ExtendedBosses
Raid-style boss fights from vanilla parts only: HP phases, add waves, nests, lieutenants, shields, burn windows, threat - seen by every player, mod or not.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;
SlimeWaveHealPercentinstead ofSlimeHealPercent). - 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, alternativeSpawner_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.
- 85 / 70 / 55% — 1 / 2 / 3 charred spawner stones (
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.
- 85 / 70 / 55% — egg clutches (
- 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 = falseby default; - reward: coins, silver necklaces, rubies, black metal; black-metal and linen gear, with a chance — Mistlands.
- 85 / 70 / 55% — 1 / 2 / 3 fuling totems (
- 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.
- 85 / 70 / 55% — 1 / 2 / 3 ice stalagmites (
- 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), plusRotMeleeFactor,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.
- 85 / 70 / 55% — 1 / 2 / 3 bone piles (
- 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, whateverBarkVariantis 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 variantSaporBackis picked again, 50/50.Sap,Back,Autoremain 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—Backfor a group of 3+, otherwiseSap;Random— see 0.2.2.
- All bark parameters are in
11 Elder;eb statusshowsBARK (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
GuestLanguagelanguage (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
TentaRootaround 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_groupso 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 vanilla0.3up to 5; the number of adds, stars, nests — from N. - Profiles
Light / Raid / Hard, aVanilla / Modmode 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.


