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MonsterModifiers
Valheim Skill Tree Expansion - EpicMMOSystem Expert System
| Date uploaded | 2 days ago |
| Version | 1.3.60 |
| Download link | korCaptain-MonsterModifiers-1.3.60.zip |
| Downloads | 121 |
| Dependency string | korCaptain-MonsterModifiers-1.3.60 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2201ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.24.2ValheimModding-YamlDotNet
Shared version 16.3.0 of YamlDotNet from Antoine Aubry and contributors, net47 package for use in Valheim mods. Maintained by the ValheimModding team.
Preferred version: 16.3.0README
The original creator of the mode is
It is warpalicious-Monster Modifiers, and we distribute it with some modifications. ** (https://thunderstore.io/c/valheim/p/warpalicious/Monster_Modifiers/)
**
- ✅fix1 : Modifying existing immunity to 70% basic
- ✅fix2 : Add 7 new attributes
- ✅fix3 : Bosses are also attributed except for divisional recall
- ✅fix4 : Adjust all properties to adjust probability
- ✅fix1 : 기존 면역관련을 기본 70%로 수정
- ✅fix2 : 신규 속성 8가지 추가
- ✅fix3 : 보스도 속성 부여 단 분열소환 제외
- ✅fix4 : 모든 속성은 확률 조절할 수 있게 조절 ** For other basic matters, refer to the original author's explanation
🎮 My Other Mods / 함께 즐기면 더 좋은 모드
🎵 CaptainAudio
🎮 CaptainSkillTree
🎶 Valheim's battle with music to make it more lively!! Installing with CaptainSkillTree increases 100% of the fun by matching the difficulty level of the game!
🎶 발헤임의 전투를 음악으로 더욱 생동감 있게! CaptainSkillTree와 함께 설치하면 게임의 난이도 벨런스가 맞아서 재미가 100% 상승 합니다!
📝 Credits / 크레딧
- **an original Developer **: warpalicious
- **a modification developer **: KorCaptain
- Framework / 프레임워크: BepInEx, Jotunn
- Compatible with / 호환 모드: CaptainSkillTree, WackyMoleEpicMMOSystem, ConfigurationManager
💬 Support / 지원
- Discord: KorCaptainSkillTree_MOD_Server - https://discord.gg/W26PTxYhug
- Ko-fi: https://ko-fi.com/korcaptain
- E-mail: [email protected]
- Issues: Report bugs and suggestions on Discord
- 문제 보고: Discord에서 버그 및 제안사항 보고
📜 License / 라이선스
Developer - warpalicious
Enjoy your enhanced Valheim adventure! / 향상된 발헤임 모험을 즐기세요!
CHANGELOG
Changelog / 변경 로그
[1.3.72] - 2026-07-31
Modified files / 수정한 파일:
- BumpVersion.ps1
- environment.props
- Managers/LocalizationManager.cs
- MonsterModifiers.csproj
- Src/Config/modifierValues.yml
- Src/Custom Components/MonsterModifier.cs
- Src/Modifiers/ArmorCharge.cs
- Src/Modifiers/BloodLoss.cs
- Src/Modifiers/DamageModifiers.cs
- Src/Modifiers/DeathSpawns.cs
- Src/Modifiers/DistantDetection.cs
- Src/Modifiers/EitrSiphon.cs
- Src/Modifiers/ElementalInfusions.cs
- Src/Modifiers/EliteMonster.cs
- Src/Modifiers/FastAttackSpeed.cs
- Src/Modifiers/FastMovement.cs
- Src/Modifiers/FireTrail.cs
- Src/Modifiers/FoodDrain.cs
- Src/Modifiers/Forceful.cs
- Src/Modifiers/IgnoreArmor.cs
- Src/Modifiers/Knockback.cs
- Src/Modifiers/PersonalShield.cs
- Src/Modifiers/RemoveStatusEffect.cs
- Src/Modifiers/ResistanceNotification.cs
- Src/Modifiers/ShieldBreaker.cs
- Src/Modifiers/ShieldDome.cs
- Src/Modifiers/SoulEater.cs
- Src/Modifiers/StaggerImmune.cs
- Src/Modifiers/StaminaSiphon.cs
- Src/Modifiers/Vampiric.cs
- Src/Modifiers/Wet.cs
- Src/Patches/EnemyHudPatch.cs
- Src/Plugin.cs
- Src/StatusEffects/BloodLoss_SE.cs
- Src/StatusEffects/HealDeath_SE.cs
- Src/Utils/DamageUtils.cs
- Src/Utils/Debug.cs
- Src/Utils/ModifierAssetUtils.cs
- Src/Utils/ModifierUtils.cs
- Src/Utils/PrefabUtils.cs
- Src/Utils/SpawnCommands.cs
- Src/Utils/ZnetUtils.cs
- Src/Visuals/BowVisuals.cs
- UpdateChangelog.ps1
✅fix1: Reverted the full boss exclusion added in v1.3.71 for PierceImmunity/SlashImmunity/BluntImmunity/ElementalImmunity — each is a partial (default 70%) reduction, not full immunity, so a single one on a boss is fine. Instead, RollRandomModifiers now caps damage-type immunity modifiers to at most one per monster, so bosses can no longer stack 2+ of them (e.g. all physical types at once) and block nearly every damage type simultaneously.
✅fix1 : v1.3.71에서 추가했던 보스 완전 제외를 되돌림 — 면역 모디파이어는 기본 70% 부분 감소일 뿐 완전 면역이 아니므로 보스가 1개 가지는 것은 문제 없음. 대신 RollRandomModifiers에서 몬스터 1마리당 면역 계열(관통/베기/타격/원소) 모디파이어를 최대 1개까지만 뽑히도록 상호배타 처리를 추가 — 2개 이상(예: 물리 전체) 겹쳐서 거의 모든 피해 타입이 동시에 막히는 문제를 방지.
[1.3.71] - 2026-07-31
Modified files / 수정한 파일:
- BumpVersion.ps1
- environment.props
- Managers/LocalizationManager.cs
- MonsterModifiers.csproj
- Src/Config/modifierValues.yml
- Src/Custom Components/MonsterModifier.cs
- Src/Modifiers/ArmorCharge.cs
- Src/Modifiers/BloodLoss.cs
- Src/Modifiers/DamageModifiers.cs
- Src/Modifiers/DeathSpawns.cs
- Src/Modifiers/DistantDetection.cs
- Src/Modifiers/EitrSiphon.cs
- Src/Modifiers/ElementalInfusions.cs
- Src/Modifiers/EliteMonster.cs
- Src/Modifiers/FastAttackSpeed.cs
- Src/Modifiers/FastMovement.cs
- Src/Modifiers/FireTrail.cs
- Src/Modifiers/FoodDrain.cs
- Src/Modifiers/Forceful.cs
- Src/Modifiers/IgnoreArmor.cs
- Src/Modifiers/Knockback.cs
- Src/Modifiers/PersonalShield.cs
- Src/Modifiers/RemoveStatusEffect.cs
- Src/Modifiers/ResistanceNotification.cs
- Src/Modifiers/ShieldBreaker.cs
- Src/Modifiers/ShieldDome.cs
- Src/Modifiers/SoulEater.cs
- Src/Modifiers/StaggerImmune.cs
- Src/Modifiers/StaminaSiphon.cs
- Src/Modifiers/Vampiric.cs
- Src/Modifiers/Wet.cs
- Src/Patches/EnemyHudPatch.cs
- Src/Plugin.cs
- Src/StatusEffects/BloodLoss_SE.cs
- Src/StatusEffects/HealDeath_SE.cs
- Src/Utils/DamageUtils.cs
- Src/Utils/Debug.cs
- Src/Utils/ModifierAssetUtils.cs
- Src/Utils/ModifierUtils.cs
- Src/Utils/PrefabUtils.cs
- Src/Utils/SpawnCommands.cs
- Src/Utils/ZnetUtils.cs
- Src/Visuals/BowVisuals.cs
- UpdateChangelog.ps1
✅fix1: Boss spawns can no longer roll PierceImmunity/SlashImmunity/BluntImmunity/ElementalImmunity — unlike boss offense modifiers (dampened via Boss_Offense_Multiplier), these defense modifiers had no boss-specific dampening, so stacking multiple on one boss (e.g. Eikthyr) could reduce nearly every incoming damage type at once, making the fight feel like the boss would never die. (Superseded by v1.3.72's per-monster cap of 1.)
✅fix1 : 보스가 PierceImmunity/SlashImmunity/BluntImmunity/ElementalImmunity를 뽑지 못하도록 제외 — 보스 공격력 모디파이어는 Boss_Offense_Multiplier로 약화되는 것과 달리, 이 방어 모디파이어들은 보스 전용 감쇠가 없어서 한 보스에 여러 개 겹치면(예: 에이크쉬르) 거의 모든 피해 타입이 동시에 크게 줄어 보스가 안 죽는 것처럼 느껴지는 문제가 있었음. (v1.3.72에서 몬스터당 1개 제한 방식으로 대체됨)
[1.3.70] - 2026-07-30
✅fix1: CopyOutputDLL now also copies the built DLL straight into Thunderstore/KorCaptain_MonsterModfiers on every build, so that folder never lags behind the compiled output
✅fix1 : CopyOutputDLL이 매 빌드마다 Thunderstore/KorCaptain_MonsterModfiers 폴더에도 빌드된 DLL을 바로 복사하도록 추가 — 해당 폴더가 실제 빌드 결과물과 어긋나지 않도록 함
[1.3.69] - 2026-07-30
✅fix1: Added a null-guard to BloodLoss_SE.UpdateStatusEffect (was the only ungated m_character access in the codebase)
✅fix2: Reverted FastAttackSpeed's ConditionalWeakTable MonsterModifier caching from v1.3.60 back to a direct per-tick GetComponent lookup — suspected cause of a recurring NullReferenceException loop / FPS drop reported after modified monsters are left unengaged and later despawn
✅fix3: Reverted FireTrail's VFX object-pooling from v1.3.60 back to Instantiate/Destroy — same suspected cause as fix2, since the pooled effect was never destroyed and was instead repositioned/reused indefinitely
✅fix4: Fixed the build pipeline so manifest.json's version_number is kept in sync with the changelog on every build (Debug included), not only on Release — the old task also relied on a CodeTaskFactory inline task that silently never worked under dotnet build
✅fix1 : BloodLoss_SE.UpdateStatusEffect에 m_character null 가드 추가 (코드베이스 전체에서 유일하게 가드 없이 접근하던 부분)
✅fix2 : v1.3.60에서 추가된 FastAttackSpeed의 ConditionalWeakTable MonsterModifier 캐싱을 매 틱 직접 GetComponent 호출 방식으로 원복 — 몬스터에 속성 적용 후 교전 없이 방치되다 디스폰될 때 발생하는 것으로 보고된 NullReferenceException 반복/FPS 드랍의 원인으로 의심됨
✅fix3 : v1.3.60에서 추가된 FireTrail VFX 풀링을 Instantiate/Destroy 방식으로 원복 — 풀링된 이펙트가 파괴되지 않고 무한히 재사용/재배치되던 부분이 fix2와 동일한 의심 원인
✅fix4 : manifest.json의 version_number가 Debug 빌드 포함 매번 changelog와 동기화되도록 빌드 파이프라인 수정 — 기존 태스크는 CodeTaskFactory 기반 인라인 태스크에 의존하고 있어서 dotnet build에서는 조용히 항상 실패하고 있었음
[1.3.60] - 2026-07-29
✅fix1: Removed unfinished ShieldDome modifier (could crash via admin spawn command)
✅fix2: Removed dead/unused code (dead files, unused methods/fields)
✅fix3: Reduced memory/GC pressure - FireTrail VFX now pooled instead of Instantiate/Destroy, ResistanceNotification data now cleaned up on despawn (not only on death)
✅fix4: Reduced CPU cost on the FastAttackSpeed hot path (cached MonsterModifier lookup) and cut per-spawn allocations in modifier rolling
✅fix1 : 미완성 ShieldDome 속성 제거 (admin 소환 명령 시 크래시 위험 있었음)
✅fix2 : 사용하지 않는 데드 코드 정리 (미사용 파일/메서드/필드)
✅fix3 : 메모리/GC 부하 감소 - FireTrail VFX 풀링 적용, ResistanceNotification이 사망 없이 디스폰되는 경우에도 정리되도록 수정
✅fix4 : FastAttackSpeed 핫패스 CPU 비용 감소(MonsterModifier 캐싱), 모디파이어 롤링 시 스폰당 할당 감소
[1.3.53] - 2026-05-25
✅fix1: Bug Problem
-
✅fix1 : 버그 문제 수정
[1.3.51] - 2026-05-13
✅fix1: Elite Monster - Fixed HP Bug Problem
✅fix1 : 엘리트 몬스터 - HP 버그 문제 수정
[1.3.4] - 2026-05-10
✅fix1: Elite Monster - Fixed HP Bug Problem
✅fix2: Fix other bugs
✅fix1 : 엘리트 몬스터 - HP 버그 문제 수정
✅fix2 : 기타 버그 수정
[1.3.3] - 2026-05-9
✅fix1 : Reorganization of the configuration
✅fix2 : Error correction
✅fix3 : Additional Attribute Monster - Elite Monster
✅fix4 : Bosses do not show heel-related properties
✅fix1 : 컨피그 개편
✅fix2 : 에러 수정
✅fix3 : 추가속성 몬스터 - 엘리트 몬스터
✅fix4 : 보스는 힐 관련 속성 안나오게함
[1.3.2] - 2026-05-5
✅fix1: Boss recovery, 10% of attack-related basic monster properties and numerical accumulation
✅fix2: Error correction
✅fix3 : adjustment of attack, defense, Util, fission recall probability
✅fix1 : 보스 회복, 공격 관련 기본 몬스터 속성의 10% 및 수치 조적
✅fix2 : 에러 수정
✅fix3 : 공격,방어,유틸,분열소환 확률 조정
[1.3.1] - 2026-05-4
✅fix1 : Modifying existing immunity to 70% basic
✅fix2 : Add 7 new attributes
✅fix3 : Bosses are also attributed except for divisional recall
✅fix4 : Adjust all properties to adjust probability
✅fix1 : 기존 면역력을 70% 기본으로 수정
✅fix2 : 7개의 새 속성 추가
✅fix3 : 보스 몬스터 죽을때 소환 제외
✅fix4 : 확률을 조정하기 위해 모든 속성 조정