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MilkyTeam-EliteCreaturesReborn-3.5.0 icon

EliteCreaturesReborn

Creatures spawn with mutations that change how they fight - fast, armoured, exploding, splitting, devouring. Rebuilt from scratch; tunable per biome.

Date uploaded 5 days ago
Version 3.5.0
Download link MilkyTeam-EliteCreaturesReborn-3.5.0.zip
Downloads 35
Dependency string MilkyTeam-EliteCreaturesReborn-3.5.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2350

README

Elite Creatures Reborn

Creatures spawn with mutations — named, visible traits that change how a fight goes. A Mad greydwarf comes at you twice as fast on half the health. A Bloated draugr takes twice the killing and then explodes in your face. A Devouring wolf eats the boars around it and grows on what it eats until it comes looking for you.

Bosses take an aspect instead: one modifier, shown at the altar before you summon, that changes what kind of fight it is. A Twin Bonemass comes as two sharing one health pool; a Reflective Moder hurts you with every hit you land.

Rebuilt from scratch. This release covers mutations, stars, loot and boss aspects; the rest returns over the next releases.

Mutations

Ten, one per creature by default, each with its own colour and its own name on the nameplate.

Mutation What it does
Mad Far faster, half health
Bloated Double health, explodes a second after it dies
Cloaked Invisible beyond 6 metres
Splintering Splits into two weaker copies when killed, which can split again
Leeching Regenerates, and heals from the damage it deals
Warding Reflects damage and knocks you back
Plated Armoured while healthy, hits harder as that armour goes
Miasmic Trails poison clouds; poisons players, never creatures
Devouring Kills creatures in one bite and keeps their health and damage, until it is big enough to hunt you
Thieving Steals an item on its first landed hit and carries it on its nameplate; kill it to get everything back

Mutation power fields

mutation power in the rule file sets how strong each mutation is, in named fields rather than positional numbers. A field marked (enhanced) is multiplied by large star power on a large star; a cost field never is. Any mutation can also be switched off entirely with mutations enabled, regardless of its chance curves.

  • Mad - move/attack speed multipliers (enhanced); health multiplier, its cost
  • Bloated - health multiplier (enhanced); delay seconds from death to the blast, which goes off at the corpse's resting place; damage (enhanced) and radius (enhanced) of the blast; blast effect/warning effect vanilla prefabs for the explosion and the pre-blast warning
  • Cloaked - reveal distance metres to become visible (enhanced); fade time seconds to phase, 0 snaps; fade margin extra metres before fading back out, to stop strobing
  • Splintering - damage multiplier per split; max generations cascade-depth cap, 0 = unlimited; max descendants live-descendant cap, 0 = unlimited
  • Leeching - regen percent max health per second, never enhanced; regen cap hard HP/s ceiling on a single tick, so a huge-health creature cannot out-heal a fight; combat cooldown seconds since its last damage taken before regen resumes; lifesteal percent of damage dealt returned as health (enhanced)
  • Warding - reflect percent of incoming damage returned (enhanced); knockback force on a melee attacker (enhanced)
  • Plated - armour percent of incoming damage cut at full health, to 0 hurt (enhanced); max reduction hard ceiling on that percent, so enhancement cannot approach invulnerability; damage percent bonus at zero health, to 0 full (enhanced)
  • Miasmic - cloud life seconds a dropped cloud lasts; cloud damage strength of the vanilla Poison a cloud or hit applies, not direct damage (enhanced); clouds per second while moving (enhanced); cloud radius metres; cloud effect/body effect vanilla prefabs for the trail cloud and the permanent worn poison look (cosmetic)
  • Devouring - absorb health/absorb damage percent kept permanently from a victim (enhanced; an instant kill always lands the killing blow, so the full amount is kept); slow per 100 health, its cost; move base speed multiplier before the slow (0.5 halves it; not enhanced); player threshold fraction of a player's max health a hit must pass before it hunts players for good; devour cooldown seconds after a meal before it can eat again
  • Thieving - max items the most it will ever hold (enhanced), hard-capped at 8; never takes equipped gear or more than one item per landed hit, and gives back everything it holds when it is killed

Stars

Beyond vanilla's two, counted in fives on the nameplate: a small star is one, a large star is five. A mutation on a large star is stronger. Star chances and mutation chances are set per biome, so the Meadows stay the Meadows.

Bosses have their own star table, the same for the whole world, and nine in ten stay plain by default. A boss's stars are drawn under its health bar at the top of the screen.

Boss aspects

A boss never takes a mutation. It takes an aspect, which is in its name - "Enraged Eikthyr" - and on its altar before you commit: hover the offering bowl to see the current aspect, what it does, what it pays, and how long until it shifts. Every altar shifts to a different aspect each in-game hour (75 real seconds), so a group can wait for the fight it wants. The aspect on the bowl when you make the offering is the one you fight. A boss with no altar - the Queen, or a console spawn - rolls its aspect when it first appears.

Aspect What it does Loot
none The fight as the game ships it (one in five) x1
Reflective 15% of each hit you land comes back to you as true damage x1.4
Shielded 30% less damage from arrows and bolts x1.1
Mending Regenerates 0.3% of its health every second, in combat too x1.3
Summoner Calls two 2-star creatures of its own biome each time it loses 33% of its health x1.5
Elementalist 20% more fire, frost, lightning, poison and spirit damage x1.2
Enraged 20% more physical damage x1.2
Twin A second copy of the boss; the two share one health pool, 25% less health and damage each, and both drop full loot x1 each
Phantom Four copies with 100 health and half its damage; they drop nothing, leave no body, and vanish when the boss dies x1.3

Everything is in the aspects: block under bosses: in the rule file: the off switch, the shift interval (0 fixes each altar), the chance of each outcome, the loot multiplier, every aspect's numbers, and per boss the creatures Summoner calls and, optionally, which aspects that boss may roll.

Loot

What a kill drops is governed by a loot: block in the rule file. Four modes, chosen for the whole world: Vanilla (drops untouched), Scaled (quantities raised by the per-star drops line), Rolled (the creature's own drop table rolled once more per star, each roll independent — the default, so a hard fight has a real chance at the rare thing), and Curated (per-creature rules decide everything). An extra roll chance line and a max extra rolls cap tune Rolled; a global multiplier and a separate boss multiplier scale everything after the mode, and a boss's aspect multiplies its drops on top - even in Vanilla mode, where it is the only thing that does. Trophies are never multiplied unless you switch that on — one kill, one trophy.

Per-creature rules in the same file, matched by prefab name, override any of it: a creature's own drops line, adjusted or removed rows of its drop table, extra drops with their own chance and amounts. elite reference writes creature_reference.yml with every creature the game knows — modded ones included — under its exact prefab name with its vanilla drop table; paste it and creature_rules.yml at an AI assistant, describe the economy you want, and drop the rules it writes back into the file.

Configuration

Two files, both written and documented on first run, both hot-reloaded while you play:

  • BepInEx/config/gglasgow.elitecreaturesreborn.cfg — the settings: star chances, mutation chances and mutation strength per biome, colours, nameplate distance, and an off switch for everything.
  • BepInEx/config/creature_rules.yml — the rule file, for anything too structured for a flat settings file, including a mutations enabled switch that turns any mutation off everywhere.

A server binds connected players to its own rules. Display preferences — colours, tint strength, nameplate distance, whether trait names show at all — stay with each player and are never locked.

Console commands

Command Does
elite spawn <prefab> <stars> [mutation...] Spawns exactly that creature, bypassing every roll, for testing. A boss takes one aspect instead: elite spawn Bonemass 2 Twin
elite inspect Prints the resolved stars, mutations or aspect, and numbers for the creature under your crosshair
elite purge Removes the loaded creatures this mod has marked, with no drops (a Thieving creature's stolen goods drop first)
elite effects <text> Lists loaded effect prefabs matching the text and plays one, for building visuals
elite reference Writes creature_reference.yml: every creature the game knows, by biome, with its drop table

Install

With a mod manager, install it. By hand, drop EliteCreaturesReborn.dll into BepInEx/plugins. Requires BepInEx. On a server, install it on the server and on every client.

Multiplayer

Creature state travels in the world data the game already shares, so every player sees the same creature with the same traits. Install it on the dedicated server as well as the clients.

Files

  • plugins/EliteCreaturesReborn.dll — the mod, a single merged assembly
  • config/gglasgow.elitecreaturesreborn.cfg — settings
  • config/creature_rules.yml — creature rules

Building

.NET SDK 8, with Valheim installed:

dotnet build EliteCreaturesReborn/EliteCreaturesReborn.csproj -c Release

Override -p:GamePath=..., -p:BepInExCore=... or -p:ModLibsPath=... if your layout differs. The build merges the shared libraries into one DLL and writes it to dist/.

License

GNU General Public License v3.0 (GPL-3.0). You are free to use, study, share and modify it, and anything you distribute that is built from it must carry the same freedoms and be released under the same licence, with source. See the LICENSE file for the full terms.

CHANGELOG

Changelog

3.13.4

  • A new install's rule file has short comments; the full reference is linked at its top.
  • Shorter store page; the reference (mutations, aspects, rule fields, commands) is on GitHub.

3.13.3

  • Warding no longer draws particles: a reflect is marked by sound alone, the Staff of Protection's shield at 30% volume.
  • The Reflective boss aspect's tell changes the same way.
  • Devouring no longer draws a burst when it eats; the sound is unchanged.

3.13.2

  • The world tier boxes show only with PackPanel; without it the inventory and HUD stay as the game draws them.

3.13.1

  • Fixed: the inventory broke with Jewelcrafting, CurrencyPocket, OttoPay, TrashItems or Quick Stack Store Sort Trash Restock installed.
  • Those mods' boxes join the stat column; TrashItems' trash can takes dragged stacks there.
  • OpenKeep 1.8.0 to 1.9.0 and PackPanel 0.1.0 to 0.2.0 have the same column: update them too.

3.13.0

  • Devouring eats only creatures with at most 125% of its current health (max prey health, 0 lifts the limit).
  • Devouring eats one creature per star, at least one (min meals), then is sated and acts like its kind.
  • A devourer's nameplate shows what it ate (Show devoured creatures, Devoured creature icon size); so does elite inspect.
  • The devour flash is a fifth of its size, and its screen shake is felt only close by.
  • Bloated's fuse is 1.7 seconds; an older creature_rules.yml keeps its own delay: 2.0.

3.12.0

  • New box with the world tier under the minimap (Show world tier under minimap).
  • The tier reads as one number ("3"); hovering it shows the total.
  • The inventory's stat plates are square boxes in a column.
  • Thieving steals only with melee hits, never on a parry or dodge, and with PackPanel never from its slots.
  • On a grid wider than eight, thieves no longer spare the top-row cells right of the hotbar.
  • Elite Creatures Pack: a sleeping mimic hides its traits; the kraken never rolls Twin or Phantom.
  • Warding's max reflect now caps everything reflected to you per second, not per hit.
  • Rule changes reach loaded creatures' mutations at once.

3.11.0

  • elite purge 30 removes marked creatures within 30 m only; without a number it still removes every loaded one.

3.10.0

  • With GrindstoneSkills 0.7.0 or later, Husbandry's "Better offspring" can give a newborn one more star.

3.9.1

  • Starred creatures wear the game's own one-star and two-star looks again (a two-star Neck is purple).

3.9.0

  • New mutations: Gilded (rare, flees, pays triple loot), Blinking (reappears behind you), Relentless (follows you to 150 m).
  • New boss aspects: Adaptive, Fixated, Stormbound, Gravitic and Colossal; one fight in five stays plain.
  • Mutation rules per creature under creatures:; two entries for one creature merge.
  • Cloaked shows at 10 m (was 6), at 15 m on trolls and lox, and never on drakes.
  • Warding reflects only damage taken, at most max reflect (7.5%) of your health; smaller flashes.
  • Bloated: a two-second fuse; the corpse vanishes in a smaller blast and drops its loot there.
  • Thieving carries one item per star; max items is the minimum, 8 the most.
  • Tamed Splintering creatures split into tamed copies.
  • Boss damage board moved left; /damage shows it again; damage to Phantom copies counts.
  • Fixed: smoke left after a Bloated blast, effects drawn twice, and stolen goods duplicated at dawn.
  • Update the server and every player. An older rule file keeps its old numbers until you delete it.
  • Gilded ignores mutation chance: stop it with mutations enabled or mutation chances.

3.8.0

  • Phantom splits off one copy per player online at 66% and 33% health (split at, per player, health per tier).
  • An older rule file's Phantom copies and health are ignored; replace that line to tune it.
  • Fixed: Bloated, Warding, Devouring, Thieving, Summoner and Phantom effects drew nothing; Bloated's blast has a sound (blast sound).
  • World tier plate in the inventory under the weight (Show world tier).
  • Update the server and every player.

3.7.1

  • Fixed: with mods that raise creature health (such as Path of Valheim), creatures spawned with 10-15% health.

3.7.0

  • Boss damage board: when a boss dies, everyone sees who hurt it and how much.
  • Boss damage board and Boss damage board seconds in the .cfg.
  • Update the server and every player.

3.6.1

  • Fixed: admins on a dedicated server's adminlist.txt were refused the elite admin commands.
  • A refusal names the ID to add to adminlist.txt, which is read again within 10 seconds.
  • A mistyped elite subcommand lists the subcommands.
  • Update the server and every player.

3.6.0

  • World tiers: each boss's first defeat makes stars and mutations more common; bosses are unaffected.
  • A world that defeated bosses before starts at that tier. elite tier shows it to any player.
  • Breeding: young take a parent's mutation and up to the stronger parent's stars, and keep them when grown.
  • Eggs keep their traits, say what they will hatch, and stack only with eggs of the same stars.
  • elite inspect shows the tier a creature rolled at.
  • New world tiers: and breeding: blocks; an older rule file takes their defaults.

3.5.0

  • Boss aspects: Reflective, Shielded, Mending, Summoner, Elementalist, Enraged, Twin or Phantom, or a plain fight.
  • Hover the altar's offering bowl to see the aspect; it shifts every in-game hour.
  • Harder aspects multiply the boss's loot, in Vanilla loot mode too.
  • Boss stars show under the boss health bar.
  • New aspects: block under bosses:; stars: false now turns off only boss stars.
  • elite spawn Bonemass 2 Twin spawns a boss with an aspect; elite inspect reports it.

3.4.0

  • Loot modes in a new loot: block: Vanilla, Scaled, Rolled (default) or Curated.
  • extra roll chance, max extra rolls, global multiplier and boss multiplier.
  • Trophies are multiplied only with multiply trophies.
  • Loot rules per creature under creatures:: drops, drop overrides and extra drops.
  • elite reference writes creature_reference.yml: every creature with its drop table.
  • Drops added by other loot mods pass through untouched.

3.3.0

  • Devouring toned down: devour cooldown 60 (was 10), absorb health 50 and absorb damage 25 (were 100).
  • New Devouring move field: its base speed.
  • An older rule file keeps the old Devouring numbers; edit that line or delete it.
  • Fixed: joining a busy server no longer refuses a correct client.

3.2.0

  • New mutation, Thieving: it steals an unequipped stack when it hits and drops everything when it dies.
  • A message names what was stolen, and its nameplate shows it.
  • Stolen items are never multiplied or destroyed; elite purge drops them too.
  • max items sets how many it carries (1 by default, 8 at most).

3.1.0

  • New mutations enabled switch turns any mutation off everywhere.
  • Shorter rule file comments; the mutation power field reference moved to the README.
  • Leeching weaker: regen 0.5% (was 2%), pausing after damage (combat cooldown), capped by regen cap; lifesteal 10% (was 30%).
  • Plated's armour is now a damage reduction percent, capped by max reduction; revisit a custom value.
  • large star power defaults to 1 (was 2), and five-star health is lower.
  • Fewer 4 and 5 star creatures in the Ash Lands and Deep North.
  • Fixed: starred and Mad creatures' attacks sped up out of control.

3.0.0

  • Rebuilt from scratch: not an update to earlier versions, and none of the old code remains.
  • Nine mutations: Mad, Bloated, Cloaked, Splintering, Leeching, Warding, Plated, Miasmic and Devouring.
  • Stars beyond vanilla's two, counted in fives on the nameplate.
  • A settings file and a YAML rule file, both hot reloaded; chances and strength set per biome.
  • Servers can bind connected players to their rules; every player sees the same creature.
  • Console: elite spawn, elite inspect, elite purge, elite effects.