0
  • Added two new engraved runes, and one new stonecaller rune (all unlockable in the Ashlands)
  • Rewrote the code for the Rune of Repair so it's much more efficient, and added a config option to lower the quality of the VFX to further reduce impact on frame rate if needed
  • Renamed the config keys for the stonecaller runes so it's clearer which ones they refer to (any changes from the default values will be preserved)
  • Added a config option to enable detailed logging (for use when submitting bug reports), and reduced the number of log messages when that's disabled
1.3.2
  • Fixed the longstanding bug where the Foundation Rune had issues near pregenerated locations
  • Fixed the incompatibility with More World Locations AIO
  • General performance improvements, mostly for the case where no runes are currently in use
  • Improved performance of the Rune of Frozen Footfalls
  • Added/tweaked Alertness visuals for the new creatures
  • Removed some log spam when equipping certain items
1.3.1
  • Changed asset loading to avoid triggering shader errors when combined with certain other mods
  • Improved logging to make it clearer which messages come from Rune Magic
  • Minor fix to the Alertness visuals for deer and hares
1.3.0
  • Minor efficiency improvements
  • Greatly improved the VFX when using the Rune of Frozen Footfalls to walk on lava, and made the cost configurable
  • Changed how asset loading works on the dedicated server for compatibility with Valheim v.0.220.3
1.2.1
  • Changes for compatibility with the Bog Witch update (Valheim v0.219.13).
1.2.0
  • Changes for compatibility with the Ashlands update (Valheim v0.218.15).
  • Fixed a camera issue when using Rune of Alertness.
  • Updated Rune of Alertness for the new Ashlands monsters.
  • Changed the icebergs from Rune of Frozen Footsteps so they won't be saved when the area unloads.
  • Fixed a bug that sometimes caused icebergs to be repeatedly created and destroyed.
  • Slight change to iceberg behavior to make it harder to get stuck underneath.
  • Updated Rune of Frozen Footsteps for Ashlands content.
  • Fixed a bug where the Rune of Ocean Currents VFX didn't get cleaned up if the ship was destroyed while using it.
  • Changed the standing stone model to use the built-in shader for build pieces, so the visuals will now be more consistent with other construction.
  • Fixed Shattering/Blasting runes so they work on leviathan barnacles.
  • Updated Canopy Rune to handle the new Ashlands weather types.
  • Changed the version check message to be less confusing.
1.1.27
  • Fixed a bug preventing runic energy from being extracted from Runestones.
  • Fixed a bug where new Rune Focuses were created with full charge.
  • Fixed missing shader errors on a few assets.
  • Minor changes for compatibility with Valheim v0.217.46
1.1.26
  • Fixed a bug that made things float in the air around Dry Land Runes if a world was loaded more than once without exiting the game.
1.1.25
  • Fixed a bug that caused error spam when things were floating in bathtubs/dungeon water.
1.1.24
  • Improved general performance, especially in areas with a lot of build pieces.
  • Fixed an issue in the base game where water surfaces would sometimes not render if the camera was below a certain height and looking down.
  • Fixed a bug where Rune of Dry Land sometimes failed to apply to a sector when placed on the edge.
1.1.23
  • Fixed a bug where runes on destroyed standing stones would remain if there were other build pieces supporting them
  • Changed some code to no longer depend on a library that Valheim apparently doesn't include anymore
1.1.22
  • Minor changes for compatibility with Valheim v0.217.22
1.1.21
  • Minor changes for compatibility with Valheim v0.217.14
1.1.20
  • Minor changes for compatibility with Valheim v0.216.9
1.1.19
  • Fixed a bug where rain in the Mistlands didn't trigger the Canopy Rune.
  • Added additional null checks to improve reliability when running alongside other mods.
1.1.18
  • Changed the Canopy Rune VFX slightly, and greatly improved its performance.
  • Fixed a visual issue where objects in front of the canopy field would still have distortion around their edges.
  • Improved Canopy Rune visuals during snowy weather.
  • Added bad luck protection to rune unlocking; the max number of new Runestones discovered without unlocking a new rune is capped to twice the average.
  • Fixed a bug where mods that added WaterVolumes without a mesh would cause error spam.
  • Fixed a compatibility issue with the Jewelcrafting mod.
1.1.17
  • Fixed a compatibility issue with the Colorful Pieces mod
  • Rune Focus energy is no longer depleted while in the no-cost debug mode
  • Invalid config entries (e.g. due to typos) are handled more gracefully now
1.1.16
  • Fixed a compatibility issue with the ElementalFalls and ElementalOrbs mods.
1.1.15
  • Fixed the version sync code so that it won't fail when other mods throw errors that are otherwise recoverable.
  • Added a cleanupNearbyRunes debug command, for cases when runes can't be removed normally (e.g. stuck underground).
1.1.14
  • Minor changes for compatibility with the Mistlands update (Valheim v0.212.7)
  • Set up the Rune of Alertness to work with the new creatures that were added in Mistlands.
1.1.13
  • Fixed a bug when interacting with Runestones in a biome with no unlockable runes.
1.1.12
  • Fixed a bug with the Moder altar runestone VFX that caused exceptions on startup when running on a dedicated server.
  • Changed the error message when a client tries to connect to a server without the mod, it should now be a little more informative.
  • Changed the version check message to make it clear that it's from RuneMagic.
1.1.11
  • Fixed a bug with the Moder altar runestone, and added special VFX handling for it.
  • Added an invalid placement message when attempting to place engraved runes on non-standing stones.
  • Minor tweak to the invalid placement messages so they disappear immediately when placement becomes valid.
  • Changed the version check log message to only show the major and minor versions, since those are what's checked for compatibility.
  • Fixed a bug that in certain cases caused error message spam on shutdown.
1.1.10
  • Fixed the Dry Land and Calm Waters runes (broken by 0.209.10)
  • Fixed some exception handling/logging
1.1.9
  • Fixed the Alertness Rune aggro indicator positioning for Abominations
  • Fixed the internal name for the Rune Focus recipe to hopefully prevent issues with other mods
1.1.8
  • Added support for custom translation files for other languages
  • Added discoverRune and forgetRune console commands
  • Fixed a patch ordering conflict with Jotunn (for details see the "Error spam when opening menu" bug)
  • Fixed a minor bug where Runestones would sometimes incorrectly show as empty for a while
1.1.7
  • Minor changes for compatibility with the new update (Valheim v0.207.20)
  • Changed the error message when a client without the mod installed tries to connect, it should now be a little more informative
1.1.6
  • Fixed a bug where the Rune of Repair would try to repair certain invalid targets
  • Fixed a bug with the Foundation Rune animation timing at the edges of the effect
  • Foundation Rune should now use the correct max/min terrain height, even if they've been altered by other mods
1.1.5
  • Fixed a visual bug with the repair VFX where certain objects could cause the light to appear in the wrong place
  • Fixed a visual bug with the repair VFX when attached to moving objects
  • Fixed a bug where the Rune of Repair could sometimes repair structures beyond their maximum hp
  • Improved the speed at which Rune of Repair recognizes and begins to repair damage
1.1.4
  • Fixed the Rune of Repair so it won't spam errors in the console if it tries to repair an object with an unreadable mesh
1.1.3
  • Fixed the Rune of Repair so it won't spam errors in the console if it tries to repair an object with a null or empty mesh
1.1.2
  • Fixed a rare bug where the boulder summoning animation doesn't get cleaned up properly, and made the related code a little more robust to reduce the chance of problems with other mods
1.1.1
  • Fixed Vulkan compatibility issues
1.1.0
  • Minor changes for compatibility with the Hearth and Home update (Valheim v0.202.14)
1.0.5
  • Fixed a performance issue that caused momentary fps drops when moving around the map
1.0.4
  • Fixed the bug where Rune Focus energy could sometimes be stuck at one less than the maximum
  • Added a brief grace period to passive runes before they start draining energy, so you can equip the Rune Focus and switch runes without wasting energy
1.0.3
  • Fixed a conflict with Epic Loot's carry weight+ enchantment, and made the max weight modification more robust
1.0.2
  • Added a workaround for the runic energy extraction issue
  • Fixed an issue with removing runes, where the refunded energy could go to the wrong Rune Focus if there were multiple in the player's inventory
1.0.1
  • Fixed the bug where Hammer category names were set to English instead of the current language
  • Changed the way range is extended for large pieces to have less chance of conflicting with other mods
  • Added a config option to disable the range extension behavior entirely
  • Changed the restriction that only allows tools to remove things they can place, to avoid impacting tools added by other mods
  • Fixed the bug that sets the Rune Focus durability to max when being upgraded, when certain other mods are also present
  • Made the code around extracting energy more robust - I couldn't replicate the exact bug some people were seeing, but this will hopefully help