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Runemark
A Diablo-style loot system for Valheim. Rarities, rolled affixes, ground beams, and a Runestone for breaking down and rerolling gear.
By GBV
CHANGELOG
Changelog
0.5.2
Added
- Breaking magic gear now pays Ochre as well as runes: 15 for a Marked item, up to 250 for a Storied one.
- A CARRIED / BANK switch on the Runestone spends from your Huskarl bank instead of your pockets and nearby chests. Hidden if you do not have Huskarl. Your own bank on that world, nobody else's.
runemark_chestslists the chests around you and says why the Runestone can or cannot read each one, which is usually a ward, a privacy setting, or an Andvari Not For Crafting tick.
Changed
- Breaking pays far more runes: 100 for a Marked item, up from 8, and 10 for a Storied one, up from 2.
- A throw costs 1 more Ochre for each throw that item has already had. A fresh item starts at 50 again. Gear you already own is priced as new.
Settings
- New under Runestone:
RecarveRunes,RecarveOchre,DeepenRunes,DeepenOchre,DeepenEscalation,InscribeOchreStep,DrawFromBank. - Recarve and Deepen prices now come from these settings, not the loot table. The 0.4.6 and 0.4.7 repricings never reached any server that had run an earlier version; they do now.
- First launch logs a warning per setting where your stored table disagrees. Expected, not a fault.
breakYieldsis replaced bybreakRunesandbreakOchre. Hand-tunedbreakYieldsvalues are ignored and need restating.
0.5.1
Fixed
- 0.5.0 did not load. Anyone who installed it was running none of the mod: no drops, no marks, no Runestone, no bonuses. Update and it works. Nothing you already owned was affected, and marked gear sitting in a chest is untouched.
- Marks can never land on arrows or bolts. They never could, but the guard no longer depends on ammo happening to stack.
- Corrected 0.5.0's note below about a Light stack of arrows. No stack of anything can carry a mark. What that fix changed was the weight quoted in the controller drop screen.
0.5.0
Added
- Nineteen new bonuses, taking the list to seventy.
- Weapons: Draugrbane, Beastbane and Jotunbane for extra damage to the undead, beasts and bosses. Thirsting heals you with every hit. Conduit lowers a staff's eitr cost.
- Weapons and armour: Blighting, Hallowed, Crushing, Cleaving and Piercing raise a whole damage type across everything you carry.
- Armour: Bristling returns a share of melee damage to the attacker. Oilskin stops rain making you Wet. Emberproof slows Ashlands heat. Windborne speeds you with the wind. Wisptouched pushes back the Mistlands mist, freeing your utility slot.
- Tools: Hewing on axes fells trees faster and Delving on pickaxes breaks rock faster. Enduring slows how fast an item wears out. Sparing builds the occasional piece for free.
- Rarer bonuses now appear less often than ordinary ones.
Changed
- A throw at the Runestone costs 50 Ochre, up from 25.
- The price is now a setting,
InscribeOchreunder Runestone, editable from any mod manager's config editor.
Fixed
- A Light item showed its unreduced weight in the controller drop screen. Carry weight was always correct.
Servers
- The new price applies even if your loot table already has the old one. The config setting decides it now. A startup warning naming both is expected on the first launch, not a fault.
- Recarve and Deepen are different. If your server has run any version before 0.4.6, its
stored table still holds the old prices for those.
runemark_reload defaultsreplaces them, but it also resets your creature rules. runemark_reload defaultsnow resets the throw price to 50.
0.4.11
Changed
ItemDropMultiplierandRuneDropMultiplierare now settings under Loot, editable from any mod manager's config editor. They used to live only in the loot table file.- Config changes on a dedicated server apply straight away and reach everyone connected, with no restart.
runemark_dropratenow writes to those settings, so the console and the settings screen always agree.runemark_reload defaultsresets both multipliers to1. It used to leave them alone.
Note for servers
- Set these on the server. A client's own values are ignored while it is connected.
- If you set
itemDropMultiplierorruneDropMultiplierin the loot table file under 0.4.10, set them again in the config. The config wins now, and the log says so on startup if the two disagree. - Nothing else in the loot table has moved.
0.4.10
Added
itemDropMultiplierandruneDropMultiplier, scaling magic item and rune drops without touching the individual creature rules.1is normal,0.5is half,0turns that half off.runemark_dropratesets either one from the console and takes effect straight away. On its own it prints both, and what they work out to per kill.
Note for servers
- Nothing changes on update. Both start at
1. - If drops feel too frequent, turn runes down first. They come off almost anything you kill and magic items are far rarer.
- Set these on the server. A client's copy is replaced by the server's on connect.
Thanks to SaSha for asking for this.
0.4.9
Changed
- Starred creatures no longer raise magic drop rates in a straight line. Each extra star is worth a little less than the one before, so a mod that adds stars past the game's two makes a kill better without multiplying how much falls out of it. Loose runes follow the same curve.
Note for servers
levelCurvein the loot table sets what a star is worth. 0 ignores stars entirely.
0.4.8
Changed
- The Runestone window is readable now. Item names, bonus lines, prices and the explanation on every tab were all too small to read comfortably.
- A name you are about to cut into an item is shown at full size before you commit to it.
- The Inscribe reel calls out what it landed on in large letters.
Fixed
- On a server, reconnecting left you rolling on your own settings instead of the server's. Only the first connection after starting the game received the server's loot table.
0.4.7
Changed
- Recarving now costs 5 runes and 30 ochre, up from 2 and 15. The price does not rise with repeats, unlike deepening.
Note for servers
- Prices live in the loot table, and a stored one overrides the defaults in an update. If
deepening still costs 1 rune, run
runemark_reload defaultsonce. Your old file is kept as a.bak.
0.4.6
Added
- Runecrafting, a new skill. Working at a Runestone raises it, and it improves what Inscribe rolls. At 100 a Storied result goes from one throw in 167 to one in 50.
Changed
- Deepening now costs 3 runes instead of 1, and gets more expensive each time you deepen the same mark.
Fixed
- The Runestone no longer takes materials from a chest ticked Not For Crafting.
- The Runestone can now spend from a cart or a ship's chest. It counted what was in them but could never take it.
- Elemental weapon effects came back a moment after another mod hid them, such as when wearing a disguise.
- The Upgrade panel would not open from the Fuse tab, or from any tab the stone was not yet ranked for.
0.4.5
Added
- Drop sounds now ship with the mod, one per rarity. A
.wavof the same name inBepInEx\config\Runemark\soundsstill replaces the built-in one.
Fixed
- Upgrading a magic item's quality at a forge wiped its bonuses, its name and its lock. This also covers reforging mods that work through the same upgrade path, such as ReforgedPotential.
0.4.4
Added
- Breaking gear now asks twice. The first click marks the row, the second breaks it.
Fixed
- Elemental weapon effects bunched up at your hand on some weapons instead of spreading along the weapon.
- Crossbows lost their elemental effect as soon as a bolt was loaded.
- Lightning on a bow or crossbow now runs along the string.
- Elemental effects doubled after getting into a vehicle and out again.
0.4.3
Changed
- New hand-drawn icons for the five runes and for Ochre, replacing the generated ones.
0.4.2
Added
- Magic items lying on the ground now show a star on the map and minimap, in their rarity colour, for when the beam is behind a hill or under trees.
MapPinsandMapPinMinRaritysettings, to turn the stars off or keep them for the good stuff.
Fixed
- Elemental weapon effects stopped when you put the weapon away. They now follow it onto your back, and other players see them there too.
0.4.1
Documentation only. No gameplay change, and nothing in the mod behaves differently from 0.4.0.
- Rewrote the README for players instead of maintainers.
- Rewrote this changelog into actual release notes.
0.4.0
Added
- Name your Jarl's and Storied gear at a rank III Runestone. One name per item, and permanent.
- Deep North tier: 82 items, 20 creature rules, and the village and memorial chests.
- Monstrum's creatures drop loot, tiered by the biome they live in.
- RenegadeVikings T1 to T7 drop loot, one rung per biome.
- Predators from SeaAnimals and AirAnimals drop loot. Scenery wildlife does not.
- Abomination, Serpent, Deer, Hare and Bonemaw Serpent drop loot. They never had rules.
runemark_spawnslists every creature the world spawns, its biome, and what covers it.DropSoundMaxDistance, default 48m. A drop further away than this makes no sound.titleMinRaritysets the lowest rarity that can be named. Above your top tier turns naming off.
Fixed
- Drop chimes could be heard from anywhere on the map. They now fade with distance and stop at 48m.
- Bjorn, Unbjorn and Writhan dropped Deep North loot in the Black Forest, Plains and Swamp.
- Lava Blobs dropped Swamp loot and Ashlands Dvergr dropped Mistlands loot.
- Deep North goblins, skeletons, dvergr and greydwarves dropped their non-Deep-North loot.
- Ten SouthsilArmor sets above flametal armour dropped in the Ashlands instead of the Deep North.
- Corrupted Dvergr Mages dropped nothing.
- The Ask and Embla sets were missing their legs and hoods, and the Berserkir axe variants were missing entirely.
Changed
- Creature coverage went from 55 of a loaded world's creatures to 98.
DropSoundSpatialnow defaults to on, so chimes fade with distance and give a direction.runemark_soundcheckreports how far away a drop can be heard.
Upgrading
A server that has run before keeps its stored loot table, so none of the new rules will reach it.
Run runemark_reload defaults once. Your old file is kept as a .bak.
0.3.0
Added
- Wizardry, SouthsilArmor, WeaponAdditions and Hugo's Armory gear in the drop tables. Just over five hundred items across seven tiers. None of the mods are required.
runemark_itemsnow prints armour, damage and max quality, and writes the list to a file.runemark_reload defaultsrewrites a stored loot table from the build, keeping a.bak.runemark_validatechecks wildcard keys and suggests alternatives for ones that match nothing.
Changed
- Rebuilt the ground beam. Brighter, taller, with a swirling helix and a pool of light at its foot.
- Beam colours now read as their own colour instead of washing out to white.
Fixed
- Elemental effects sat off the blade on dual-wield weapons, and lightning arced metres away.
- Drop rates were quietly cut by up to 44% on installs without the supported mods.
- Three chest rules matched nothing, so the Mistlands and Ashlands dropped less than intended.
- A harmless startup error claimed the mod had failed to load.
0.2.0
Added
- The Runestone. A buildable standing stone with three ranks, upgraded from its own panel.
- Break magic gear into runes of its tier, and trophies into ochre.
- Fuse four runes of one tier into one of the next.
- Recarve replaces a mark. Deepen rerolls a mark's value and keeps the mark.
- Inscribe cuts fresh marks for a flat price, at a standing the stone rolls.
- Per-item padlocks. Nothing Runemark does will consume a locked item.
- The stone spends from chests standing near it, within a range you set.
- Therzie Warfare and Armory gear in the drop tables, and new Mistlands and Ashlands tiers.
0.1.1
Documentation only. The mod itself is unchanged from 0.1.0.
- Rewrote the README.
- Corrected the upgrade instruction. It is the Upgrade button under the rank, not the rank itself.
0.1.0
First release.
- Equipment drops from creatures and chests, with a rarity and rolled affixes.
- Five rarities, each with its own colour, frame and drop sound.
- Affixes change real stats and show in tooltips.
- Magic items on the ground get a pillar of light in their rarity colour.
- Elemental affixes give weapons matching sparks while equipped.