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0.8.6
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Changelog

English · Русский

The version is set in one place — ExtendedBossesPlugin.Version in src/ExtendedBossesPlugin.cs.

0.8.6

  • Package page: HostOwner is a link to its Thunderstore page. No code changes.

0.8.5

  • Package page: a gallery of animations and screenshots, and a section with the author's other mods (icons, one line each, links). No code changes.

0.8.4 — Publishing prep

  • Documentation in English (README, CHANGELOG, FIGHTS, ROADMAP) with Russian copies (-RU.md); a real Thunderstore README; code and build-script comments in English.
  • No gameplay changes.

0.8.3 — Balance after reviewing every boss (not tested in game)

  • Phase cycles do not start under the shield or the cocoon; all mechanics together never cut damage to the boss below ×0.1 (09 Raid / MinDamageFactor).
  • The shield drops by itself after 90 s (ShieldMaxSeconds), with no burn window — in case a nest cannot be broken with weapons.
  • Softer healing: shamans 0.3%/s (was 0.5), Yagluth's regeneration 0.3%/s (was 0.6); Bonemass's slime — at most 6% for the whole wave, split evenly between the blobs (was 3% for each; SlimeWaveHealPercent instead of SlimeHealPercent).
  • Eikthyr's lightning — 15 (was 30).
  • The Queen's eggs follow the nest rule: 2 / 2 / 3, solo 1, +1 from 6 players (was "like adds", up to 28 eggs for 8 players).
  • Solo: boss HP ×0.8 (02 Scaling / SoloHealthMultiplier), lieutenants ×0.6 (SoloLieutenantHealth).
  • Config migration (01 General / ConfigVersion): in an existing file the changed defaults (shaman healing, Eikthyr's lightning, Yagluth's regeneration) are updated once, every other value is kept.

0.8.2 — After the first test of The Elder

  • Only the nests from HP thresholds hold the shield (85 / 70 / 55%). Before, the nests grown from seeds counted too, and they kept appearing — the shield never dropped. Now, once the threshold nests are broken — "the defence has fallen", burn window.
  • The Elder's seeds: 5% chance (was 30%), at most once per 20 s, at most 2 seed nests at a time.
  • Crowd cap around the boss: at most 8 monsters within 50 m solo, +3 for every further player (09 Raid / AddsCapSolo, AddsCapPerPlayer, AddsCapRadius). At the cap vanilla nests, totems, waves and slime release nobody; lieutenants, cocoon guards and roots always spawn.
  • Coins ×3 for every boss, amber ×3 (Eikthyr, The Elder).
  • Messages in the centre of the screen stay ×1.5 longer (07 Client / MessageDurationMultiplier, only for players with the mod).

0.8.1 — Config without a restart on a dedicated server (not tested in game)

  • Saved j1ga.extendedbosses.cfg — the mod rereads it a second later (file watch) and on the server sends the new values to clients with the mod right away. Switch — 08 Sync / WatchConfigFile. The mod's own saves (settings window) are not reread; the file is never rewritten on a reread.

0.8.0 — Postponed mechanics (not tested in game)

  • The Elder's seeds (from 70%): where his projectile lands, a nest grows with a 30% chance (at most 4 standing nests).
  • "Wet" and "Tared" on Bonemass: from 70% his hits make you wet, from 35% — tared (slow and flammable — and there are surtlings around). The effect is written into the hit itself on the boss's side; shared attack data is not changed.
  • Moder's breath mark (from 45%): every 35 s she lands and for 8 s keeps the marked player as her target — her vanilla breath goes at them.
  • Yagluth's beam (from 45%): every 30 s for 8 s keeps the marked player as the target — the beam follows them; plus "Tared" on his hits.
  • The Queen's cocoon (from 45%): after each of her teleports (at most once per 30 s) seeker guards appear; while they live (up to 20 s) damage to her goes through as under the shield.
  • Fader's wall of fire (from 45%): every 45 s — his vanilla wall of fire towards a random player.
  • Fixation beats the threat table; the WeaponArts taunt beats everything.
  • Self-check: status effects (Wet, Tared), hazard spawners.
  • eb status: COCOON, FIXATION.

0.7.0 — Fader (not tested in game)

  • Fader (16 Fader):
    • 85 / 70 / 55% — 1 / 2 / 3 charred spawner stones (Spawner_CharredStone, alternative Spawner_CharredCross), at 55% they hold the shield;
    • from 70% — his meteors (spawn_fader_meteors) around the marked player;
    • alternating at random: molten armor — hits closer than 6 m ×0.5 and burn the attacker (15 fire, at most once per second); ash veil — hits from farther than 6 m ×0.25;
    • 45% — morgen, 30% — fallen valkyrie, 20% — Lord Reto, 10% — asksvins and lava blobs;
    • reward: coins, gemstones, flametal ore, molten cores; Ashlands gear, with a chance — frozen cores.

0.6.0 — The Queen (not tested in game)

  • The Queen (15 Queen):
    • 85 / 70 / 55% — egg clutches (SeekerEgg_alwayshatch, 2 / 2 / 3, growing with the group like adds): they hatch into seekers by themselves; at 55% they hold the shield while any egg is neither broken nor hatched — a race to break them before they hatch;
    • from 70% — acid splashes (SeekerQueen_spithit, poison) under the marked players;
    • alternating at random: bloodlust — heals for 40% of the raw damage of her hits on players (before armor and block); acid spikes — every hit on her returns 10% of the damage to the attacker as poison (at least 5, at most once per second per player);
    • 45% — seeker brutes, 30% — gjall, 20% — ticks and seeker soldiers' young;
    • reward: coins, rubies, soft tissue, black cores, eitr; Mistlands gear, with a chance — Ashlands; with a chance — flametal ore and gemstones.
  • Nests can be any networked object, not only destructibles (eggs), and grow with the group like adds.

0.5.0 — Yagluth (not tested in game)

  • Yagluth (14 Yagluth):
    • 85 / 70 / 55% — 1 / 2 / 3 fuling totems (goblin_totempole), fulings and archers come out of them (up to 3 alive, every 12 s), at 55% they hold the shield;
    • from 70% — his own meteor shower (spawn_meteors) under the marked player, vanilla damage;
    • 55% — fuling shamans heal Yagluth while alive;
    • alternating at random: regeneration — 0.6% of max HP per second unless he was hit with frost in the last 3 s; adaptation (soft) — the damage type he was hit with most in the last seconds ×0.6, the others ×1.1; the announcement names the type (in each player's language);
    • 45% — brutes, 30% — an unbjorn, 20% — three kinds of skeletons, 15% — deathsquitos; 10% — an echo of Moder (Aspect_Moder, half HP) — experimental, EchoOfModer = false by default;
    • reward: coins, silver necklaces, rubies, black metal; black-metal and linen gear, with a chance — Mistlands.
  • Marks can use projectile spawners (SpawnAbility: meteors fall around the marked player, not around whoever is nearest the boss); mark damage with no setting is vanilla.
  • Actions with an experiment flag (Gate), HP multiplier below 1.

0.4.0 — Moder (not tested in game)

  • Moder (13 Moder):
    • 85 / 70 / 55% — 1 / 2 / 3 ice stalagmites (caverock_ice_stalagmite): drakes hatch from each (up to 2 alive, every 15 s), at 55% they hold the shield; all broken — stagger and a burn window;
    • 85% — a wolf pack, at night — ulvs;
    • from 70% — ice novas (FenringIceNova_aoe, frost slows) under the marked players;
    • alternating at random (30 s, cooldown 50–70 s, after the stagger): ice armor — hits from farther than 6 m ×0.25, only while Moder is on the ground (a window for melee); ice spikes — every hit returns 12% of the damage to the attacker as frost (at least 5, at most once per second);
    • 45% — cultists, 35% — a stone golem, 20% — a fenring and drakes;
    • reward: coins, rubies, silver necklaces, silver, obsidian, crystals; silver and fenris gear, with a chance — black metal.
  • Waves can have a night composition (NightPrefabs); a totem can have its own fallback nest or none.

0.3.1 — Bonemass alternates two phases (not tested in game)

  • A new cycle variant for Bonemass — rot vapour (Rot): hits closer than 5 m ×0.5, and every such hit poisons the attacker (12 poison, at most once per second per player — a vanilla hit, players without the mod are poisoned too); from afar the damage is full. Alternates with hardening at random, like the Elder's bark (12 Bonemass / CycleVariant = Random | Harden | Rot).
  • Bonemass settings renamed: Harden* → Cycle* (duration, cooldown, start delay), plus RotMeleeFactor, RotPoisonDamage.

0.3.0 — Bonemass, a shared resistance cycle (not tested in game)

  • Bonemass per table B3:
    • 85 / 70 / 55% — 1 / 2 / 3 bone piles (Spawner_DraugrPile), at 55% — the shield while the piles stand and a burn window after they are destroyed;
    • from 70% — leeches in the water around (no water — no leeches) and poison pools (bonemass_aoe) under the marked players;
    • hardening — blunt ×0.25, fire ×2 — 30 s after the stagger ends, then a 50–70 s cooldown, until death; with no window — 60 s after 55%;
    • 45% — an abomination and merging: every 25 s a slime (Blob, BlobElite) appears far away and crawls to the boss; one that arrives is absorbed and heals him for 3% of max HP;
    • 40% — wraiths (Writhan), 35% — surtlings, 25% — elite draugr, 15% — ghosts and bats;
    • reward: coins, rubies, pearls, scrap iron; iron and root gear, with a chance silver.
  • Resistance cycle — a shared mechanism with variants: the Elder's living bark (Sap / Back) and Bonemass's hardening run on it.
  • Solo (one player) — the positional variant never comes up: the Elder only uses Sap, whatever BarkVariant is set to.
  • eb status — HARDENED / BARK (sap) / BARK (back).

0.2.2 — Bark alternates at random

  • 11 Elder / BarkVariant = Random (the new default): before each bark the variant Sap or Back is picked again, 50/50. Sap, Back, Auto remain for a fixed variant.

0.2.1 — The Elder's living bark reworked (not tested in game)

  • The bark is no longer tied to the nests' shield: a cycle "30 s of bark → cooldown 50–70 s (random) → bark again" until death. The first bark comes right after the stagger (burn window) ends; with no window for 60 s after 55% the cycle starts by itself. The shield dropping during the bark interrupts it — the window gives full damage.
  • Two variants, 11 Elder / BarkVariant:
    • Sap (default) — "raw bark": fire ×0.25 (the usual weakness is gone), slash ×1.25, the rest ×0.25 — chop with axes;
    • Back — ×0.25 from the front, full damage only from behind (a 120° arc) — the tank keeps the Elder facing them;
    • Auto — Back for a group of 3+, otherwise Sap;
    • Random — see 0.2.2.
  • All bark parameters are in 11 Elder; eb status shows BARK (sap) / BARK (back); eb probe — the creature's vanilla resistances.

0.2.0 — The Elder, languages, self-check (not tested in game)

  • Two languages. All of the mod's text is in Russian and English. Players with the mod see messages in their game's language; to players without the mod the server sends a vanilla message in the GuestLanguage language (Russian / English / Both), and boss and monster names go as vanilla tokens ($enemy_gdking), translated by their own game. The server recognises players with the mod by a "hello" on connect. Setting descriptions and console replies are bilingual too.
  • Self-check on world load and with eb check: every prefab of every boss — does it exist, is it networked, destructible, does it have an AoE and its radius, are the rewards items. The result — one line in the log, problems — as a list.
  • Shield (A4): while the boss's nests stand, it takes ×0.2 damage (×0.1 on Hard). Burn window (A6): when the last nest falls — a stagger (vanilla Stagger) and ×1.5 damage for 10 s.
  • Resistance shift (A9): "Living bark" — pierce ×0.25, fire ×2 while the shield holds.
  • Healers (A5): shamans heal the boss for 0.5% of max HP per second each (at most two) while alive and within 40 m.
  • Roots (A8): instead of a hit — a ring of vanilla TentaRoot around the marked player, living 15 s.
  • Threat (A10): the boss attacks whoever took the most HP off it, among players within a 25 m leash; outside the radius threat halves every 3 s; the target changes only with a 10% lead and at most once per 3.5 s; the WeaponArts taunt overrides it.
  • The Elder per table B2: nests 1/2/3 at 85/70/55%, roots from 70%, shield and bark at 55%, a troll (a second one with 3+ players), a bear, an elite with shamans, skeletons with ghosts; reward — bronze and troll hide, with a chance iron.
  • Temporary adds (lifetime in the ZDO), add roles.

0.1.0 — Skeleton and Eikthyr (not tested in game)

  • The fight skeleton on the boss's owner: phases by HP threshold, the fight state in the boss's ZDO (a phase bitmask, totem slots) — a phase never repeats after a rejoin or an owner change.
  • Building blocks: an add wave, a lieutenant (stars + HP multiplier in the ZDO), a totem (a destructible vanilla object the code spawns monsters from), a vanilla nest, marks ("spread out": announcement → an AoE under the player 3 s later), a charge.
  • Adds and the boss share one m_group so they do not fight each other; adds hunt players.
  • Group scaling: the boss's effective HP 1 + 0.5·(N−1) up to 8 players instead of the vanilla 0.3 up to 5; the number of adds, stars, nests — from N.
  • Profiles Light / Raid / Hard, a Vanilla / Mod mode and a profile per boss, mechanic switches — all without a rejoin; synced from the server.
  • A reward on top of the vanilla drop: coins, amber, the next biome's ore with a chance, upgraded gear (quality 2–3) — 1 item per 2.5 players.
  • Adds and totems are cleaned up on the boss's death and on a switch to Vanilla; the server removes "orphans" after a restart.
  • Fight reset — optional, off by default.
  • For players with the mod — a circle of the mark's radius on the ground.
  • Console: eb status | phase <n> | reset | probe <prefab> | players <n>.
  • Eikthyr: 80% — boars and necks; 60% — a charge; 50% — a skull pile with Meadows skeletons; 30% — lightning on marks; 15% — a 2★ boar leader with HP ×3.
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