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ExtendedBosses

Raid-style boss fights from vanilla parts only: HP phases, add waves, nests, lieutenants, shields, burn windows, threat - seen by every player, mod or not.

Date uploaded 2 weeks ago
Version 0.8.11
Download link j1gA-ExtendedBosses-0.8.11.zip
Downloads 627
Dependency string j1gA-ExtendedBosses-0.8.11

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

ExtendedBosses

Raid-style boss fights for a group, from Eikthyr to Fader: HP phases, waves of adds, destructible nests, biome mini-bosses as lieutenants, shields that drop when the nests fall, burn windows, marks, ground hazards, resistance shifts and a threat table — built only from vanilla prefabs, animations and RPCs, so players without the mod see and feel the same fight.

Eikthyr marks a player for lightning — spread out! The Elder: roots under the marked player, a seed grows a new nest
Eikthyr marks a player for lightning — spread out! The Elder: roots under the marked player, a seed grows a new nest

Phase announcements — every player sees them, with or without the mod

Phase announcements — every player sees them, with or without the mod

  • Profiles Light (bosses with reinforcements), Raid (default) and Hard, globally or per boss; any boss can be set back to Vanilla. Everything switches without a rejoin.
  • Group scaling for 1–8 players: boss HP, adds, nests, stars and marks grow with the group; solo stays doable.
  • Reward on top of the vanilla drop: coins and valuables, about a stack of each material of the biome, about half a stack of the next biome's, and upgraded gear of the next biome for a group of 2+.
  • English and Russian messages; players without the mod get them in the language set by GuestLanguage.
  • The server's settings apply to every client with the mod; config edits are picked up without a restart.

Install on the host; guests do not need it. With the HostOwner mod (Bosses = true) the host keeps owning the boss whoever hits it. On a dedicated server every player who may own the boss needs the mod.

Early version: every boss is implemented, in-game testing is in progress — the numbers are starting values and all adjustable.

How a fight goes

The boss's own attacks and AI stay vanilla — everything below is added on top. Described for the default Raid profile.

  • Nests. As the fight goes on, the boss raises destructible spawners of its biome — greydwarf nests, bone piles, eggs…
  • Shield. While the nests stand, the boss takes only a fraction of the damage. Break them all → the boss is staggered and takes ×1.5 damage for 10 s. Ignore them and the shield crumbles on its own after a while — without the bonus.
  • Phases. About once a minute the boss enters a special state for 30 s — armor against one damage type, regeneration, damage reflection… The message in the centre of the screen tells you how to answer it.
  • Marks. The boss names a player and 3 s later strikes where they stand. Step away from your friends.
  • Lieutenants. Mini-bosses of the biome join the fight, along with waves of adds.
  • Reward. On top of the vanilla drop: coins and valuables, about a stack of each material of the biome, about half a stack of the next biome's, and upgraded gear of the next biome for a group of 2+.

Light keeps the adds and nests but drops shields, phases and marks; Hard is Raid, denser and tougher. All the numbers: FIGHTS.md.

The bosses

Eikthyr — the tutorial

No shield and no phases: every mechanic once, gently.

  • Charge — every 20 s he dashes at double speed at a player who keeps their distance.
  • Skull pile — raises Meadows skeletons until you break it (it glows for players with the mod and drops nothing).
  • Lightning mark — the marked player is struck 3 s later.
  • Reinforcements: boars and necks, and a herd leader — a 2★ boar with triple health.

The Elder

  • Greydwarf nests hold his shield.
  • Roots — roots burst out around the marked player.
  • Seeds — his projectiles sometimes take root and grow a new nest.
  • Living bark (phase): Sap — only slashing hits (axes, swords) get through; Back — armored in front, full damage from behind: the tank keeps him facing away from the group.
  • Shamans heal him — kill them first.
  • Reinforcements: a troll, a bear, greydwarf elites, a skeleton and a ghost.

Bonemass

  • Bone piles hold his shield.
  • Leeches come out of the water nearby; poison pools under marked players; his hits leave you Wet, later Tared.
  • Merging — blobs crawl towards him from afar, and each one that reaches him heals him. Intercept them.
  • Phases: Hardening — blunt barely hurts, fire does double: burn him. Rot vapour — close hits are halved and poison the attacker: fight from range.
  • Reinforcements: an abomination, writhans, surtlings, elite draugr, a wraith and swamp bats.

Moder

  • Ice stalagmites hatch drakes and hold her shield.
  • Ice nova under marked players — frost and slow.
  • Breath mark — she lands and fixes on the marked player for a few seconds.
  • Phases: Ice armor — while she is on the ground, ranged hits do a quarter: get into melee. Ice spikes — every hit reflects part of its damage back as frost.
  • Reinforcements: a wolf pack (ulvs at night), cultists, a stone golem, a fenring.

Yagluth

  • Fuling totems call fulings and archers and hold his shield.
  • Fuling shamans heal him.
  • Meteor mark — his own meteors fall around the marked player.
  • Beam — he fixes on the marked player for a few seconds; his hits leave you Tared.
  • Phases: Regeneration — heals over time; any frost hit stops it. Adaptation — resists the damage type you use most and takes more from the others; the message names the type.
  • Reinforcements: fuling brutes, an unbjorn, three skeletons, deathsquitos; an echo of Moder (optional, off by default).

The Queen

  • Egg clutches hatch into seekers; the shield holds while any egg is whole — break them before they hatch.
  • Acid mark — acid splashes under the marked player.
  • Cocoon — after she teleports, a seeker and a brood guard her; while they live she is shielded.
  • Phases: Bloodlust — she heals from her hits on players: block, don't get hit. Acid spikes — every hit reflects part of its damage back as poison.
  • Reinforcements: seeker brutes, a gjall, ticks and young seekers.

Fader

  • Charred spawner stones hold his shield.
  • Meteor mark — meteors fall around the marked player.
  • Wall of fire — raised towards a random player again and again.
  • Phases: Molten armor — close hits are halved and burn the attacker: fight from range. Ash veil — ranged hits do a quarter: everyone into melee.
  • Reinforcements: a morgen, a fallen valkyrie, Lord Reto, an asksvin and a lava blob.

Compatibility

Tested with Valheim 1.0.16 (network version 40), BepInEx 5.4.23.5 (BepInExPack_Valheim 5.4.2351).

Who needs it

Who What
Host required — the fight runs on the boss's owner; with HostOwner (Bosses = true) that is always the host
Dedicated server recommended for settings and messages; every player who may own the boss also needs the mod
Players without the mod see and feel the same fight, messages in the GuestLanguage language

Known conflicts

  • Other boss overhauls (HardBosses and similar) — do not run two at once.
  • Mods that scale boss health or stars by player count or level (e.g. Creature Level and Loot Control) stack with this mod's group scaling; lower 02 Scaling or theirs.

Bugs and feedback

GitHub Issues: https://github.com/tbsj1ga/ExtendedBossesValheim/issues — please attach BepInEx/LogOutput.log.

More mods by j1gA

Mod
LivingMap LivingMap — Your buildings, roads and cleared forest on the map and the minimap — and a detailed map when you zoom in.
StationSpeed StationSpeed — Faster smelters, kilns, fermenters and crops — consistent even for players without the mod.
WeaponArts WeaponArts — One key, one active ability per weapon: stagger, taunt, heals, berserk, crits.
HostOwner HostOwner — The host takes ownership of stations and bosses near it, so its mods work for everyone.
HudLayout HudLayout — Move, resize and restyle your HUD with the mouse: bars, food, hotbar, minimap, even other mods' HUD.

CHANGELOG

Changelog

English · Русский

The version is set in one place — ExtendedBossesPlugin.Version in src/ExtendedBossesPlugin.cs.

0.8.14

  • The changelog is tidied up: the version headings carry only what changed. No code changes.

0.8.13 — real boss HP, one targeted attack at a time; Yagluth made safe

  • Boss HP is real HP now (every boss). The group's HP (02 Scaling, same table as before) is set as the boss's max HP while it is untouched - before the first hit, by the group within 100 m at that moment - and vanilla's own per-player damage cut is undone. The fight takes as long as before, but the HP bar and the damage numbers are true. If the group changes mid-fight, the damage scaling still covers the difference; bloodthirst heals in proportion; a boss switched to Vanilla gets its vanilla HP back (the same share left).
  • Targeted mod attacks never overlap: marks, choosing a victim, Eikthyr's charge, Fader's wall of fire - while one runs (and 2 s after), the others wait.
  • Choosing a victim means something: while Moder (landed) or Yagluth hunts the chosen player, its hits on that player deal +10% (09 Raid / FixateDamageBonus); the message says so instead of promising a beam.
  • Fader's wall of fire is looked up the new way too (it was "not found" as well).
  • Yagluth roars (from 55%, every 45 s, Hard ~34 s): a 4 s warning with a circle around him, then everyone within 30 m is knocked off balance and tarred (30 blunt). Step back or raise your shield. Takes its turn with the other targeted attacks (14 Yagluth / RoarInterval, RoarRadius, RoarDamage).
  • Pressure on the whole group, not just the tank. Marks hit half the group at once (rounded down; was 1, 2 from 5 players) and pick players the boss is not fighting first; the victim is never the current tank; half of the new adds go for the farthest player within 30 m of the boss who is not the tank (09 Raid / AddsAimAtOthersChance, AddsAimRange).
  • Yagluth's meteors fall at all. The mark prefab spawn_meteors is not registered in the network scene - it lives only inside his GoblinKing_Meteors attack - so the lookup failed: the mark was announced and nothing came (the self-check said "not found"). Prefabs are now also looked up in the attacks of the bosses' items and of every item, so the same fix should cover Fader's spawn_fader_meteors and Fader_WallOfFire_Spawn. Run eb check in game to confirm.
  • The visual copy of a strike never spawns anything: the harmless copy sent to other players with the mod has its spawners and projectiles removed too - with the meteors found, each of them would otherwise have dropped a real shower of their own.
  • Fulings capped like Moder's drakes: up to 3 alive per totem, but all six totems together at most 2 per player (was up to 18 in a group of 4).
  • His totems drop nothing and his meteor marks pick only players within 40 m of him.
  • The meteors of a mark fall into its circle. A spawner aims its projectiles at the target it finds around its owner - the boss - so they would have flown from above the marked player to whoever stood next to Yagluth (usually the tank, whom marks never pick). The mark's spawner now aims at the marked spot.
  • The warning on a marked player is seen at all. The default mark effect vfx_prespawn is a networked prefab, and those were never shown; it is now spawned once by the boss owner, so every player sees it - those without the mod too. The self-check no longer calls it a problem.
  • The roar can be blocked, not dodged. A shield with enough block power holds it (too weak a block breaks and staggers, as in vanilla); a roll does not help - step out of the circle. It was neither: a new hit is not blockable until told so, and an extra stagger after it read the block from a lagging network flag. That extra stagger is gone; the hit's own, decided on the player's client, remains.

0.8.12 — Moder: fewer drakes, abilities more often; the reward on the ground

  • A threshold never fires twice when the boss changes owner. Every client with the mod remembers which thresholds of a boss have fired; a client that takes the boss over (the owner died, HostOwner took it back) merges that memory into the boss data before checking thresholds. Before, a new owner with a moment-old copy could run a threshold again - in a group of 4 Moder put up far more than her 6 stalagmites. A fight reset is counted in the boss data, so a reset still starts the thresholds over.
  • Every fired threshold is written to the log (BepInEx/LogOutput.log) without Debug: the boss, the threshold, the group size and the number of totems; a restored threshold memory is logged too.
  • Moder's stalagmites, adds and nests are placed on the ground, not in the sky. The spawn point was measured from the boss, and a boss flying more than 12 m up failed every ground test - the stalagmites hung in the air at her height: invisible, out of reach, hatching drakes all fight long and holding the shield until its 90 s timeout. A boss more than 3 m above the ground now places everything around the ground under it.
  • Moder's ice flash is visible: an ice ring (fx_DvergerMage_Nova_ring) plays where it lands; before, only the red circle showed and the hit itself was invisible.
  • Drakes under control. Stalagmites hatch as before (a drake every 15 s, up to 2 alive per stalagmite), but all stalagmites together keep at most 2 drakes per player alive. Besides, all fight long every 30 s 1-2 drakes fly in from afar (25-35 m), at most 2 of them alive at once, counted apart from the stalagmites (13 Moder / DrakeFlightInterval, DrakeFlightMax). The 20% wave brings 1 drake as a base (was 2).
  • Ice flash marks only near Moder: players within 40 m of her; the message says what the red circle means ("an ice blast in a moment, step out of it").
  • Her abilities come more often. Ice novas on marks every 15 s (was 20 s; new setting 13 Moder / MarkInterval), the breath mark every 25 s (was 35 s), a 40–55 s break between phase cycles (was 50–70 s). The config is migrated: the cycle break of an existing file is reset to the new default once.
  • The reward lies on the ground under the boss. Moder dies in the air, and the group reward was dropped where she hung - the gear could fall off the cliffs and be lost. A boss more than 3 m above the ground now drops it at ground level.

0.8.11 — the skull pile: owned by the fight, not cleaned up after

  • The 0.8.10 clean-up of items left on the broken pile's spot is removed: items are picked up instantly, so they would already be in an inventory. Instead the client running the fight keeps owning the pile, so its destruction is always handled by a client with the mod, where the drop is switched off - also when a player without the mod breaks it.

0.8.10 — after a group test

  • Eikthyr's skull pile really drops nothing. skull_pile is a build piece, and a destroyed piece gives its resources (the skulls) back - the drop table was never the source. Now, on every client with the mod, both a piece's resource drop and a drop table are skipped for the pile; and since the pile may belong to a player without the mod, the items it would give back are removed from its spot for 4 s after it breaks.
  • Nests, totems and adds appear on open ground: no longer on top of a tree trunk or a pillar of the arena (the point is retried until nothing stands above the ground). The Elder's seed nests too.
  • A boss mid-fight without a target takes the nearest player instead of idling and wandering off its arena (Bonemass walked away while the group fought lieutenants).

0.8.9 — Fix for 0.8.8

  • The skull pile's drops are now switched off by emptying its drop table. 0.8.8 removed the drop component, whose subscription to the pile's destruction stayed and would fail when the pile was broken - possibly leaving it in the world.
  • The boss tag of adds and nests is read with a pre-hashed key in the per-tick and per-second scans (no string work per object).

0.8.8 — Bonemass's slime, the Elder's shamans, rewards

  • Bonemass: slime comes every 45 s (was 25) and in smaller waves (base 1, was 2); the setting 12 Bonemass / SlimeInterval is updated once in an existing config.
  • The Elder: shamans heal 0.5% of max HP per second each (was 0.3) - its own setting 11 Elder / HealerPercentPerSecond; Yagluth's shamans keep the common 0.3.
  • Eikthyr: the skull pile drops nothing.
  • Highlight (players with the mod): nests, totems and the slime crawling to Bonemass glow softly (07 Client / HighlightObjects).
  • Rewards, every boss: coins x2; about a stack of each material of the biome; about half a stack of each material of the next biome, always (was a 15% chance); gear only of the next biome (the last boss: its own) and only for a group of 2+ (05 Rewards / GearMinPlayers), 2-4 players - 1 item, 5-7 - 2, 8 - 3. NextBiomeChance removed.

0.8.7

  • Package page and README: how a fight goes, and every boss's phases and abilities in short. FIGHTS: Bonemass's 40% and 15% adds named correctly (writhans; a wraith and swamp bats). No code changes.

0.8.6

  • Package page: HostOwner is a link to its Thunderstore page. No code changes.

0.8.5

  • Package page: a gallery of animations and screenshots, and a section with the author's other mods (icons, one line each, links). No code changes.

0.8.4 — Publishing prep

  • Documentation in English (README, CHANGELOG, FIGHTS, ROADMAP) with Russian copies (-RU.md); a real Thunderstore README; code and build-script comments in English.
  • No gameplay changes.

0.8.3 — Balance after reviewing every boss

  • Phase cycles do not start under the shield or the cocoon; all mechanics together never cut damage to the boss below ×0.1 (09 Raid / MinDamageFactor).
  • The shield drops by itself after 90 s (ShieldMaxSeconds), with no burn window — in case a nest cannot be broken with weapons.
  • Softer healing: shamans 0.3%/s (was 0.5), Yagluth's regeneration 0.3%/s (was 0.6); Bonemass's slime — at most 6% for the whole wave, split evenly between the blobs (was 3% for each; SlimeWaveHealPercent instead of SlimeHealPercent).
  • Eikthyr's lightning — 15 (was 30).
  • The Queen's eggs follow the nest rule: 2 / 2 / 3, solo 1, +1 from 6 players (was "like adds", up to 28 eggs for 8 players).
  • Solo: boss HP ×0.8 (02 Scaling / SoloHealthMultiplier), lieutenants ×0.6 (SoloLieutenantHealth).
  • Config migration (01 General / ConfigVersion): in an existing file the changed defaults (shaman healing, Eikthyr's lightning, Yagluth's regeneration) are updated once, every other value is kept.

0.8.2 — After the first test of The Elder

  • Only the nests from HP thresholds hold the shield (85 / 70 / 55%). Before, the nests grown from seeds counted too, and they kept appearing — the shield never dropped. Now, once the threshold nests are broken — "the defence has fallen", burn window.
  • The Elder's seeds: 5% chance (was 30%), at most once per 20 s, at most 2 seed nests at a time.
  • Crowd cap around the boss: at most 8 monsters within 50 m solo, +3 for every further player (09 Raid / AddsCapSolo, AddsCapPerPlayer, AddsCapRadius). At the cap vanilla nests, totems, waves and slime release nobody; lieutenants, cocoon guards and roots always spawn.
  • Coins ×3 for every boss, amber ×3 (Eikthyr, The Elder).
  • Messages in the centre of the screen stay ×1.5 longer (07 Client / MessageDurationMultiplier, only for players with the mod).

0.8.1 — Config without a restart on a dedicated server

  • Saved j1ga.extendedbosses.cfg — the mod rereads it a second later (file watch) and on the server sends the new values to clients with the mod right away. Switch — 08 Sync / WatchConfigFile. The mod's own saves (settings window) are not reread; the file is never rewritten on a reread.

0.8.0 — Postponed mechanics

  • The Elder's seeds (from 70%): where his projectile lands, a nest grows with a 30% chance (at most 4 standing nests).
  • "Wet" and "Tared" on Bonemass: from 70% his hits make you wet, from 35% — tared (slow and flammable — and there are surtlings around). The effect is written into the hit itself on the boss's side; shared attack data is not changed.
  • Moder's breath mark (from 45%): every 35 s she lands and for 8 s keeps the marked player as her target — her vanilla breath goes at them.
  • Yagluth's beam (from 45%): every 30 s for 8 s keeps the marked player as the target — the beam follows them; plus "Tared" on his hits.
  • The Queen's cocoon (from 45%): after each of her teleports (at most once per 30 s) seeker guards appear; while they live (up to 20 s) damage to her goes through as under the shield.
  • Fader's wall of fire (from 45%): every 45 s — his vanilla wall of fire towards a random player.
  • Fixation beats the threat table; the WeaponArts taunt beats everything.
  • Self-check: status effects (Wet, Tared), hazard spawners.
  • eb status: COCOON, FIXATION.

0.7.0 — Fader

  • Fader (16 Fader):
    • 85 / 70 / 55% — 1 / 2 / 3 charred spawner stones (Spawner_CharredStone, alternative Spawner_CharredCross), at 55% they hold the shield;
    • from 70% — his meteors (spawn_fader_meteors) around the marked player;
    • alternating at random: molten armor — hits closer than 6 m ×0.5 and burn the attacker (15 fire, at most once per second); ash veil — hits from farther than 6 m ×0.25;
    • 45% — morgen, 30% — fallen valkyrie, 20% — Lord Reto, 10% — asksvins and lava blobs;
    • reward: coins, gemstones, flametal ore, molten cores; Ashlands gear, with a chance — frozen cores.

0.6.0 — The Queen

  • The Queen (15 Queen):
    • 85 / 70 / 55% — egg clutches (SeekerEgg_alwayshatch, 2 / 2 / 3, growing with the group like adds): they hatch into seekers by themselves; at 55% they hold the shield while any egg is neither broken nor hatched — a race to break them before they hatch;
    • from 70% — acid splashes (SeekerQueen_spithit, poison) under the marked players;
    • alternating at random: bloodlust — heals for 40% of the raw damage of her hits on players (before armor and block); acid spikes — every hit on her returns 10% of the damage to the attacker as poison (at least 5, at most once per second per player);
    • 45% — seeker brutes, 30% — gjall, 20% — ticks and seeker soldiers' young;
    • reward: coins, rubies, soft tissue, black cores, eitr; Mistlands gear, with a chance — Ashlands; with a chance — flametal ore and gemstones.
  • Nests can be any networked object, not only destructibles (eggs), and grow with the group like adds.

0.5.0 — Yagluth

  • Yagluth (14 Yagluth):
    • 85 / 70 / 55% — 1 / 2 / 3 fuling totems (goblin_totempole), fulings and archers come out of them (up to 3 alive, every 12 s), at 55% they hold the shield;
    • from 70% — his own meteor shower (spawn_meteors) under the marked player, vanilla damage;
    • 55% — fuling shamans heal Yagluth while alive;
    • alternating at random: regeneration — 0.6% of max HP per second unless he was hit with frost in the last 3 s; adaptation (soft) — the damage type he was hit with most in the last seconds ×0.6, the others ×1.1; the announcement names the type (in each player's language);
    • 45% — brutes, 30% — an unbjorn, 20% — three kinds of skeletons, 15% — deathsquitos; 10% — an echo of Moder (Aspect_Moder, half HP) — experimental, EchoOfModer = false by default;
    • reward: coins, silver necklaces, rubies, black metal; black-metal and linen gear, with a chance — Mistlands.
  • Marks can use projectile spawners (SpawnAbility: meteors fall around the marked player, not around whoever is nearest the boss); mark damage with no setting is vanilla.
  • Actions with an experiment flag (Gate), HP multiplier below 1.

0.4.0 — Moder

  • Moder (13 Moder):
    • 85 / 70 / 55% — 1 / 2 / 3 ice stalagmites (caverock_ice_stalagmite): drakes hatch from each (up to 2 alive, every 15 s), at 55% they hold the shield; all broken — stagger and a burn window;
    • 85% — a wolf pack, at night — ulvs;
    • from 70% — ice novas (FenringIceNova_aoe, frost slows) under the marked players;
    • alternating at random (30 s, cooldown 50–70 s, after the stagger): ice armor — hits from farther than 6 m ×0.25, only while Moder is on the ground (a window for melee); ice spikes — every hit returns 12% of the damage to the attacker as frost (at least 5, at most once per second);
    • 45% — cultists, 35% — a stone golem, 20% — a fenring and drakes;
    • reward: coins, rubies, silver necklaces, silver, obsidian, crystals; silver and fenris gear, with a chance — black metal.
  • Waves can have a night composition (NightPrefabs); a totem can have its own fallback nest or none.

0.3.1 — Bonemass alternates two phases

  • A new cycle variant for Bonemass — rot vapour (Rot): hits closer than 5 m ×0.5, and every such hit poisons the attacker (12 poison, at most once per second per player — a vanilla hit, players without the mod are poisoned too); from afar the damage is full. Alternates with hardening at random, like the Elder's bark (12 Bonemass / CycleVariant = Random | Harden | Rot).
  • Bonemass settings renamed: Harden* → Cycle* (duration, cooldown, start delay), plus RotMeleeFactor, RotPoisonDamage.

0.3.0 — Bonemass, a shared resistance cycle

  • Bonemass per table B3:
    • 85 / 70 / 55% — 1 / 2 / 3 bone piles (Spawner_DraugrPile), at 55% — the shield while the piles stand and a burn window after they are destroyed;
    • from 70% — leeches in the water around (no water — no leeches) and poison pools (bonemass_aoe) under the marked players;
    • hardening — blunt ×0.25, fire ×2 — 30 s after the stagger ends, then a 50–70 s cooldown, until death; with no window — 60 s after 55%;
    • 45% — an abomination and merging: every 25 s a slime (Blob, BlobElite) appears far away and crawls to the boss; one that arrives is absorbed and heals him for 3% of max HP;
    • 40% — writhans (Writhan), 35% — surtlings, 25% — elite draugr, 15% — ghosts and bats;
    • reward: coins, rubies, pearls, scrap iron; iron and root gear, with a chance silver.
  • Resistance cycle — a shared mechanism with variants: the Elder's living bark (Sap / Back) and Bonemass's hardening run on it.
  • Solo (one player) — the positional variant never comes up: the Elder only uses Sap, whatever BarkVariant is set to.
  • eb status — HARDENED / BARK (sap) / BARK (back).

0.2.2 — Bark alternates at random

  • 11 Elder / BarkVariant = Random (the new default): before each bark the variant Sap or Back is picked again, 50/50. Sap, Back, Auto remain for a fixed variant.

0.2.1 — The Elder's living bark reworked

  • The bark is no longer tied to the nests' shield: a cycle "30 s of bark → cooldown 50–70 s (random) → bark again" until death. The first bark comes right after the stagger (burn window) ends; with no window for 60 s after 55% the cycle starts by itself. The shield dropping during the bark interrupts it — the window gives full damage.
  • Two variants, 11 Elder / BarkVariant:
    • Sap (default) — "raw bark": fire ×0.25 (the usual weakness is gone), slash ×1.25, the rest ×0.25 — chop with axes;
    • Back — ×0.25 from the front, full damage only from behind (a 120° arc) — the tank keeps the Elder facing them;
    • Auto — Back for a group of 3+, otherwise Sap;
    • Random — see 0.2.2.
  • All bark parameters are in 11 Elder; eb status shows BARK (sap) / BARK (back); eb probe — the creature's vanilla resistances.

0.2.0 — The Elder, languages, self-check

  • Two languages. All of the mod's text is in Russian and English. Players with the mod see messages in their game's language; to players without the mod the server sends a vanilla message in the GuestLanguage language (Russian / English / Both), and boss and monster names go as vanilla tokens ($enemy_gdking), translated by their own game. The server recognises players with the mod by a "hello" on connect. Setting descriptions and console replies are bilingual too.
  • Self-check on world load and with eb check: every prefab of every boss — does it exist, is it networked, destructible, does it have an AoE and its radius, are the rewards items. The result — one line in the log, problems — as a list.
  • Shield (A4): while the boss's nests stand, it takes ×0.2 damage (×0.1 on Hard). Burn window (A6): when the last nest falls — a stagger (vanilla Stagger) and ×1.5 damage for 10 s.
  • Resistance shift (A9): "Living bark" — pierce ×0.25, fire ×2 while the shield holds.
  • Healers (A5): shamans heal the boss for 0.5% of max HP per second each (at most two) while alive and within 40 m.
  • Roots (A8): instead of a hit — a ring of vanilla TentaRoot around the marked player, living 15 s.
  • Threat (A10): the boss attacks whoever took the most HP off it, among players within a 25 m leash; outside the radius threat halves every 3 s; the target changes only with a 10% lead and at most once per 3.5 s; the WeaponArts taunt overrides it.
  • The Elder per table B2: nests 1/2/3 at 85/70/55%, roots from 70%, shield and bark at 55%, a troll (a second one with 3+ players), a bear, an elite with shamans, skeletons with ghosts; reward — bronze and troll hide, with a chance iron.
  • Temporary adds (lifetime in the ZDO), add roles.

0.1.0 — Skeleton and Eikthyr

  • The fight skeleton on the boss's owner: phases by HP threshold, the fight state in the boss's ZDO (a phase bitmask, totem slots) — a phase never repeats after a rejoin or an owner change.
  • Building blocks: an add wave, a lieutenant (stars + HP multiplier in the ZDO), a totem (a destructible vanilla object the code spawns monsters from), a vanilla nest, marks ("spread out": announcement → an AoE under the player 3 s later), a charge.
  • Adds and the boss share one m_group so they do not fight each other; adds hunt players.
  • Group scaling: the boss's effective HP 1 + 0.5·(N−1) up to 8 players instead of the vanilla 0.3 up to 5; the number of adds, stars, nests — from N.
  • Profiles Light / Raid / Hard, a Vanilla / Mod mode and a profile per boss, mechanic switches — all without a rejoin; synced from the server.
  • A reward on top of the vanilla drop: coins, amber, the next biome's ore with a chance, upgraded gear (quality 2–3) — 1 item per 2.5 players.
  • Adds and totems are cleaned up on the boss's death and on a switch to Vanilla; the server removes "orphans" after a restart.
  • Fight reset — optional, off by default.
  • For players with the mod — a circle of the mark's radius on the ground.
  • Console: eb status | phase <n> | reset | probe <prefab> | players <n>.
  • Eikthyr: 80% — boars and necks; 60% — a charge; 50% — a skull pile with Meadows skeletons; 30% — lightning on marks; 15% — a 2★ boar leader with HP ×3.