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balrond MonsterMayehm

Monster and Event Extension for Balrond Absolute Overhaul

Date uploaded 3 days ago
Version 1.1.39
Download link Balrond-balrond_MonsterMayehm-1.1.39.zip
Downloads 52
Dependency string Balrond-balrond_MonsterMayehm-1.1.39

This mod requires the following mods to function

Balrond-balrond_humanoidRandomizer-1.6.1 icon
Balrond-balrond_humanoidRandomizer

Auto creates set of variants for vanilla skeletons, Rancid, Draugr, Dragur Elite, Fueling, Fueling Shaman

Preferred version: 1.6.1

README

Balrond Monster Mayhem — BETA

Current development version: 1.1.36
Game: Valheim 1.0
Status: BETA — gameplay, boss encounters, network behavior and newly authored assets still require in-game verification.

Monster Mayhem is now an essential component of the Balrond Absolute Overhaul (BAO) experience. It is the creature, spawning, event, drop, taming and boss-combat module of the BAO mod suite. The BAO package also contains documentation covering Monster Mayhem and the larger mod-suite integration.

THIS MOD DOES NO LONGER WORK ON IT OWN AND REQUIRES Balrond Absolute Overhaul (BAO)

Required dependencies: Balrond Absolute Overhaul and Balrond Humanoid Randomizer. Both are declared as hard BepInEx dependencies. Install compatible versions on the server and on participating clients.

BETA notice: Back up worlds and characters before updating. Features involving new boss attacks, networked VFX, new spawns and world transitions may still have bugs. A successful source check is not a substitute for gameplay and dedicated-server testing.

What Monster Mayhem changes

Monster Mayhem expands Valheim's creatures and combat encounters while keeping separate ownership for BAO's world locations and item/content systems.

  • Creatures and variants: additional animals, monsters, juveniles and dangerous biome encounters; new creature spawner prefabs and stat/resistance profiles.
  • World spawns and events: a curated SpawnSystem overhaul, biome-specific encounters, raid/event changes and preservation of vanilla Deep North persistent-event gates.
  • Boss fights: HP-gated new attacks, Enrage effects, modest nearby-player scaling, disengaged regeneration and reactive damage.
  • Taming and breeding: vanilla-based taming, diet and feeding behavior, offspring, incubation, growth and creature-control stances.
  • Minor Mutations: optional, lightweight, per-creature traits with synchronized ZDO state.
  • Multiplayer-first systems: server-synchronized gameplay configuration, owner-authoritative runtime changes and dedicated development diagnostics.

Creature item/prefab IDs and actual content availability depend on the matching Monster Mayhem and BAO assets. The _bal suffix is common in the Balrond suite and does not by itself prove that the object belongs to Monster Mayhem.

Installation and dependencies

  1. Install Balrond Absolute Overhaul (BAO) and Balrond Humanoid Randomizer before Monster Mayhem. They are required dependencies, not optional recommendations.
  2. Install Balrond Monster Mayhem 1.1.36 and its matching AssetBundle. Server and clients should use matching compatible mod versions.
  3. Launch the game once to generate configuration files. For multiplayer, configure gameplay values on the host/dedicated server.
  4. Test on a backed-up world. New worlds can generate new content naturally; existing explored areas may require world-upgrade procedures described in BAO's documentation. Monster Mayhem does not own Troll Cave / Bear Cave world-location edits.

Monster Mayhem does not replace Humanoid Randomizer: Humanoid Randomizer owns humanoid variants, variant equipment/attacks/animators and star-display presentation; Monster Mayhem owns creature gameplay rules, HP/resistances, final drop handling and its own boss attacks.

Configuration and ServerSync

Monster Mayhem now has a real configuration system. The earlier README statements that the mod has no config or ServerSync are obsolete.

Config file (BepInEx standard location):

BepInEx/config/balrond.astafaraios.BalrondMonsterMayhem.cfg

Gameplay configuration is synchronized through ServerSync. The server is authoritative when Lock Configuration is enabled (default: true). Debug/reporting controls are local developer settings and are not gameplay-authoritative.

Section What it controls
00 - Server Server config lock
10 - Creature Systems Creature stat/drop and resistance rules; spawns, random events, generated spawners, egg hatching and growth
20 - Boss Combat Boss scaling, regeneration, reactive damage, phase gates, Enrage and optional developer test overrides
30 - Creature Taming Taming, feeding from containers and stance behavior
31 - Deer Deer taming/breeding configuration
32 - Hare Hare taming/breeding/growth configuration
33 - Seal Seal taming/breeding/growth configuration
34 - Kvastur Buildable decorative Kvastur and its behavior
35 - Creature Performance Safe idle/far-AI throttling for tame creatures
40 - Minor Mutations Mutation chance, stat bonuses and exclusions
90 - Diagnostics Local Debug Mode, verbose logs, report generation, identity checks and filters

Some registration, prefab, spawning and scene-level changes require restarting the game/server; editing a config entry does not necessarily rebuild ObjectDB, ZNetScene or existing world lists live.

Production logging vs. developer diagnostics

Normal mode is intended to show a concise startup summary and actionable warnings/errors, not individual AltBiome/SpawnData rows, routine creature spawner registrations or verbose attack registration details.

[90 - Diagnostics]
Debug Mode = false
Verbose Diagnostic Logging = false

Developers can enable Debug Mode (and optionally Verbose Diagnostic Logging and report generation) for detailed runtime information. Read-only reports are written under BepInEx/config/BalrondMonsterMayhem-diagnostics/. Do not enable extensive diagnostics on a normal live server unless investigating an issue.

Boss combat and phase progression (FIX15)

Boss skills use the Valheim ItemDrop attack definitions and native AI health-range gates. The code registering an attack is not the same as verifying that its Unity prefab and complete behavior exist. Unavailable authored attacks are disabled instead of replaced with a fallback.

Boss HP threshold Behavior
75% HP First available new attack becomes eligible; Enrage for 6 seconds (default)
50% HP Further authored attacks become eligible; Enrage for another 6 seconds
25% HP Permanent Enrage until the boss dies; no further new attack is required

Enrage adds +10% outgoing damage by default (server configurable); transient and permanent bonuses do not stack. The final transition displays “Boss is now angry” to participating nearby players. The VFX uses vfx_bmm_boss_enrage and should remain attached/scaled with the boss. The same VFX is used by the short and permanent status, so a fixed six-second lifetime on the shared Unity prefab is not suitable. Verify cleanup on death and network-owner changes in runtime tests.

Boss (vanilla prefab) New attack at 75% New attack(s) at 50%
Eikthyr (Eikthyr) Thunder Orbs Lightning Marks
The Elder (gd_king) Entangle Field Spore Cloud, Interruptible Heal
Bonemass (Bonemass) Globules Sludge Fields
Moder (Dragon) Freezing Wind —
Yagluth (GoblinKing) Flame Pillars Solar Swarm
Seeker Queen (SeekerQueen) Large Egg Flies Debuff
Fader (Fader) — —

Not yet supplied / inactive: BMM_Moder_GlacialStormColumns_Attack, BMM_Bonemass_DecayAura_Attack, BMM_SeekerQueen_AcidGround_Attack and BMM_Fader_SoulfirePressure_Attack. These have no active attack rules until their proper assets are added. Other attack effects, projectiles and special mechanics remain subject to in-game verification.

There are two startup-registered status effects for Enrage: SE_BMM_BossEnrageBurst (short duration) and SE_BMM_BossEnrage (permanent). They are registered during ObjectDB initialization rather than generated mid-fight. Monster Mayhem also supports a central list for custom monster status assets, including SE_Elder_heal_bal; registering a status does not automatically make a boss apply it.

Creature features and taming

Tameable control stances

The current stance model is capability-based. Alt + Use cycles through the actions available to the creature:

Stance Behavior
Roam Normal local wandering; defensive retaliation only
Stay Remain near the current position; defensive retaliation only
Follow Follow the player without proactively hunting enemies
Guard Defend an anchored area and return to it
Protect Follow and support the player in combat; only for combat-capable tames

Not every species supports every stance. Eggs and juvenile animals have restrictions appropriate to their movement type. Monster Mayhem extends vanilla Tameable behavior rather than replacing it wholesale.

Breeding, incubation and growth

The original Monster Mayhem breeding guide covers pairs such as Neck/Neck Brute, Boar/Hog, Deer/Stag, Leech/Primal Leech and Seeker/Seeker Brute, along with eggs and juvenile growth chains. Exact timings, population limits, food lists and availability may change with the current synchronized configuration and prefab setup; the historical README tables should not be treated as authoritative values for 1.1.36.

Some examples of supported or authored growth paths include:

Juvenile / egg Possible result
DeerFawn_bal Deer or Stag
Bunny_bal Hare
Neck Tadpole Neck or Neck Brute
Piglet Boar or Hog
Serpentling Serpent
Leech Larva Leech or Primal Leech
Seeker Brood Seeker or Seeker Brute
Crow Nestling Giant Crow

Breeding/hatching must not be confused with taming: several hatched creatures are deliberately not tameable. Deer, Hare and Seal have explicit configuration sections. Goat resource production, diets and creature-specific growth remain part of the broader animal system.

Minor Mutations

Mutations are optional and chosen once per creature instance, then stored in ZDO. A creature receives at most one natural mutation:

  • Robust: more maximum health (default +20%).
  • Ferocious: more outgoing damage (default +10%).
  • Swift: increased movement speed (default +5%).
  • Resistant: improves one eligible normal damage resistance by a single step.

Default chance is 5% plus 5 percentage points per displayed star; both are configurable. Mutated creatures may have a subtle visual-only scale increase. Boss mutations are allowed only after that boss has been defeated at least once. FrozenKing (FrozenKing, FrozenKing_p2, FrozenKing_p3) is explicitly excluded from mutations.

World spawns, Deep North and drops

  • The global Golden Master defines 281 spawn entries (81 edits and 200 authored additions). Later supplemental additions are kept separate from this historical baseline.
  • Existing vanilla rows are edited in place; native list/index identity and persistent-event requirements are preserved.
  • Deep North persistent events (such as jotun_invasion) remain separate from legacy RandomEvent raids and should not be flattened into them.
  • Custom generated Spawner_<CreatureId> prefabs are registered at scene startup, not spawned or re-registered ad hoc during ordinary gameplay.
  • CharacterDrop uses in-place edits and append-only additions. Missing referenced item prefabs are skipped without replacing them with unrelated resources.
  • TrollMother_bal has a supplemental rare Mountains spawn entry. Its special Heart and future Trophy depend on those assets being supplied; do not assume they are in the bundle.

Developer tools and troubleshooting

Useful terminal commands (with developer/debug requirements where applicable):

mm_help
mm_status
mm_diag
mm_monster <prefabId>
mm_spawn <prefabId|spawnName>
mm_event <eventId>
mm_boss <bossPrefabId>
mm_mutations
mm_boss_test <bossPrefabId> <attackPrefabId> on|off
mm_boss_test status
mm_boss_test clear

mm_boss_test is a host-only development override. It removes the HP gate for the chosen attack, but still respects normal AI target selection, range, animation and cooldown conditions. It is not a production cheat/forced animation command. Runtime reports and full verbose audit logging are intended for developers.

Translations: JSON language files are stored in BepInEx/config/BalrondMonsterMayhem-translation/. Copy English.json to a supported locale name (for example Polish.json) and translate string values while keeping their keys unchanged. Translation files are client-local and are not automatically synchronized as gameplay config.

Existing worlds: Back up the world. New unexplored zones generally generate content under the current world rules; already generated areas may need world maintenance. Use the BAO documentation for currently supported world-location upgrade guidance; old README commands attributed to Monster Mayhem for Troll Cave relocation are no longer the appropriate ownership boundary.

Performance: The mod includes tame-AI throttling and avoids routine verbose logs in production. FPS, allocations and network performance must still be profiled under actual large farms and multiplayer workloads; static tests do not guarantee stable frame times.

Build/developer note: Source-only packages may omit the real balrondmonsters AssetBundle and local publicized assemblies. Passing static validations does not prove that the DLL builds or that missing content is available in game.

Current prefab registry

The following monster prefab IDs are declared in the latest supplied source's NameList/MonsterList.cs. This is a load registry, not a guarantee that each asset is present in the released AssetBundle or has an active natural spawn.

Show creature prefab IDs (74)
  • BonemassWisp_bal
  • YagluthWisp_bal
  • TentaRootSlow_bal
  • Ghost_bal
  • SkeletonElite_bal
  • GiantBat_bal
  • BlobAcid_bal
  • MossRootStatic_bal
  • Goleming_bal
  • FrostDrake_bal
  • WildWisp_bal
  • Elk_bal
  • CorruptedWisp_bal
  • CorpseCollector_bal
  • Bunny_bal
  • AshlandsGolem_bal
  • DeerFawn_bal
  • NeckTadpole_bal
  • Fenring_Brute_bal
  • Fox_bal
  • Penguin_bal
  • Ell_bal
  • LostSoul_bal
  • LeechLarva_bal
  • BjornCub_bal
  • VoltureNestling_bal
  • CrowNestling_bal
  • CrabSea_bal
  • CrabStone_bal
  • DarkBat_bal
  • Habrok_bal
  • HabrokBirb_bal
  • TrollOutcast_bal
  • TrollBrute_bal
  • Frostbjorn_bal
  • FrostbjornBrown_bal
  • Deathsquito_bal
  • GhostYagluth_bal
  • GiantCrow_bal
  • GoatKid_bal
  • Goat_bal
  • goblin_skeleton_bal
  • Greydwarf_Crusher_bal
  • Greydwarf_Frozen_bal
  • Greydwarf_Moss_bal
  • Greydwarf_Scorched_bal
  • GreylingBeeKeeper_bal
  • GreylingElite_bal
  • Hog_bal
  • LeechPrimal_bal
  • MossRoot_bal
  • Moth_bal
  • NeckBrute_bal
  • Serpentling_bal
  • Shark_bal
  • StagGhost_bal
  • Stag_bal
  • Stormdrake_bal
  • TrollUndead_bal
  • Fox_cub_bal
  • PolarBear_bal
  • BullFrog_bal
  • SerpentBlood_bal
  • SerpentlingBlood_bal
  • DeepSeaSerpent_bal
  • ElkCalf_bal
  • GiantSnake_bal
  • BoarUndead_bal
  • WolfUndead_bal
  • HatchlingUndead_bal
  • TrollMother_bal
  • Bloodling_bal
  • CrabForest_bal
  • SeekerSpitter_bal

Community and support

  • Community: Balrond's Den (Discord)
  • Support: Ko-fi
  • Companion documentation: refer to the current Balrond Absolute Overhaul (BAO) documentation for the full mod-suite integration, related content and world-location ownership.
  • Release history: see CHANGELOG.md, newest version first.

Monster Mayhem is a BETA release and remains under active development. Please report reproducible issues with the version, relevant configuration, world/server type and logs.

CHANGELOG

Balrond Monster Mayhem — Changelog

Latest first | Current BETA: 1.1.40

Monster Mayhem is now an essential part of the Balrond Absolute Overhaul ecosystem. It has hard dependencies on Balrond Absolute Overhaul and Balrond Humanoid Randomizer. The BAO distribution also contains documentation for Monster Mayhem. This is a BETA build; new boss abilities, AnimalAI behavior and multiplayer interactions still require in-game validation.

1.1.40

  • hotfix

1.1.39 — BETA: Unified taming, creature AI, multiplayer fixes and new spawns

Unified taming, breeding and feeding

  • Consolidated active taming and breeding around Valheim's native Tameable and Procreation components. AnimalAI creatures use a shared feeding/taming adapter; MonsterAI retains its native AI and food-consumption behavior. Removed the alternate AnimalAITamable gameplay/configuration branch; a deprecated, inactive serialization-compatibility marker remains pending a Unity prefab audit.
  • Reworked feeding for eligible AnimalAI creatures using BMM's shared diet definitions, while retaining species-specific food restrictions for Deer, Hare and Seal. Improved resolution of food prefabs that were unavailable during initial registration.
  • Fixed a multiplayer ownership edge case when an animal and a dropped food item belong to different network peers. Food consumption is requested from the item's authoritative owner and feeding is confirmed only after successful consumption, with duplicate-request and stale-response safeguards.
  • Corrected feeding-from-container eligibility for creatures whose accepted food is defined by MonsterAI.m_consumeItems; retained owner-authoritative item removal and ZDO/RPC checks.
  • Removed periodic Deer-only stalled-taming warnings from normal logs. Investigative taming information remains available through explicit developer diagnostics rather than repeated per-animal messages.

Tamed-creature stances and AI movement

  • Unified the priority of Follow/Protect commands over BMM's autonomous food-seeking logic, so a valid movement command no longer remains suspended by an unreachable feeding target.
  • Added guarded recovery for a tamed AnimalAI that makes no progress during Follow: an infrequent route retry after approximately 8 seconds without movement, without teleporting or changing ZDO ownership. Native MonsterAI navigation is not replaced.
  • Improved command-state consistency across player/creature ownership changes, including compatibility with Stay, feeding and owner-authoritative command state; restored normal AI update frequency when an active Follow requires movement.
  • Expanded the manual mm_ai report with actual taming state, follow-commander identity, fear and feeding information. No new continuous debug spam is intended.

Boss behavior, multiplayer safety and performance

  • Kept bosses on native Valheim targeting, aggression and chase behavior: BMM does not intentionally enable huntPlayer or aggravatable on boss prefabs. Excluded bosses from generic BMM climbing and stuck-path recovery to avoid unintended movement assistance.
  • Adjusted damage and cast times of diffrent boss attacks
  • Added diagnostic comparison of a live boss's huntPlayer flag against its registered prefab, to assist investigation of unusually long chases (including reported Eikthyr behavior) without altering that flag.
  • Reduced unnecessary global attack/animation-hook work on non-boss creatures and avoided repeated writes of unchanged boss values to ZDO.
  • Hardened multiplayer creature commander-state handling, door-sensor reuse/child-component detection and BAO climbing ownership arbitration; cleaned up disabled path-recovery state.

New creatures, world spawns and localization

  • Added a rare daytime CrabForest_bal (Forest Crab) natural spawn to Black Forest (10% chance, 700-second interval, maximum 2, group size 1, levels 1–3). Reused its existing item-drop configuration.
  • Activated SeekerDrone_bal (Seeker Drone) as a rarer Mistlands ground-creature variant (day/night; 10% chance, 600-second interval, maximum 2, group size 1, levels 1–4). Its loot derives from the normal Seeker drop table without any trophy; the prefab's movement/flight AI was not changed.
  • Assigned localized character-name tags $tag_crabforest_bal, $tag_seekerdrone_bal and $tag_greydwarf_hag_bal. Added names in English, Polish, Czech, German, Russian and Spanish, without renaming prefab IDs.
  • Kept Greydwarf_Hag_bal (Greydwarf Hag) as a prototype: name/localization only, with no new natural spawns or item drops.
  • Preserved the historical spawn Golden Master and existing rows while registering the new spawn entries separately.

1.1.37 — BETA: Hotfixes

  • Hotfixes

1.1.37 — BETA: Taming, creature AI and boss combat

Taming and creature behavior

  • Improved taming and stance support for creatures using AnimalAI + Character, while preserving native MonsterAI behavior.
  • Reworked tamed-animal Stay and Follow handling, including safeguards against persistent Fear/Alerted states; combat stances remain limited to capable creatures.
  • Strengthened creature command ownership, multiplayer state handling and compatibility with feeding and juvenile behavior.
  • Rebalanced Bjorn for early-game encounters: 555 base HP and adjusted bite, claw, swipe and slam damage. Shared attack-item changes are intentional.

Boss encounters and abilities

  • Added seven distinct Boss Battle Curses, separate from Forsaken Power Curses: each triggers once at 50% HP, affects nearby players within 60 m, and lasts 20 seconds.
  • Updated base boss HP to 1,000 / 4,000 / 8,000 / 10,000 / 15,000 / 20,000 / 30,000 (Eikthyr through Fader); expanded per-boss health and damage tuning without replacing existing scaling.
  • Increased FrozenKing's final-phase HP to 35,000, leaving its phase transitions unchanged.
  • Enhanced Eikthyr's three native attacks with stronger Lightning damage; added Poison to Elder's projectile attack and linked its stomp to the vanilla troll_groundslam_aoe effect.
  • Reworked Elder's scream and Yagluth's taunt as limited summoning abilities using vanilla Greydwarf-nest and Bone Pile spawners.
  • Updated Queen and Fader native-attack availability to better follow the existing 75% / 50% / 25% HP phase progression.
  • Improved editing of boss attack ItemDrop data, including exact damage values and health gates; removed the redundant Boss Phase Events system and Elder shield.

Stability and diagnostics

  • Improved ObjectDB/ZNetScene initialization, native attack-item resolution, and owner-authoritative ZDO/RPC safeguards.
  • Extended mm_diag and mm_ai reports for boss attacks, projectile references, taming and stance troubleshooting; expanded source regression coverage.
  • Removed TrollMother ownership from Monster Mayhem; it is now handled by its standalone mod.

Verification: Source-level regression checks passed. C# compilation and in-game testing of the latest AnimalAI changes, boss ability triggers and multiplayer behavior remain necessary.

1.1.36 — BETA: Boss phases, content registration and stabilization (through FIX15)

Boss encounters and Enrage

  • Reworked HP-phase progression: 75% HP unlocks the first new attack and gives a 6-second Enrage; 50% HP unlocks additional authored attacks and repeats 6-second Enrage; 25% HP starts permanent Enrage.
  • Introduced startup-registered SE_BMM_BossEnrageBurst and SE_BMM_BossEnrage. Both use the authored vfx_bmm_boss_enrage via StatusEffect.m_startEffects and follow/scale with the boss; no mid-fight status registration is intended.
  • Default Enrage damage bonus: +10%, synchronized; temporary and permanent bonuses do not stack. The final phase announces “Boss is now angry” to nearby participants.
  • Corrected Bonemass order: Globules at 75%, Sludge Fields at 50%.
  • Added authored boss attack registries and guarded assignment to boss Humanoid attack lists, respecting Valheim's native health-range AI gates. Missing assets are skipped instead of substituted.
  • Disabled pending assets: BMM_Moder_GlacialStormColumns_Attack, BMM_Bonemass_DecayAura_Attack, BMM_SeekerQueen_AcidGround_Attack, BMM_Fader_SoulfirePressure_Attack. Fader gains no new authored attack until its asset is supplied.
  • Added host-only mm_boss_test for enabling a selected new attack without its HP gate for AI testing; normal target, animation, range and cooldown conditions remain active.

Registration and multiplayer safeguards

  • Hardened ObjectDB / ZNetScene lifecycle, item/prefab identity checks and re-registration after ObjectDB.CopyOtherDB; avoided replacing other mods' prefab instances on name collisions.
  • Added a registry for authored custom monster status assets (including SE_Elder_heal_bal) and made their registration part of the startup lifecycle.
  • Updated boss phase/Enrage state synchronization using owner-written ZDO data and safeguards against duplicate application; reinforced related RPC validation and ownership checks in creature systems.
  • Excluded the FrozenKing phase-prefab chain from Minor Mutations, without disabling progression-based boss mutations for other bosses.
  • Added diagnostics for missing or incompatible boss assets. Newly authored special attack behavior and multiplayer visual timing still require runtime verification.

World spawns, monsters and loot

  • Improved world-reload handling of spawn rules and reduced duplicate/ambiguous SpawnData warnings, while retaining Golden Master/native row identity and persistent-event gates.
  • Corrected Troll and other CharacterDrop parity handling: disabled unwanted drops without removing native rows, and resolved conflicting Troll drop overrides.
  • Added the TrollMother_bal supplemental rare Mountains spawn and drop configuration. Its Heart remains an optional BAO asset dependency; the future Trophy is not an active drop until authored.
  • Retained Deep North persistent-event safety and the separation between native AltBiome/PersistentEvent data and Monster Mayhem's global spawn rules.

Performance, diagnostics and project maintenance

  • Reduced redundant player-list refreshes, tame-AI component checks, hunger/ownership checks and repeated spawn-list lookups in identified hot paths.
  • Consolidated normal logging into short startup/status summaries; detailed AltBiome, Deep North, spawn, creature and boss audit output belongs to developer Debug/Verbose mode. Real warnings and errors remain visible.
  • Preserved developer diagnostics, console commands and regression tests while removing 62 obsolete project artifacts (historical reports, patch notes, inactive legacy sources and stale DLLs) through the FIX15 cleanup manifest.
  • Updated the project configuration and documentation for ServerSync, BAO ownership and the required Humanoid Randomizer integration.

Verification note: Static source and regression tests reported PASS for FIX15. This is not a claim that a Release DLL, boss VFX, new attack behavior or dedicated-server multiplayer has passed an in-game test.

Previous 1.1.x development milestones

1.1.12 — Minor Mutations

  • Added owner-authoritative per-instance natural mutations stored in ZDO: Robust, Ferocious, Swift and Resistant.
  • Added configurable mutation chance, single-mutation limit, visual-only scale changes and compatibility exclusions.
  • Boss mutations gated behind a previous boss kill; FrozenKing is excluded in the current 1.1.36 behavior.

1.1.11 — Boss Combat Runtime

  • Introduced nearby-player scaling, disengaged boss regeneration and reactive damage.
  • Added configurable health and damage values, an authoritative runtime state and boss diagnostics.

1.1.9 — Tamed creature stances

  • Introduced capability-driven Roam, Stay, Follow, Guard and Protect commands.
  • Separated movement, defensive retaliation and combat support behaviors.

1.1.8 — Buildable Kvastur

  • Added Kvastur_bal as an optional buildable decorative creature with synchronized tuning.
  • Kept vanilla prefab identity intact and limited Kvastur to non-breeding, non-hungry companion behavior.

1.1.1 — Valheim 1.0 compatibility and diagnostics

  • Improved native SpawnSystem preservation, Deep North persistent-event compatibility, identity validation and server-synchronized subsystem toggles.
  • Added read-only developer reports and inspection commands.

1.1.0 — Creature systems integration

  • Consolidated creature-facing spawning, combat/resistances, drop handling and event ownership into Monster Mayhem for the BAO stack.

Earlier historical updates

The entries below retain the release history from the supplied original changelog, ordered newest to oldest. Exact dates and intermediate unlisted versions were not available in that source.

0.3.7

  • Fix missing references issue

0.3.6

  • Fixed for spawning system trouble ex To many Trolls in Black forest
  • Added undead and serpent creature types
  • Reworked creature VFX and SFX, removing missing references
  • Removed duplicate outdated files
  • Optimized code

0.3.5

  • Minor bugfixes
  • Spawn adjustments
  • Added Bullfrog, Elk and Giant Bat

0.3.4

  • Fixed Bullfrog issues

0.3.3

  • Optimized load times
  • Adjusted Black Forest spawns
  • Visual fixes
  • Optimized code

0.3.2

  • Adjusted Swamp spawns
  • Tweaked acid muscus behavior
  • Visual fixes

0.3.1

  • Fixed issue with freezing AI in place
  • Code optimization fixes
  • Improved compatibility with Expand Spawns/Events
  • Adjusted spawners
  • Deer and Hare removed from tame tables

0.3.0

  • Fixed hatching bug
  • Improved creature resistances and spawn rules
  • Fixed other minor creature behavior issues

0.2.9

  • General rework of taming/procreation
  • Removed fish procreation
  • Fixed creature food lists
  • Fixed breeding eligibility issues
  • Adjustments to spawn rates
  • Improved code quality

0.2.8

  • Hotfix fish procreation cooldown changes

0.2.7

  • Hotfix compatibility for PetPantry and other mods

0.2.6

  • Fixed a Hunger null-reference console error

0.2.5

  • Fixed monster spawning during events
  • Adjusted spawn rates
  • Adjusted drop rates
  • Added multiple new monsters
  • Added multiple new spawners
  • Adjusted taming for multiple new and vanilla creatures
  • Adjusted breeding and hatching for new and vanilla creatures
  • Added multiple eggs to creature drop tables

0.2.4

  • Hotfix

0.2.3

  • Console log fixes
  • Removed an earlier custom bear implementation
  • Adjusted loot table
  • Adjusted events and boss fight changes

0.2.1

  • Fixed intermittent LevelUp effect console errors

0.2.0

  • Fixed ExpandSpawn errors
  • Multiple small bugfixes on missing references
  • Adjusted spawn rules to limit monster populations and gate progression behind boss kills
  • Introduced Ambush events: short encounters involving 1–4 creatures that can target players inside or outside a base
  • Made Ambush events biome-specific and approximately 60 seconds long
  • Historical note: users of Expand World/Expand Spawns sometimes needed to regenerate their spawn/event YAML files for these changes

0.1.9

  • Fixed issue with goats
  • Replaced the bear model
  • Added fox cub
  • Changed spawn rates of multiple monsters
  • Adjusted loot drops

0.1.8

  • Temporarily disabled Bloodling pending a fix
  • Fixed issue with some monster not wanting to eat

0.1.7

  • Restored base-only raid spawning
  • Restored default raid duration
  • Removed Abomination from Black Forest
  • Historical note: users of Expand Spawns/Events sometimes needed to regenerate YAML files

0.1.6

  • Translation fix
  • Command name fix in description
  • Added Spawner_"monsterName" objects
  • Fixed minor spawn-data issues

0.1.5

  • Fixed issue with Events not launching or bugging out
  • Fixed issue with monster spawn
  • Code optimization
  • Fixed drops
  • Disable Warthog
  • Added Habrok to the Plains
  • Strengthened vanilla Trolls and moved encounters to Mountains and Deep North
  • Moved Troll Cave location rules to Mountains and Deep North (historical; BAO now owns world locations)

0.1.4

  • Translation fixes
  • Vfx fixes
  • Goblin skeleton is back in swamps
  • Historical note: users of Expand Spawns sometimes needed to regenerate its YAML
  • Added Russian translation file
  • Adjusted spawn rates
  • Added drop limits

0.1.3

  • Temporarily disabled Goblin Skeleton to resolve an issue
  • Added Russian translation file

0.1.2

  • Fixed drops from monsters
  • Fixed translation system

0.1.1

  • Reduced Neck Brute damage
  • Added a new visual effect for the Neck Brute spit attack
  • Added new monsters
  • Fixed feeding issue for taming
  • Added spawn settings
  • Tweaked ocean spawning
  • Added new events
  • Adjusted loot drop rates for new monsters

0.1.0

  • Initial mod release