Monster Modifiers
Monsters spawn with random infusions, effects, or modifiers for increased challenge.
Date uploaded | 19 hours ago |
Version | 1.0.12 |
Download link | warpalicious-Monster_Modifiers-1.0.12.zip |
Downloads | 100 |
Dependency string | warpalicious-Monster_Modifiers-1.0.12 |
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: 2.21.3README
Beta Release
This mod is currently in a beta release phase. There are likely more bugs I haven't found yet. Please report any bugs or feedback in my Discord.
Monster Modifiers
This mod adds 23 modifiers that are randomly assigned to a monster when it spawns. A monster will have one modifier per star.
Features
- Adds 23 monster modifiers.
- Modifiers are not applied to bosses, only standard monsters.
- One modifier per monster star. Two star monster = two unique modifiers.
- Replaces monster star icons with modifier icons.
Modifier Details
Modifier Name | Icon | Color | Description |
---|---|---|---|
Stamina Siphon | Yellow | Monster attack also drains stamina. | |
Eitr Siphon | Purple | Monster attack also drains eitr. | |
Shield Breaker | Yellow | If blocked, monster attacks reduce shield durability by 50%. | |
Ignore Armor | Red | Monster attacks ignore 50% of armor. | |
Food Drain | Red | Monster attacks reduce random food duration by 50%. | |
Fire Infused | Red | Monster attacks do fire damage. | |
Frost Infused | Light Blue | Monster attacks do frost damage. | |
Poison Infused | Green | Monster attacks do poison damage. | |
Lightning Infused | Yellow | Monster attacks do lightning damage. | |
Remove Status Effect | Purple | Monster attack removes one random status effect. | |
Personal Shield | Red | Monster spawns with personal shield. | |
Shield Dome | Yellow | Monster spawns with shield dome, blocking projectiles from outside. | |
Soul Eater | Red | When nearby monster dies, increase monster health, damage, and size. | |
Fast Movement | Red | Monster has 50% increased movement speed. | |
Fast Attack Speed | Yellow | Monster has 50% increased attack speed. | |
Distant Detection | Purple | Monster detection and view range increased by 2x. | |
Elemental Immunity | Purple | Monster immune to all elemental damage. Limit one immunity modifier | |
Physical Immunity | Red | Monster immune to all physical damage. Limit one immunity modifier | |
Stagger Immune | Yellow | Monster immune to stagger. | |
Poison Death | Green | Poison cloud on monster death. | |
Fire Death | Red | Fire nova on monster death. | |
Frost Death | Light Blue | Frost nova on monster death. | |
Heal Death | Purple | Healing nova on monster death. | |
Blood Loss | Red | Player takes 30% max health damage when blood loss exceeds max health. |
I've tried my best to make the icon color system simple. The icons roughly categorize the modifiers as:
- Potion: Monster damage applied to another player stat
- Broken Shield: Monster ignores armor or breaks shield
- Apple: Monster has food drain
- Sword: Monster attack is infused
- Circle: Monster has shield
- Asterisk: Monster has Soul Eater
- Plus Square: Monster has improved attribute
- Shield: Monster has immunnity
- Skull: Monster spawns something on death
Modifier Mechanics
Elemental Infusions (Fire, Frost, Poison, Lightning)
- The damage of the infusion is equal to the total damage of the creatures current attack.
- For example, a wolf bite does 80 damage with 0 stars and standard world level.
- If this wolf has Fire Infused, then it will do an additional 80 fire damage when attacking.
Death Spawns (Fire, Frost, Frost)
- Death spawn damage is 50% of creatures highest attack damage value.
- Most Valheim creatures have multiple attacks available to them. Death spawn uses the highest available attack value.
- If a creature has no attacks (ex. Deer) then it's death spawn damage is 10.
Heal Death
- Heals both player and nearby monsters.
- Heal amount is 75% of modified monsters max health.
- Healing will tick 10 times, where each tick is equal to total heal amount divided by 10.
Blood Loss
- When a monster with blood loss attacks the player, the player will receive a "Blood Loss" status effect.
- While having this status effect, each attack monster attack will increase the total Blood Loss amount on the player. The amount of increase is equal to the creatures attack damage.
- The Blood Loss amount is shown below the Blood Loss status effect icon
- When Blood Loss amount exceeds players max health, they will take 30% of their max health as Slash damage.
- Blood Loss amount will reset to 0 after one minute.
Compatibility
This mod is mostly compatible with CreatureLevelandLootControl (CLLC).
- Not compatible with CLLC special effects and infusions. Disable these in the CLLC config file.
- CLLC max monster level cap works fine. I encourage using this feature to increase total modifiers per monster!
Commands
The mod includes a terminal command to spawn a creature with given modifier.
- The command is
modifier
- The command takes two parameters:
creatureName
andmodifierName
- The creatureName should be the name of the creatures prefab.
- Both parameters are case sensitive (i.e "skeleton" will not work)
- Modifier names are written in PascalCase with no spaces. (i.e. "FireInfused" is correct. "Fire infused" is wrong)
- The command will always spawn a one star monster.
- Example:
modifier Skeleton FireInfused
Credit & Thanks
This was a complex software project and I couldn't have done it without the help of the following mod developers:
- Coemt: Thank you for teaching me the fundamentals.
- Oriana: Thank you for accompanying me late into the night solving problems in this mod.
- Azumatt: Thank you for helping me solve my sprite problems.
Mod Support & Feeback.
Please feel free to share any any all feedback or ask questions. You can find me on my own modding Discord.
Known Issues
- There is a list of yellow warnings from Unity about incorrect shaders at the beginning of your log. This does not cause any game breaking bugs, just an warning.
- I've removed the shieldDome modifier until I can solve a bug where it remains after a creature dies in a multiplayer scenario.
Donations/Tips
I make mods because I enjoy it and want to make Valheim more enjoyable for everyone. If you feel like saying thanks you can tip me here.
My Ko-fi: |
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Source Code
Source code is available on Github.
Github Repository: | MonsterModifiers |
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CHANGELOG
Version |
Update Notes |
---|---|
1.0.0 | - Initial Release |
1.0.1 | - Readme updates |
1.0.2 | - Bug fixes |
1.0.3 | - Bug fixes, fixed a bug not allowing players to see placement ghost |
1.0.4 | - Bug fix for CLLC enemyHUD bug. If monster has either immunity, remove other from available modifier list |
1.0.5 | - Attempt to fix a bug where shield bubble would not be destroyed in multiplayer setting |
1.0.6 | - Remove shield dome start SFX |
1.0.7 | - Fix asset loading bug introduced in 1.0.6 |
1.0.8 | - Many bug fixes: RemoveStatusEffect & FoodDrain don't apply when blocking. Attempted fix for shieldDomes remaining after creature death. Attempted fix for foodDrain unintentionally applying to players |
1.0.9 | - Removed ShieldDome modifier due to shieldDome remaining after creature death bug |
1.0.10 | - Fixed BogWitch release error. Elemental Infusions now use attacks total damage instead of just physical damage. Death Spawn damage now scales off creatures highest attack value. |
1.0.11 | - Added a new modifier terminal command to spawn creature with given modifier. |
1.0.11 | - Added two new modifiers: Heal Death & Blood Loss. |