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MigratingCreatures

Creatures and enemy bands leave home and travel the world on foot: lone wolves, herds, fuling war parties and night raids cross biomes on real routes; the high-tier ones stay rare early in the game. Wounds stay, bases are left alone.

CHANGELOG

Changelog

0.2.0

Travelling bands: enemies on the move.

  • New file marc.valheim.migratingcreatures.bands.txt: mixed groups defined in config, each with its members and counts (ranges, weighted lists, a chance per member, "only with N or more"), home biome, biomes it may enter and head for, time of day, weight, progression tier, required global keys, speed, route length, lifetime and pack rules.
  • Six default bands: a fuling war party (now and then with a berserker or a shaman) passing through the Black Forest, Mountains and Meadows; trolls alone or in twos and threes; greydwarfs and brutes roaming into the Meadows at night; greydwarf scouts; draugr out of the swamp at night; a fenring night hunt.
  • Progression: every band, and every hostile creature in the migration table, has a tier (its home biome's by default). For every boss the world is short of it, it gets much rarer (EarlyTierFactor), so early travellers are mostly boars and greydwarfs, and a fuling war party in a fresh world is a near-impossibility. The table has an optional 10th column Tier.
  • Bands fight like the creatures they are, players and other creatures alike, and then travel on together. When one member fights, pack-mates nearby join in. A night band waits out the day where it is.
  • Bands that mix factions are made allies, so they never fight each other.
  • New config section "7 - Bands and progression" (BandsEnabled, MaxBands, BandWeightScale, EarlyTierFactor, ProgressionKeys, ProgressionOverride). OnlyCreatures also takes band names.
  • New console commands: mc_bands (every band and row, and how likely each is right now) and mc_progress [level|off]. mc_spawn takes a band name.
  • Saves from 0.1.0 load unchanged.

0.1.0

First release.

  • Travelling groups: lone animals, packs and rare herds, simulated on the map far from players and made real within 120 m (back to the map at 180 m).
  • Routes from one biome to another around deep water, cliffs, avoided biomes and player wards; purposeful and ranging legs, rests, and groups that settle for a day or two.
  • Herds: the leader walks the route, the rest follow loosely; a creature that fights leaves its group.
  • Wounds, levels and positions are kept while a group is out of sight and saved with the world.
  • Migrants never despawn at dawn, never count toward spawn limits, never damage buildings; one star at most by default.
  • Config-file migration table with wolves, boars, greydwarfs and lox.