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LOTR New World RPG

Mods for Dallys Lord of the Rings New World Server

CHANGELOG

Version 0.0.1

  • Original Upload to Thunderstore

Version 0.0.2

  • Removed OdinCampsite from Dependencies due to an error during configuration sync that affects all other mods
  • Balance Adjustments

Version 0.0.3

  • Added Creatures.YML updates for people running Helheim without connecting to the server.

Version 0.0.4

Performance overhaul:

  • Removed Surtling Boats
  • Removed AzuAntiCheat
  • Removed Basements
  • Removed Shipwright
  • Removed Enhuddlement
  • Added StartupAccelerator
  • Added Fast_AssetBundle_Loader

New Features:

  • Added Advize's PlantEverything
  • Allows for planting of vanilla plant prefabs such as Raspberries, Blueberries, Mushrooms, etc

Version 0.0.5

Client-side veneer and tweaks:

  • Added Custom Menu and Load Screens (CustomMainMenu by RDMods)
  • Added FPSPlus

Version 0.0.6

Bug fixes:

  • Removed BedRules due to interference with setting of Spawn from bed interactions
  • Added a custom mod to patch Skyheim's behavior. Skyheim is awesome and I didn't want to lose it.

(Please manually remove BedRules from your profile if upgrading from a prior version)

Other:

  • Config updates for players using the pack outside of the official server

Advanced Notice:

  • HEADS UP: In the next update we'll be updating our pre-load package cacher which will require deletion of the old cache!

Version 0.0.7

Updates to dependencies:

  • OdinHorse updated to 1.6.2
  • Seasons updated to 1.8.0
  • Fast_AssetBundle_Loader updated to 1.0.3
  • CaptainSkillTree update to ..

New Mods/Extended Dependencies

  • Venture_Floating_Items 0.3.3
  • Captain_territorial 1.0.22
  • ConditionalConfigSync 1.0.1

Due to the update to Fast_AssetBundle_Loader it is suggested that you delete your existing cache at BepInEx/cache/ValheimFasterLoadAssetBundles when logging in the first time after this, please allow about 15 minutes for caches to save before logging out or better yet watch your log window until cache activity stops running to prevent extra unnecessary cache files from forming (and therefore increasing the used storage space for caching unnecessarily)

  • Balance Changes
  • Plains difficulty increased based on new testing data.
  • Skeletons now scale with biomes.
  • Bug Fixes
  • Corrected CFG entries causing a ServerSync error with Bestiary based on our load order.

Version 0.0.8

This is more or less an emergency change. The inclusion of territorial wards was meant to be optional functionality I wanted to offer in the modpack, but it cannot currently be disabled. Due to this, Captain_territorial will be temporarily removed until it can be toggled on and off.

  • Removing Captain_territorial temporarily.

If you have downloaded version 0.0.7, please be sure to remove Captain_territorial from your Thunderstore profile as Modpack updates DO NOT remove mods.

Version 0.0.9

This version prevents raids from occurring in the HelheimRPG temporarily until our custom raids are ready. HelheimRPG is designed in such a way that it is very unlikely players would be able to survive vanilla raids as they borrow creatures from later areas that are very, very powerful in our implementation. I will be developing modpack appropriate raids in the near future, but in order to keep things playable for people using the modpack off the testing server (where we have raids disabled for per-biome testing currently) I am introducing this change immediately. I intend to start introducing Helheim custom raids over the next few weeks.

Mods Added:

  • Custom Raids

Mods Updated:

  • CaptainSkillTree updated to 1.25.63

The CaptainSkillTree update is a compatibility change with regards to CustomMainMenu that prevents users from resetting their CaptainSkillTree config in case they ever mistakenly update the mod ahead of the modpack.

Version 0.1.0

We're introducing new combat mechanics to provide unique secondary attacks for most weapons and tools in this version. This update also includes balancing updates for the all biomes up through Plains in their completed state. It also includes our current test revision of the Mistlands scaling changes. Ashlands and Deep North will be coming soon and Mistlands testing should be completed in short order as well.

Mod Added:

  • SecondaryAttacks 1.0.11

Mods Updated:

  • Seasons updated to 1.8.1
  • ConditionalConfigSync updated to 1.0.3

In this update I'm going to start tracking our project roadmap on the readme to help people understand where we are in our development process.

Version 0.1.1

Non-content update to revise an error with characters that weren't escaped in the ReadMe file that maps to the main modpack page.

Version 0.1.2

Just more readme updates because I clearly have a skill issue with ThunderStore.

Version 0.1.3

This update includes the finalized Mistlands balancing excepting the Queen who remains untested as we work out several quality of life details with the Mistlands implementation and progression ark. Finalized Queen should release with 0.1.4. Also included in this update: Ashlands Pre-balancing, A rework of the crafting cost mechanics for all mod-added weapons. Vanilla weapons and armor update costs will eventually be addressed with the inclusion of the WackyDB in a future update. For now those items will remain in their default state.

Item Deactivation:

  • Death Knight Trinkets are no longer craftable
  • Warlock Trinkets are no longer craftable
  • Shadow Station is not useful to build currently

If we can eventually get the ClassTrinkets team to add the ability to adjust life steal percentages these items will be re-introduced in the future. Unfortunately their life steal % is game-breaking in our pack, so they need to go for now.

Mods Updated:

  • Impact Skills to 0.9.5
  • Odin's Undercroft to 1.3.3
  • CaptainSkillTree to 1.25.86
  • OdinHorse to 1.6.4
  • Seasons to 1.8.2
  • ConditionalConfigSync to 1.0.4
  • SecondaryAttacks to 1.1.4
  • OdinsKingdom to 1.5.0

Mods Added:

  • DragonRiders 2.1.6
  • BetterRiding 1.3.5
  • Better_Wisps 1.0.42

Version 0.1.4

IMPORTANT NOTE: Sometimes when updating the setting for Unidentified Items Ratio in EpicLoot gets reversed, I'm still looking into this problem. If identified items are dropping this is NOT my intent. You are welcome to play as you like, but I would suggest setting the Unidentified Item Ratio to 1 if for any reason this gets reset when you update.

Change Notes

Quick roll-in patch for recent mod dependant mod updates. Roll-in includes changes to CaptainSkillTree based on feedback from the testing team.

New mods added to further enhance fortification capabilities in advance of reintroducing raids to the pack. As well, PPR was added to make combat feel more authentic by awarding parry timing and preventing parries from causing ranged mobs to stagger because that vanilla feature doesn't fit well with the immersive feel we're aiming for with the combat in this pack.

Mods Updated:

  • CaptainSkillTree to 2.0.1
  • OdinHorse to 1.6.5
  • SecondaryAttacks to 1.1.4
  • Bestiary to 1.1.7

Mods Added

  • TurretRevamped 1.0.3
  • LJS PPR 1.2.1

Version 0.1.5

This update is primarily important due to the configuration changes. It includes a rework of Deep North equipment and crafting station costs and the long awaited Deep North pre-balancing changes which will eventually develop into their final end-game state. Seeker Queen, Ashlands, and Fader are still in testing, but I'm hopeful we'll be in the Deep North finalizing the combat balancing by early to mid-August currently.

Aside from the major configuration update, I am updating some mods that had feature updates and fixes as well as adding another mod to solve for a hole in the progression plan with multiple groups of players occupying the same server. Dungeons effectively are an expiring resource in Vanilla and whereas some mods seek to bring mobs back to emptied dungeons, it's not quite as effective as a true reset. As such, I am adding Venture Location Reset to solve for this long-standing problem. Specifically dungeons without player built structures near them will reset after 1 day of in-game time (30 minutes) which should include mobs, loot, and ground items. This will allow for groups of various players to co-habitate smaller areas without causing resource scarcity. The reason this mod checks for player built items is specifically to prevent player tombstones from being erased in a reset event so I have no plans to bypass that check in the configuration settings personally.

Mods Updated:

  • Secondary attacks to 1.1.6
  • Impactful Skills to 0.9.6

Mods Added:

  • Venture_Location_Reset 0.10.8

Version 0.1.6

This update I'm in the process of troubleshooting some mod compatibility issues. Currently our test team has Spearfishing disabled because we are determining if it is the source of a bug in which your FPS drop suddenly and slowly increase in severity. This can be identified by a loop of Null Reference Errors in the log. This changelog entry will have a new category to support this idea. As well, I'm updating SecondaryAttacks due to a known compatibility issue with CLLC being resolved by this update. Monster Modifiers is a type of mod that has a type of behavior that also could be related to the error we're currently investigating (because it has to perform cleanup on things that are going to be destroyed) so I'm also making sure to keep it up-to-date just in case.

Mods I Suggest Disabling for Now (Item Under Review for Bug Findings):

  • Spearfishing 1.0.4

If you disable this and experience the bug I've described above anyway, please provide logs in the Helheim discord for review.

Mods Updated:

  • Secondary Attacks to 1.1.7
  • Monster Modifiers to 1.3.60

Version 0.1.7

Correction to file package for Thunderstore. Please see 0.1.6 above for recent changes.

Version 0.1.8

Rolled back SecondaryAttacks due to a discovered incompatibility with EpicLoot's bounty system in 1.1.7. Awaiting response from Mod Author.

Mods Rolled Back:

  • SecondaryAttacks to 1.1.6

Version 0.1.9

Big thanks to SighSorry for coming through for us on this patch. They have issued a new version of SecondaryAttacks that corrects the conflict with EpicLoot's interface.

This patch also includes minor updates to the CreatureConfig to eliminate a handful of conflicting entries and an update for CaptainSkillTree that will allow Rogues and Berserkers to equip shields again. KorCaptain's intention with the shield change was to exclusively prevent ranged classes from using shields and due to feedback from their internal group, preventing shields for these two melee classes was rolled back. My request to make this feature optional via config was not accepted at this time. I would prefer rogues not have shields specifically long term but in the interim time I'm going to stay up-to-date as the features being added are worth more than maintaining an old version to preserve the shield restriction detail at this time. As well, ensuring that we can help KorCaptain test their mods on an ongoing basis is important to our team as a whole because his mods bring so many important factors to our build.

Also thanks to korCaptain for scanning our creatureconfig for irregularities so that I could clean up 4 specific discrepencies that were found involving Fenrings, Boars, Drakes, and Brenna. These items did not negatively impact the config, but they were misleading for anyone who seeks to further tweak the config in the future and I'm glad that they're gone.

Mods Updated:

  • SecondaryAttacks to 1.1.8
  • CaptainSkillTree to 2.0.18

Version 0.2.0

This patch includes an update that is intended to fix the issue players are seeing where when travelling occassionally the FPS will drop until you re-log. Spearfishing has been cleared for use on an on-going basis as it was not the source of this problem. At this time, it is believed that the source of the FPS issue was cleanup procedures inside of MonsterModifiers that were attempting to access destroyed objects, several updates were made to MonsterModifiers to prevent potential Null Reference loops. Aside from break-fix items, we are updating CaptainSkillTree to get access to new features and to receive some other fixes that were included such as preventing evasion from applying to DOT ticks and the return of the missing animation from the rogue skill assassinate.

Finally this patch includes a cleanup of the configuration folder which should hopefully prevent issues with various CFGs not synching up on update when patches are released for this modpack. As well, a new comment has been added to the top of the CreatureConfig.YML that will reflect the version of Helheim the CreatureConfig belongs to moving forward. This way it can be checked after update to ensure that the newest CreatureConfig file was received. This file is incredibly important to the experience and must stay up to date to ensure that balancing changes are applied.

Mods Updated:

  • CaptainSkillTree to 2.0.76
  • MonsterModifiers to 1.3.70
  • ImpactfulSkills to 0.9.7

Version 0.2.1

The saga of catching the FPS bug continues. I'm working with korCaptain to put together a patch to fix the issue on a permanent basis, but while that's going on we'll still be keeping things up-to-date and moving forward with the general project. This patch is a basic mod update, hopefully we'll have a more exciting release to share soon.

Mods Update:

  • CaptainSkillTree to 2.0.94
  • MonsterModifiers to 1.3.72

Version 0.2.2

This is the patch that specifically seeks to correct the Null Reference FPS issue. I've also included two mod upgrades which includes some fixes for AzuEPI and a reworked quest system within the CaptainSkillTree module. The CST Quests are accessible using the MMO menu bar with a new icon next to the Skill Tree icon.

Mods Added:

  • NullReferenceFix 1.0.3

Mod Updated:

  • CaptainSkillTree to 2.1.19
  • AzuExtendedPlayerInventory to 2.4.2

Version 0.2.3

In preparation for the migration to Hexium, I am attempting to keep the TS build fully up-to-date so that when I have to deprecate the TS store version of HelheimRPG it's in the most usable state I can leave it in before I have to start taking Hexium-only mods. As such there will be more minor patches to roll in mod updates as they become available on the TS store over the course of the next week.

If you see the NullReferenceFix has updates between Modpack updates I would suggest taking those immediately as we may have discovered other corner cases where the issue can still occur and we want to make sure they are all eliminated in time. I will update this with each release that an update is available from the modpack side.

CaptainSkillTree has updates primarily surrounding the new quest system for that interface and MonsterModifiers is being further tweaked for boss fights in this release. ImpactfulSkills update is for Hauling functionality, Transpiler Updates to prevent errors, and compatibility changes.

Mods Updated:

  • NullReferenceFix to 1.0.5
  • CaptainSkillTree to 2.1.22
  • MonsterModifiers to 1.3.76
  • ImpactfulSkills to 0.10.0

Version 0.2.4

This is mostly a break-fix patch for a few remaining issues that we've been looking into. But it also includes updates to:

  • Mistlands Balancing
  • Ashlands Balancing
  • Dragon Riders Mount Balancing

There have been several reports of invulnerable bosses and these have been addressed in two key ways. One error was coming from logging out or losing connection during bossadd encounters, when returning the bosses could become invulnerable. This has been corrected in BossAdd and was due to technical errors on the back-end. As well, there were cases in high difficulty sectors where bosses could get stacked damage reduction that could result in total immunity to some weapons. This was addressed in the latest Monster Modifiers update. As well, several issues have been resolved within captain skilltree and the quest system continues to improve.

Mods Updated:

  • NullReferenceFix to 1.0.6
  • CaptainSkillTree to 2.1.47
  • MonsterModifiers to 1.3.78

There is a known issue with ClassTrinkets CFG reverting to its default state. Please avoid use of the Shadow Station trinkets as the life leech on those items is game-breaking. Eventually when I can stabalize the CFG issue those trinkets will be disabled again permanently. For now this update will correct the config at least temporarily.

Version 0.2.5

All that talking and I still forgot two updates I was intending to do. BossAdd was explained before and left out. OdinsKingdom fixes an issue with OdinsKingdom signs if you're running a server that's not crossplay enabled.

Mods Updated:

  • BossAdd to 1.0.4
  • OdinsKingdom to 1.5.1