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MaxFoxGaming-Environmental_Awareness___The_Trials_Of_Toil-1.0.8 icon

Environmental Awareness The Trials Of Toil

A survival expansion for Valheim.

Date uploaded a year ago
Version 1.0.8
Download link MaxFoxGaming-Environmental_Awareness___The_Trials_Of_Toil-1.0.8.zip
Downloads 340
Dependency string MaxFoxGaming-Environmental_Awareness___The_Trials_Of_Toil-1.0.8

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2333

README

Environmental Awareness: The Trials of Toil

The creatures of Valheim don't want your blood - the world itself does too!

This mod is a survival expansion to Valheim that currently adds two new mechanics: Vitality and Energy.

Vitality

Vitality is a measure of how well you are surviving in your environment and will go up or down based on what situations you put your character through. As you continue to expose yourself to adverse conditions, your Resistance skill will level up.

Vitality starts at 100% and will go up or down depending on the following factors:

  • Being wet, cold or frozen will decrease your vitality as you spend longer in unfavourable weather. If you're both wet AND cold, watch out!
  • Getting hurt by enemies or the environment will lower your vitality with each hit sustained, depending on how much damage was dealt to you.
  • Staying in extreme biomes like Ashlands and Deep North will slowly sap you of your vitality due to extreme temperatures.
  • Being hungry with no food will greatly lower your vitality if you go too long without eating. Don't starve to death!
  • Getting poisoned will severely lower your vitality until it wears off.
  • Getting set on fire, being frozen, or getting zapped will severely lower your vitality until it wears off.
  • Standing near a fire anywhere will raise your vitality, as long as the environment is not freezing and you're not on fire.
  • Staying sheltered will raise your vitality, as long as the environment is not freezing. If it's freezing, you need a fire too.
  • Being warm and sheltered will raise your vitality in freezing environments, and more if the environment is not freezing.
  • Resting or having the rested status will raise your vitality, or slow down the rate which it lowers if in an unfavourable environment.
  • If the player is not hungry, at full health, not in an unfavourable biome, and the weather is not raining or cold, the player will slowly recover vitality.

As your vitality drops, you will notice some additional debuffs get applied, which worsen as it gets lower.

  • Stamina will regen slower as your vitality gets lower.
  • You will take more damage from physical or elemental hits, developing a Weak status effect for each damage type apart from Spirit.
  • You will start to move more slowly as your vitality gets lower.
  • Duration and stats of food will get lower if your vitality gets too low.
  • Eventually you will start sustaining damage, seek shelter and a fire immediately before it's too late!

You have several ways to resist vitality loss.

  • Having resistant or very resistant to frost will slow down vitality drain from being cold or frozen, or in the Deep North.
  • Having resistant or very resistant to poison will greatly slow down vitality drain from the Poisoned status.
  • Having resistant or very resistant to fire will slow down vitality drain from being in the Ashlands or being on fire.
  • Wearing armor will slow down all vitality drain as your armor rating gets higher.
  • Eating food will slow down your vitality drain depending on how many hit points are granted.
  • Health meads will grant a vitality boost over their cooldown duration.
  • Being in harsh conditions will slowly raise your Resistance skill. The higher it is, the more resistant you are to vitality loss.

Energy

Energy is a measure of your overall physical and mental capabilities and will go up or down based on your activities. As you expend energy, your Fitness skill will level up.

Energy starts at 100% and will go up or down depending on the following factors:

  • Being wet, cold or freezing will slowly sap your energy.
  • Expending stamina will lower your energy the more you use.
  • Carrying heavy loads will have an increasing effect on your energy drain. By default this effect starts as your weight goes over 60% of its maximum.
  • Being hungry will slowly lower your energy.
  • Eating food will raise your energy proportional to its stamina value.
  • Sitting down will raise your energy slowly as long as you're not wet, cold, freezing or hungry.
  • Resting will quickly raise your energy.
  • Sleeping will restore a good chunk of your energy.

As your energy drops, you will notice some additional debuffs get applied, which worsen as it gets lower.

  • You will start to move slower as your energy drops.
  • Stamina regen will slow down the more energy you lose.
  • Stamina regen delay will increase as you get more tired.
  • If you're extremely tired, you will suffer a temporary loss to your maximum available stamina.
  • If you're extremely tired, your skills level up slower.
  • If you're extremely tired, the Rested status will automatically be removed even if there is time left.

There are several ways to resist energy loss:

  • While under the effect of a stamina mead, you will slowly recover energy and have a resistance to energy loss for the duration.
  • Being rested will provide a resistance to energy loss.
  • Using energy will slowly raise your Fitness skill, making it take longer for your energy to drain.

Compatibility

This mod also has some built-in compatibility for Seasonality or Seasons. If you are using Seasons, be sure to turn on Seasonal Global Keys for the effects to work.

  • Each season will apply a multiplier to your vitality and energy loss.
  • During spring and summer, your vitality and energy will go down more slowly.
  • During autumn, your vitality and energy will go down at a normal rate.
  • During winter, your vitality and energy will go down much quicker if you're out too long in the cold.

Configuration

All values are configurable in the config file. You can turn individual features of this mod on and off to adjust the difficulty. All options are fully documented.

Bugs

This mod may have quite a few bugs and so I'd advise using this on a new save, or backup your old saves if you want to add it to your current world.

For the Future

I'd like to work on the following things in the future:

  • Some positive effects for the Resistance and Fitness skills as they get above level 50, perhaps an increase to your health and stamina regeneration respectively.
  • Guardian powers having effects on Vitality and Energy while active, with integration for Passive Powers and other mods that add status effects.

Credits

  • ProbablyKory: For inspiration for this mod with their StormExposure mod.
  • Azumatt: For instructing me on where to go to get a working copy of Valheim's assets in Unity.
  • OrianaVenture: For assistance with figuring out whether this type of mod was even possible.
  • GsiX: Help with sprite sizes.
  • HugoTheDwarf: Help with sprite sizes.
  • Blaxxun: ServerSync, SkillManager and LocalizationManager.
  • Blacks7ar: Help with extracting skill levels from a custom-added skill.
  • Soloredis: Help with extensive testing and reporting compatibility bugs with other mods.

Translators

  • Love5225: Korean localization

Contact Me (Bug Reports & Suggestions)

If you have any suggestions, or experience bugs / problems using this mod please get in touch with me on my Discord.

Changelog

Changelog 1.0.8

  • Replaced the temporary skill loss to max stamina reduction on low energy to try fixing compatibility with NorseDemigods and any other mods that determine sumoon strength from skill levels. (Thanks Solo for testing!)
  • Replaced config options for skill loss with max stamina loss. The default value is a 50% loss of max stamina at 0% energy.
  • Removed some unused scripts still floating around from 1.0.6 and prior versions that survived in case 1.0.7 was still bugged on servers.
  • Updated localizations for new messages based on max stamina reduction in the player HUD.
  • The [skill_all] message should no longer appear in the compendium, since this mod no longer affects skill level changes, only skill gain rates. Thank you to everyone who reported this one - I tried to localize it in the past with no success, but now it's no longer an issue anyway.

Changelog 1.0.7

  • Major rewrite of the player environment stat and food tracking to hopefully resolve some issues on servers.
  • Replaced static player environment stats and food cache with a new invisible status effect, which is individual to the player. This will hopefully eliminate the need for all mods to link to all player cached data, which was probably the issue causing logout crashes.
  • Cold and freezing multipliers for vitality loss no longer stack when the environment is set to cold and freezing. Now it will only apply the worse of the two situations.

Changelog 1.0.6

  • Added Korean translations provided by Love5225 - thank you!
  • Changed player environment stat logging slightly to catch potential compounding data issue (thanks Solo, hope this helps maybe!)

Changelog 1.0.5

  • Fixed the physical and elemental weakness debuffs not being removed properly and instead instancing over and over again when vitality gets too low.
  • Added missing localization for missing keys.

Changelog 1.0.4

  • It helps when I press the save button before compiling the DLL, lmao.
  • No change from 1.0.3, other than the fact you'll actually have version 1.0.3 (now labelled 1.0.4) this time. Sorry about that.

Changelog 1.0.3

  • Fixed issue with player carry weight changes. Additional energy loss will calculate based on current player carry weight limit after status effect changes and not just the base carry weight of the player.

Changelog 1.0.2

  • Fixed Energy status effect disappearing when energy falls below 40% due to icons not loading properly.

Changelog 1.0.1

  • Fixed Hugin's tutorial labels in the compendium. They should now appear like the others on new saves.

Changelog 1.0.0

  • Initial Release

Installation

Move the 'plugins' and 'config' folders from the archive to your BepInEx folder.

CHANGELOG

Changelog

1.2.7

  • Fixed an issue where changing the config file to adjust skill gains and values would not update in game until restart. It now re-registers the values properly via SkillManager which updates things properly.
  • Fixed an issue where the movement modifier from the fitness skill was not being applied properly. I thought it was 1-based, but it's 0-based. Should now work more in line with what is expected.

1.2.6 (Experimental, use 1.1.2 if you have lots of issues)

  • Started to implement compatibility for You'reThirsty and BalrondAmazingNature. So far it's just reference code and plugin detection logic, and nothing implemented fully yet. This will be in 1.3.0 after all experimental issues have been fixed.
  • Fixed new player characters having super fast movement speed and zero stamina penalties when joining a world. Fitness default value for penalty reduction changed from 1.0 to 0.0. Should now work fine.

1.2.5 (Experimental, use 1.1.2 if you have lots of issues)

  • Found incompatibilities with BalrondAmazingNature's status effects. These are now documented in the readme. Compatibility is now in development for 1.3.0 and beyond, after all experimental issues have been patched.
  • Fixed an edge case where players with zero fitness skill would have their food duration default to 0 upon eating, causing food to do nothing. This affected all new instances of the mod install but probably went missed on existing characters as they had a fitness skill of 1 or higher. Default values have now been set for any multipliers that have nonzero default value on a new character, so it probably fixed a bunch of other random things as well to do with the skills and their bonuses.

1.2.4 (Experimental, use 1.1.2 if you have lots of issues)

  • Added two new status effects: Hot and Scorching. They are the counterparts to Cold and Freezing, respectively, and will be found in places you may expect to find them if enabled. They should integrate with any Seasons mods with you finding both effects more commonly in the Summer in certain biomes. They integrate with Vitality and Energy, if they are enabled. Yagluth and Fader will also force Scorching on the environment if enabled, so you may want to pack some fire resistance for these fights.
  • Added Queen and Fader environments to default excluded environments for vitality loss, so fighting these bosses should now be easier to manage your vitality. You will need to update your configs manually if you updated from 1.2.3 or prior versions and want the environments included. Fresh installs will have this on by default.
  • Added a new config option for the Hungry status effect. You can now adjust the time after having no food active for the player to get hungry, giving a small window from when food wears off to when the player needs to eat to stop Vitality loss. If Hunger is disabled, the player will lose vitality immediately on having no food eaten, as it has been in 1.2.3 and prior versions.
  • Added a new configurable vitality drain for when the player's health is not full. The rate of drain will increase as the player's HP gets closer to zero, and is affected by resistances. There is a small 60 second window after eating any food where this specific vitality drain will not apply so long as the player's current HP is at least 90% full, allowing the difference in health to be recovered before the penalty starts. Eating food while injured will not stop the drain, so beware.
  • Added Staff of Protection integration with config option to reduce vitality loss when the player has the blood shield active. If blood shield is active, vitality drain from missing HP is disabled.
  • Added a new Resistance skill effect that lessens the penalties from major biome factors like Wet, Cold, Freezing, Hot and Scorching after it exceeds a configurable level.
  • Added a new Resistance skill effect that increases damage dealt as HP gets lower after it exceeds a certain level. The maximum possible multiplier will increase as the Resistance skill gets higher above the required level. This effect stacks with Bloodstone infused weapons as well, so high level players with a good Resistance skill can play a true Blooded build - just keep an eye on your Vitality, as battling with lowered health will slowly drain it.
  • Added a new Resistance skill effect that increases the duration of any mead or status effect that provides exactly one elemental resistance and no physical resistance (Should work on Poison Resistance Mead, Frost Resistance Mead, and Fire Resistance Barley Wine in base Valheim, and any mods that add consumables that give one elemental resistance). The maximum multiplier to duration will increase as the Resistance skill gets higher above the required level.
  • Added a new Fitness skill effect that increases overall food burn time after it exceeds a certain level. As the skill gets higher above the required level, the food time will keep increasing. This is calculated at the time of consumption and simulates your character's body becoming more efficient at burning calories when in better shape.
  • Added a new Fitness skill effect that gradually reduces movement penalties applied by armor and equipment after it exceeds a certain level. This is only applied to equipment penalties, so if the overall speed is greater than 100% (when wearing Fenris armor and have no sword/shield equipped, for example) your character will not move faster. This was designed to simulate being able to handle heavy equpment better as your character's fitness increases.
  • Added a new Perseverence skill effect that increases overall comfort level when resting after it reaches a certain level, and awards even more comfort points when maxed out. This was to simulate your character becoming more comfortable as they persevere in difficult environments.
  • Added a new Perseverence skill effect that decreases the required amount of Adrenaline to trigger helpful buffs during combat after it reaches a certain level, increasing as the skill moves beyond the required level. This was to simulate your character responding faster to threats after persevering
  • Added more config options for the new GUI element to adjust size and options to allow for horizontal / vertical icons.
  • Overhauled the player food cache to take the maximum values of the ItemData so that buffs get applied at the time of eating before debuffs can be applied to the food later based on vitality percentage.
  • Player food cache data will be saved regardless of whether saving is enabled or not. This will allow the calculations to be done properly. This should fix a relog issue causing food duration to decrease or increase again even after initial penalty or buff is applied in a previous game session.
  • Fixed a rare nullref that could occur with SEMan.RemoveStatusEffect() when effects from this mod were removed. They now have a timeout value instead and will be cleaned up properly by SEMan. This should not have any noticeable effect, and in fact may perform better as SEMan now cleans up the effects the intended way.
  • Fixed an issue where the Resistance skill effect on Vitality was not being retrieved.
  • Optimized log messaging to remove potential stuttering / lag when it is enabled.

1.2.3 (Experimental, use 1.1.2 if you have lots of issues)

  • Added a new GUI element to house the status effects added by this mod. It is disabled by default, but can be enabled any time in-game or via configuration. You can position the UI element via configs. Recommended to use a configuration manager for changes as they will register on the fly.
  • Added more config options for debug logging to change frequency of status effect reporting in the console.

1.2.2 (Experimental, use 1.1.2 if you have lots of issues)

  • Added configuration option to make it so that when a player is laying down, but not sleeping, they can slowly recover their Capability over time. This should help on multiplayer servers where not everybody wants to sleep.
  • Added passive tasty mead digestion to the player's Capability effect so that they don't have to sleep to slowly reset the amount they can consume to recover more Capability. This comes with a new config option.
  • Added a new save option for the amount of time left for tasty mead digestion.

1.2.1 (Experimental, use 1.1.2 if you have lots of issues)

  • Added config options to enable advanced stat tracking in the status effect screen to help with debugging.
  • Added config options to turn saving on or off for status effect values.
  • Added a small check to warning messages so they have to wait for a time before being shown if they have been seen recently. This should cover a very small edge case where levelling up a skill changed the percentage value of its associated status effect and showed a repeated warning message if the new value was just below the warning threshold.
  • Added a config change event listener so that using a configuration manager in game will force the status effects on the player to refresh to get the new values without needing to restart the game. Not sure how this will play on servers for connected clients, so if anybody wants to test making config changes as an admin and seeing what happens on client machines, it would be handy!
  • Added a file watcher to also detect manual config changes or for those made in Thunderstore. It should also force a status effect refresh. Again not sure how this will act from non-admins trying to make changes to the files, but hopefully it will just request the server data again. Please feel free to test and let me know.
  • Fixed an issue where disabling the Capability status effect after having save data would cause the player's max stats to be capped at less than 100% if capability stat was low enough. Disabling any of the features will now discard all of its save data and force all of the status effects in the mod to be recalculated.
  • Fixed Vitality not levelling up the Resistance skill. It should now increase normally.
  • Fixed Perseverence skill not providing bonuses to the Capability status effect.

1.2.0 (Experimental, use 1.1.2 if you have lots of issues)

  • Added a new status effect (Capability) and associated skill (Perseverence). Capability is a measure of how long your character has gone without sleeping. As you go longer without sleeping you will level up your Perseverence skill, which will allow you to go for longer durations without sleep. Staying awake too long will negatively impact your Vitality and Energy, so take care and prepare to make camps on long journeys! This new effect skill pair comes with full configuration options and can be turned off if desired.
  • Added a new save system that will remember your last Vitality / Energy / Capability skills on logout and subsequent login. Thank you OrianaVenture for help with saving custom data.
  • Recoded a ton of the mod to help optimise things - this doesn't have much noticeable impact in game but calculations should now only occur when needed and hopefully will improve performance slightly on lower end machines.
  • Updated BepInEx dependency to 5.4.2333
  • Fixed an issue where screen would flash when the player was under the effect of the Staff of Protection but not receiving any damage from the mod's status effects.

1.1.2

  • Updated ServerSync to fix Playfab error

1.1.1

  • Old DLL was still present in the zip archive. Correct updated version now included. No change from 1.1.0

1.1.0

  • Compiled against the latest version of Valheim 0.220.3
  • Updated BepInEx dependency to 5.4.2202

1.0.8

  • Replaced the temporary skill loss to max stamina reduction on low energy to try fixing compatibility with NorseDemigods and any other mods that determine sumoon strength from skill levels. (Thanks Solo for testing!)
  • Replaced config options for skill loss with max stamina loss. The default value is a 50% loss of max stamina at 0% energy.
  • Removed some unused scripts still floating around from 1.0.6 and prior versions that survived in case 1.0.7 was still bugged on servers.
  • Updated localizations for new messages based on max stamina reduction in the player HUD.
  • The [skill_all] message should no longer appear in the compendium, since this mod no longer affects skill level changes, only skill gain rates. Thank you to everyone who reported this one - I tried to localize it in the past with no success, but now it's no longer an issue anyway.

1.0.7

  • Major rewrite of the player environment stat and food tracking to hopefully resolve some issues on servers.
  • Replaced static player environment stats and food cache with a new invisible status effect, which is individual to the player. This will hopefully eliminate the need for all mods to link to all player cached data, which was probably the issue causing logout crashes.
  • Cold and freezing multipliers for vitality loss no longer stack when the environment is set to cold and freezing. Now it will only apply the worse of the two situations.

1.0.6

  • Added Korean translations provided by Love5225 - thank you!
  • Changed player environment stat logging slightly to catch potential compounding data issue (thanks Solo, hope this helps maybe!)

1.0.5

  • Fixed the physical and elemental weakness debuffs not being removed properly and instead instancing over and over again when vitality gets too low.
  • Added missing localization for missing keys.

1.0.4

  • It helps when I press the save button before compiling the DLL, lmao.
  • No change from 1.0.3, other than the fact you'll actually have version 1.0.3 (now labelled 1.0.4) this time. Sorry about that.

1.0.3

  • Fixed issue with player carry weight changes. Additional energy loss will calculate based on current player carry weight limit after status effect changes and not just the base carry weight of the player.

1.0.2

  • Fixed Energy status effect disappearing when energy falls below 40% due to icons not loading properly.

1.0.1

  • Fixed Hugin's tutorial labels in the compendium. They should now appear like the others on new saves.

1.0.0

  • Initial Release