JardsAdditions
Various tweaks and additions to the game, with the goal of improving the vanilla experience without changing core gameplay.
By jard_hu
Last updated | 2 weeks ago |
Total downloads | 852 |
Total rating | 0 |
Categories | Mods Misc Server-side Client-side Utility Building Ashlands Update |
Dependency string | jard_hu-JardsAdditions-1.6.0 |
Dependants | 0 other packages depend on this package |
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: 2.19.4README
Jard's Additions
Various tweaks and additions to the game, with the goal of improving the vanilla experience without changing core gameplay.
PvP protections
Skill loss and graves can now be protected in PvP scenarios, either everywhere or within the range of a ward. In the configuration file, the following two options in [PvP Protection] control this:
[PvP Protection]
## Whether to prevent skill loss when killed by another player (enforced by server)
# Setting type: Protected
# Default value: OnlyInWard
# Acceptable values: Yes, OnlyInWard, No
PreventPvPSkillLoss = OnlyInWard
## Whether to prevent grave access by other players (enforced by server)
# Setting type: Protected
# Default value: OnlyInWard
# Acceptable values: Yes, OnlyInWard, No
ProtectPlayerGraves = OnlyInWard
When protection is active (either everywhere or in a ward), skill loss is canceled when the player dies from another player's attack. Graves also won't be able to be accessed when protected except for the grave's owner.
Vanilla tweaks
Paved road travel tweaks
These options control both stamina costs and running speed when running on a paved stone road surface.
[Vanilla tweaks]
## Stamina multiplier when running on a paved road (enforced by server)
# Setting type: Single
# Default value: 0.4
# Acceptable value range: From 0 to 1
PavedRoadStaminaMultiplier = 0.4
## Speed multiplier when running on a paved road (enforced by server)
# Setting type: Single
# Default value: 1.15
# Acceptable value range: From 0 to 3.402823E+38
PavedRoadSpeedMultiplier = 1.15
By default, run stamina cost is decreased by 60% and run speed is increased by 15% when running on paved roads.
Stone floor run buffs
Setting this to true counts any stone material piece as a 'paved road surface,' giving players the stamina and run speed buffs configured above while running on stone floors, grausten floors, etc.
[Vanilla tweaks]
## Whether to apply speed and stamina multipliers when the player is running on a stone piece (stone floor, grausten floor, etc) (enforced by server)
# Setting type: Boolean
# Default value: true
ApplyRunBuffsToStoneFloors = true
Knockback multiplier
[Vanilla tweaks]
## Knockback multiplier (enforced by server)
# Setting type: Single
# Default value: 1
# Acceptable value range: From 0 to 3.402823E+38
KnockbackMultiplier = 1
Multiplier for all knockback force applied to any character. This includes blocking enemy attacks, attacking them with high knockback weapons like clubs, and even receiving attacks from enemies.
Bloodstone changes
[Vanilla tweaks]
## Modify the effect of the bloodstone enchantment (enforced by server)
# Setting type: BloodstoneEffect
# Default value: Damage
# Acceptable values: Damage, Vampirism, DamageAndVampirism
BloodstoneEffect = Damage
## Percentage increase of damage per missing health point for bloodstone damage effect (enforced by server)
# Setting type: Single
# Default value: 0.004
# Acceptable value range: From 0.002 to 0.01
BloodstoneDamagePercent = 0.004
## Percentage of health returned per missing health point for bloodstone vampirism effect (enforced by server)
# Setting type: Single
# Default value: 0.045
# Acceptable value range: From 0 to 1
BloodstoneVampirismPercent = 0.045
General modifiers for the bloodstone enchantment, the most notable being a vampirism effect which returns a percentage of the player's missing health back after each hit. By default, the damage multiplier per missing point of health is also doubled from 0.2% to 0.4%.
When enabled, the percentage of health returned after an attack is calculated with the following factors:
m_base
: The configuration-controlled base vampirism percentage (by default 0.045),m_base = 0.045
.m_weap_damage
: The quotient of the weapon's base physical damage divided by the base damage of the level one Berzerkir Axes (140), raised to the 2.5 power, and capped to one or higher.m_weap_damage = max(1, (weapon_base_damage / 135) ^ 1.25)
.m_enemy_damage
: The global enemy damage modifier key, usually controlled by the world's combat difficulty modifier.m_enemy_damage = 1
when the world is on normal difficulty,m_enemy_damage = 1.5
when the world is on hard,m_enemy_damage = 2
for very hard, etc...
The weapon damage multiplier buffs the healing factor of naturally slower attacking weapons like the Slayer and Ash Fang, since these weapons also tend to have higher base physical damage. The enemy damage multiplier buffs the healing factor of all bloodstone weapons relative to the world's combat difficulty to compensate for increased enemy damage.
The final amount of health returned per hit is then calculated as follows:
health_returned = (player_max_health - player_current_health) * m_base * m_weap_damage * m_enemy_damage
Moder's guardian power and Wind Run synergy
[Vanilla tweaks]
## Whether Moder's power synergizes with the asksvin cape by controlling wind direction while wearing the cape (enforced by server)
# Setting type: Boolean
# Default value: true
WindRunWithModer = true
When enabled, Moder's power controls the wind, outside of a boat, in the direction of the player's sprinting direction if they are also wearing the Asksvin cape.
Stone portal adjustments
[Vanilla tweaks]
## Adjusts the recipe and behavior of stone portals to make them harder to transport and build in general (molten cores and eitr become unteleportable, even with stone portals). Intended for use with no-portal/low-portal worlds. (enforced by server)
# Setting type: Boolean
# Default value: false
StonePortalNerfs = false
When enabled, stone portals demand a higher amount of resources (100 grausten, 20 flametal, 10 molten cores, 10 greydwarf eyes), and require the Galdr Table for placement.
Additionally, molten cores and eitr are both marked as "too valuable" for transport, meaning that these items can not otherwise be transported through stone portals.