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MoreEvents

Six new in-run events: Bounty, King of the Hill, Golden Swarm, Escort the Fungus, Cursed Ground and Elite Gauntlet, with their own banner, rings, markers and rewards.

Date uploaded a day ago
Version 1.0.6
Download link girthy_mods-MoreEvents-1.0.6.zip
Downloads 19
Dependency string girthy_mods-MoreEvents-1.0.6

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.788 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.788

README

MoreEvents

Six new events that pop up during runs, between the game's own objectives.

Event What happens Reward
Bounty An elite spawns, marked with a red ring and a skull. Kill it within 45 seconds. A bonus upgrade for everyone. If it escapes, the next wave's enemies get +30% health.
King of the Hill A zone appears. Stand in it while enemies pour in around it. More players inside fill the bar faster, and it drains while the zone is empty. A bonus upgrade for everyone.
Golden Swarm Golden crabs scatter around you. Catch them before they escape. XP for each crab, and a bonus artifact for everyone if you catch them all.
Escort the Fungus A fungus spirit walks toward a flag, but only while someone is near it. Enemies that reach it eat away its health. A bonus artifact for everyone.
Cursed Ground For 60 seconds, a safe circle shrinks and drifts. Standing outside it costs 5% of your health per second. +50% of a level's XP.
Elite Gauntlet Elites from different realms come one after another. +1 revive for each one you kill (XP instead if revives are full).

Each event shows a banner (title, timer, progress bar), rings on the ground, and icons over its targets. Icons stick to the screen edge when the target is off screen.

  • The first event comes 2 minutes into a run, and then one roughly every 2.5–3.5 minutes after the last one ends.
  • Events wait while one of the game's own objectives, or the boss, is active.
  • F5 (host) starts a random event right away, which is handy for trying them out. Clear StartEventKey to turn this off.

Multiplayer: the host runs the events. Everyone who wants to see the banner and markers needs the mod. Cursed Ground's damage is applied by each player's own game, so players without the mod don't take it.

Config (in your mod manager's config editor)

  • [General]
    • Enabled
    • FirstEventAfterSeconds (120)
    • SecondsBetweenEvents (150)
    • RandomExtraSeconds (60)
    • WaitForObjectives (true): keep events clear of the game's objectives, the boss and its enemy events
    • GapSeconds (30): quiet time kept around those
    • StartEventKey (F5)
  • [Events]: a chance weight for each event (0 = never).
  • [Bounty]: TimeLimit, EscapeHealthBuffPercent.
  • [KingOfTheHill]: TimeLimit, SecondsToCapture, ZoneRadius.
  • [GoldenSwarm]: Crabs, TimeLimit, XpPerCrabPercent.
  • [EscortTheFungus]: TimeLimit, Distance, Health.
  • [CursedGround]: Duration, DamagePercentPerSecond, StartRadius, EndRadius.
  • [EliteGauntlet]: Elites, TimeLimit.

Multiplayer settings

In multiplayer everyone plays with the host's settings: the host's config is sent to every player from the lobby on, and the mod reads it instead of yours while you're connected. Your own the event key stay yours. Your config file is never changed. If the host doesn't have this mod, it stays off for you in that game.

CHANGELOG

1.0.5

  • Events keep clear of the game's own. An event now only starts when none of the game's objectives (fungi, statues, capture zones...), the boss or its enemy events (the line of dogs, the mob...) is running or due while it lasts, with a quiet gap either side (new setting General.GapSeconds, 30 s). It knows which waves bring an objective and when the boss is due. If an objective or the boss starts anyway, the event is called off with no penalty.

1.0.4

  • Fixed King of the Hill and Escort the Fungus. The mod was reading each player's position from an object that never moves with the wizard, so it never saw anyone in the zone: the hill never filled and the fungus never moved. It now tracks the wizards themselves.
  • The same fix applies to the other events: bounty targets, golden crabs and gauntlet elites now spawn around where the party actually is, and Cursed Ground checks where you really are.

1.0.3

  • Everyone uses the host's settings. While you're in someone's game, this mod reads the host's config instead of yours, from the lobby on. Your own StartEventKey stays yours. Your config file isn't changed, and your own values are back when you leave. If the host doesn't have the mod, it stays off for you in that game.

1.0.2

  • Fixed events not showing for other players: their games rejected every event update from the host (wrong field count).

1.0.1

  • Fixed the host failing to send event state ('Method unstripping failed'), so other players now see the banner, rings and markers.

1.0.0

  • First release: Bounty, King of the Hill, Golden Swarm, Escort the Fungus, Cursed Ground and Elite Gauntlet.