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CreatureManager
Add 32 combat modifiers and launch live boss hunt events across dungeons and the open world. Clone and configure creatures, attacks, AI, equipment, appearances, and textures; inspect resistances and scale difficulty by biome, distance, or preset.
| Date uploaded | 13 hours ago |
| Version | 1.3.13 |
| Download link | sighsorry-CreatureManager-1.3.13.zip |
| Downloads | 83 |
| Dependency string | sighsorry-CreatureManager-1.3.13 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2360README
CreatureManager
Customize Valheim creatures with 32 combat modifiers, biome-based levels, regional Karma, and Enforcer encounters.
- Edit or clone creatures, attacks, projectiles, AI, factions, equipment, and textures.
- Tune levels, stats, loot, and modifier chances.
- Create outdoor and dungeon encounters with configurable enemies and rewards.
- Inspect resistances in game and use generated references to find prefab names.
- Reload YAML and server-owned textures without restarting for most changes.
Quick start · Settings · Compatibility · User guide
Showcase
Combat Modifiers

Creatures roll modifiers independently and display their active effects beneath their nameplates. CM shows three or more stars as a star followed by the star count. With compatible Path of Valheiman installed, CM combines PoV and CM effect icons into right-aligned rows of four and keeps its own star display.
Offense
| Icon | Modifier | Effect with generated Global defaults |
|---|---|---|
| Enraged | Deals 15% more damage. | |
| Fire | Adds Fire damage equal to 20% of the original hit. | |
| Frost | Adds Frost damage equal to 10% of the original hit. | |
| Lightning | Adds Lightning damage equal to 10% of the original hit. | |
| Spirit | Adds Spirit damage equal to 5% of the original hit. Against players, its Spirit damage over time bypasses armor and resistance. | |
| Armor Piercing | Ignores 30% of player body armor. | |
| Staggering | Adds 60% normal-hit and block-stagger buildup. | |
| Undodgeable | Ignores player dodge invulnerability but deals 25% less damage. Blocking and parrying still work. |
Defense
| Icon | Modifier | Effect with generated Global defaults |
|---|---|---|
| Armored | Takes 30% less damage. | |
| Deathward | Cancels lethal damage and restores 20% of max health. Has a 10s cooldown and up to 3 activations. | |
| Regenerating | Heals a configurable share of max health per second, capped at 20 health per second by default. Rate defaults are 1% for Global creatures, 0.2% for bosses, and 0.5% for Enforcers. | |
| Reflection | Has a 50% chance on a direct melee hit to reflect 10% of the health actually lost, bypassing defense and resistance. Capped at 25 health per activation by default. | |
| Vortex | Has a 50% chance to negate projectile damage, push, stagger, and status effects. | |
| Adaptive | Remembers the dominant hit type for 5s and reduces matching damage by 50%. | |
| Unflinching | Immune to normal-hit and perfect-parry stagger. | |
| Chameleon | While alerted, gains one rotating damage-type immunity and switches it every 10s. |
Affliction
| Icon | Modifier | Effect with generated Global defaults |
|---|---|---|
| Exposed | Has a 50% chance to make the player take 20% more damage for 5s. | |
| Weakened | Has a 50% chance to make the player deal 20% less damage for 5s. | |
| Withered | Has a 50% chance to reduce healing received by 50% for 5s. | |
| Crippling | Has a 50% chance to reduce movement speed and jump force by 50% for 5s. | |
| Disruptive | Has a 50% chance to reduce stamina and Eitr recovery by 50% for 5s. | |
| Adrenaline Drain | Has a 50% chance to remove 50% of current adrenaline and reduce adrenaline gain by 50% for 5s. | |
| Corrosive | Has a 50% chance to increase durability loss to equipped gear by 50% for 5s. | |
| Toxic Aura | While alive and untamed, applies poison every second to hostile players within its body radius + 3m. Default poison strength is 10% of the player's max health before resistance; this is not immediate damage per second. Walls and floors block it. |
Special
| Icon | Modifier | Effect with generated Global defaults |
|---|---|---|
| Swift | Increases movement speed, acceleration, and turning speed by 40%. | |
| Attack Speed | Increases animation speed by 30%; attack intervals become 76.92% of normal. | |
| Vampiric | Heals for 30% of health removed by direct hits; delayed damage over time is excluded. | |
| Reaping | Absorbs actual deaths within 24m, including players, tamed creatures and PlayerSpawned summons, regardless of killer or damage source. Each death can grant healing and configured stat growth once per surviving Reaping creature, within the existing limits. No new size is gained in dungeons. | |
| Blink | Teleports near its player target within 16m every 6s. By default, Blink and its extended attack range unlock 3s after the creature becomes alerted, even if no attack could start during that time. | |
| Omen | Can force an Enforcer check when killed directly by a player or by a lethal poison, fire, or spirit tick with a confirmed player contribution. Mixed damage qualifies; summon-only and unknown-only damage do not. Cooldown blocking follows the server setting. | |
| Juggernaut | Player hits have at least 150 push force. An actual push starts a 5s cooldown, and the creature is immune to attack push. | |
| Blamer | Below 75% health, flees and adds 0.5 Karma per second up to 45 lifetime Karma. When exhausted, the modifier, icon, and flee behavior end. |
Modifier icons appear on creature and boss HUDs. The Valheim Compendium contains a CreatureManager page with modifier names, icons, and descriptions using the active global values.
In-game Tools

The in-game Compendium documents defensive modifiers and their exact behavior.

Affliction details are available in the same localized Compendium without leaving the game.

While sneaking, inspect a creature to view its effective resistances, weaknesses, and immunities beneath the target's nameplate.
Combat Modifier GIFs
Offense and Defense

Spirit adds Spirit damage to the creature's attacks; against players, its damage over time bypasses armor and resistance.

Undodgeable attacks ignore dodge invulnerability, while blocking and parrying remain effective.

Deathward cancels a lethal hit and restores part of the creature's maximum health.

Reflection returns part of the creature's actual health loss to a direct melee attacker.

Vortex can negate a projectile hit together with its damage and secondary effects.

Unflinching prevents stagger from normal hits and perfect parries.
Afflictions

Timed Afflictions use distinct icons and counters so their remaining duration stays readable in combat.
Special

Blink teleports the creature near its target to close distance quickly. Blink Alert Grace Period (s) delays Blink and its extended attack range for 3 seconds after the creature becomes alerted by default; the timer still expires when no attack can start.

Omen can request an Enforcer encounter when the affected creature is killed directly by a player or by a lethal poison, fire, or spirit tick with a confirmed player contribution, including mixed damage.

Juggernaut turns successful hits into heavy knockback while resisting attack push.

Blamer flees and raises regional Karma once its health drops below the trigger threshold, then expires when its Karma budget is exhausted.
Live Enforcer Hunts

Killing creatures raises regional Karma, which can strengthen future spawns and trigger Enforcer encounters.

Karma accumulates faster in dungeons, so stay alert.

Outdoor and dungeon Enforcer encounters can be configured separately in karma.yml, including guaranteed bonus loot.

Enforcers spawn at higher levels, are more likely to carry modifiers, and may bring minions that hunt players down.
Creature Cloning and Customization
Existing creatures can be modified or cloned. For advanced examples, install MonsterLabZ and see creatures.sample.yml and attacks.sample.yml.
The following custom bosses were created with CreatureManager and MonsterLabZ.

Bonebeard is a melee boss who infuses every attack with poison.

Vincent the Cunning is a ranged boss who fires a variety of projectiles.

Root Witch is a spellcaster boss who casts a variety of spells.
Quick Start
- Install BepInExPack Valheim 5.4.2360 and CreatureManager on the server and every client. Use matching CreatureManager builds and keep the package's
BepInExfolder, including sample textures. - Launch once to generate
BepInEx/config/sighsorry.CreatureManager.cfgand the YAML files underBepInEx/config/CreatureManager/. - Change feature switches in the
.cfg. For creature edits, find the prefab in a*.reference.ymlfile and copy only the fields you want to change into the matching active YAML. - Save the file. Most changes reload automatically; in multiplayer, edit the server's configuration.
Existing YAML is preserved during updates. Loaded creatures generally keep their current settings, and completed level/modifier rolls are not rerolled. Test changes with new creatures; changing an existing clone's clonedFrom requires a restart.
See reload behavior and sample setup. The showcased Bonebeard, Vincent, and Root Witch examples require MonsterLabZ; the base mod does not.
Settings
Start in sighsorry.CreatureManager.cfg. These are the main controls; each option also has an explanation in the generated config.
| Setting | Default | What it controls |
|---|---|---|
Enable Level System |
Full |
Full assigns levels and applies stat/modifier rules. ExceptLevel keeps game/other-mod levels but applies those rules. Off disables this system, not the whole mod. |
Biome Level Preset |
Easy |
Choose built-in biome level weights, or None to use YAML weights without a built-in preset. |
Bosses Follow Biome Level Preset |
On |
In Full, bosses can fall back to biome level weights after explicit Boss/group/prefab level rules. |
Global Modifiers, Boss Modifiers, Enforcer Modifiers |
Max4 |
Set each category's automatic modifier limit, or choose Off. |
Karma System Mode |
KarmaLevelAndEnforcer |
Regional progression and Enforcer encounters; modes can enable either part separately. |
Character Loot System |
CalculateChance |
Adjust eligible star-scaled loot; Vanilla keeps the existing calculation. Creature and boss amounts default to +50% per star. |
Player Target Switching |
Off |
Let hostile monsters occasionally switch to another sensed player. |
ExceptLevel is not a fully vanilla combat preset: stat and modifier rules still apply. Karma, loot, AI, and creature overrides have their own controls. Level weights are base rolls, not final star caps.
Since 1.3.13: boss biome fallback includes top-level YAML level weights, even with preset None. With the default option On, existing biome YAML can now affect new bosses. Only level weights are shared, not biome stats/modifiers. See boss rules and upgrade notes.
YAML Files
Active files live under BepInEx/config/CreatureManager/. Reference files are for inspection, not editing.
| File | Use it for |
|---|---|
creatures.yml |
Creature edits/clones, equipment, appearance, textures, and AI assignment. |
attacks.yml, projectile.yml |
Attack edits/clones, projectiles, and spawn abilities. |
ai.yml, factions.yml |
AI presets and faction relationships. |
levels.yml |
Level weights, stat scaling, and combat modifiers. |
karma.yml |
Karma gain/decay, Enforcers, minions, and bonus loot. |
localization/<Language>.yml, textures/ |
Server text and custom PNG textures. |
Use the default YAML reference and configuration guide for fields, split files, and examples. The generated headers describe the accepted syntax; merge the settings you need instead of replacing a customized file.
Compatibility
- Multiplayer: install matching CreatureManager builds and the same gameplay mods on the server and clients. Server settings are synchronized.
- Do not combine with CLLC, StarLevelSystem, MonsterDB, or MonsterModifiers: these are declared incompatible.
- DropNSpawn / Drop That: CM yields loot scaling to DropNSpawn. With Drop That alone, CM can still adjust eligible star-scaled drops. Details.
- Path of Valheiman: supported integrations coordinate levels, health, loot, boss modifiers, and HUD icons. An unsupported integration logs a warning rather than assuming compatibility from the version number. Integration guide.
- WackyEpicMMOSystem:
Adjust EpicMMO LevelBar Positionadjusts ordinary-creature level labels; turn it Off to keep the original placement. Details.
More Help
- User guide: rules, examples, hot reload, and troubleshooting.
- Console commands: references,
cm:spawn, andcm:karma. - Default YAML and upgrade guidance.
- Changelog · Source.
GitHub main documents current source and may include unreleased changes; check each document's version notes.
CHANGELOG
Changelog
1.3.13
- In
Fullmode, extend Bosses Follow Biome Level Preset to top-level biome YAMLlevelweights. Regular bosses now use matching biome YAML before the built-in preset when no Boss/group/prefab level rule applies. Explicit biome weights also work with presetNone; turning the option Off excludes both biome fallbacks while keeping explicit boss rules. - Balance change: the option remains On by default, so existing biome YAML can now affect newly spawned bosses. Only base level weights are shared: boss stats, size, speed, and modifiers do not inherit top-level biome YAML, and bosses still exclude Global. Existing completed creatures are not rerolled; Karma bonuses and Enforcer rules are unchanged.
- Simplify the README while preserving all images, GIFs, modifier icons, and their descriptions. Move detailed configuration, examples, commands, reload behavior, and troubleshooting into the user guide, with links to the existing compatibility and default-YAML references.
- Add regression checks for biome YAML/preset priority, On/Off and None, explicit boss/group/prefab rules, Global exclusion, and same-frame separation of level rules from stat/modifier rules. Update the server and all clients to 1.3.13 together and restart.
1.3.12
- Restore compatibility with Path of Valheiman 6.0.7 for Full-mode boss modifiers, Blood Challenge rune additions, automatic modifier overlap filtering, and the combined HUD. Support PoV's expanded 64-bit modifier storage without losing effects above bit 31 or treating them as an empty modifier list. Compatibility still checks the required behavior contracts rather than requiring an exact PoV version or DLL hash.
- Preserve PoV difficulty scaling when CM reads maximum health to retain missing HP before writing a new raw maximum. Keep already-scaled health writes separate, including Reaping and recovery paths, without applying difficulty twice or disabling PoV's protection for other mods.
- Keep CM boss stars + consumed Blood Challenge runes in
Full, including when PoV's newer local star cap would otherwise trim the rune contribution. Preserve PoV's cap inOffandExceptLevel, including pending summons after a mode change. Existing ownership, duplicate-grant, phase and fixed-health safeguards remain in place. - Display PoV's new embedded modifier icons in the existing combined four-column layout. Cache and reuse CM-owned icon textures/sprites, release them when the integration is removed, and preserve PoV-owned assets and native HUD fallback. Existing overlap pairs, the dungeon Blink exception, status placement and user settings remain unchanged.
- Add managed regression coverage for 32/64-bit effects, raw/final health, rune caps and mode changes, all 46 PoV icon resources, and cleanup/failure paths. See the updated compatibility notes for scope and remaining in-game checks. Update the server and all clients to 1.3.12 together and restart.
1.3.11
- Fix compatible Path of Valheiman Rune of the Blood Challenge summons in CM
Fullmode: add the rune stars to CM's normal boss stars, including applicable Karma bonuses, instead of letting the later CM roll replace them. For example, three CM stars plus two runes produces five stars. The altar's five-rune limit caps the added stars, not the combined total.ExceptLevelandOffkeep PoV's normal rune behavior. - Track the rune contribution per creature so repeated calls, loading, and ownership changes do not add it twice. Supported boss phases inherit the completed level without adding the runes again; fixed-health phase exceptions remain in effect. Preserve missing health when finishing a deferred summon. Previously spawned bosses that already lost rune stars are not retroactively changed.
- Keep separate PoV modifier budgets for CM's ordinary boss stars and the actual runes. With
Boss modifiers per star = 0, five CM stars plus one rune receives the one-rune modifier budget, not six. PoV's rarity switches and effect exclusions still apply. Complete PoV selection before CM's existing modifier-overlap filter runs. - Validate the relevant PoV method contracts and active assignment patches. Stop new rune integration when these contracts change, avoid retrying partial effect grants, and preserve already-consumed pending rune stars without replaying unverified effects. See the blood-rune compatibility notes for scope and limitations.
- Update the BepInEx package dependency to 5.4.2360. Add managed regression coverage for additive stars, modifier budgets, pending ownership/configuration, phase carry, and failure handling. These isolated checks do not replace actual host/dedicated-server encounter testing. Update the server and all clients to 1.3.11 together and restart.
1.3.10
- Add optional
speedandspeedPerLevelrules tolevels.ymlfor movement, acceleration, and turning. The multiplier isspeed * (1 + stars * speedPerLevel); for example,1.2and0.1give 1.2x / 1.32x / 1.44x at zero / one / two stars. Each field inherits independently through existing Global/Boss, biome, group, and prefab rules. With no applicable value, defaults are 1 and 0, so existing YAML without these fields retains its previous movement behavior. - Apply these rules in
FullandExceptLevel, including when modifiers are disabled. Multiply with Swift and other movement adjustments while leaving attack animation speed, attack intervals, anddistanceScalingunchanged. Accept positive finitespeedvalues, including values below 1 for slower movement, and nonnegative finitespeedPerLevel; explicitspeedPerLevel: 0overrides inherited star growth. Keep the FrozenKing phase-two exception. - Save the resolved speed multiplier per creature and preserve it across reloads and ownership changes. Completed creatures without a saved speed multiplier remain at 1x; changing YAML does not immediately rescale existing creatures. Supported later level changes recalculate speed, and growth/restore transitions inherit stored values. Reuse the existing movement patch without per-frame YAML searches, extra RPCs, or overwriting original movement fields.
- Add commented examples to new YAML files and the 1.3.10 default levels.yml reference. Existing configuration files are preserved. Add regression checks for parsing/sync, movement scaling, mode and modifier switches, saved state, Swift composition, exception cleanup, and overflow handling. Original Valheim 1.0.20 client/server managed checks pass; actual movement, riding, and multiplayer ownership transfer still require in-game verification. Update the server and all clients to 1.3.10 together and restart.
1.3.9
- Fix CM modifier feedback effect lifetimes: RPC recipients create local cosmetic copies without registering extra network objects, and shield-hit/break effects start their cleanup timers. Preserve networked feedback where a client owner must notify other peers. This addresses the Vortex effect path reported to leave stale
ZNetSceneentries after leaving the area or teleporting; it is not a blanket fix for unrelated crashes. - Replace Toxic Death with Toxic Aura. Living, untamed creatures apply poison once per second to hostile players within their current body XZ radius + 3m, with wall and floor checks. The new default poison strength is
0.1, or 10% of the target player's maximum health before damage mitigation. This is poison input handled by vanilla damage-over-time rules, not an immediate 10% hit or guaranteed 10% damage per second. The aura stops on death or taming and uses a dedicated local particle-only effect instead of spawning the gameplayblob_aoeprefab. - Existing configuration needs a balance review:
toxicDeathremains accepted inlevels.ymlandkarma.yml, but now activates the living aura. Its chance and explicit power are preserved. The old default0.3is not automatically reduced to0.1and may be too strong when repeatedly applied. Review both files, including creature, biome and Enforcer overrides. To use the new strength, change only the second value, for exampletoxicDeath: 10, 0.1, 4, blob_aoe, or usetoxicAura: 10, 0.1; retain your desired chance instead of copying10blindly. - Ignore the old Toxic Death radius/effect tuple values. Within the same modifier block, explicit
toxicAuratakes priority overtoxicDeath; user YAML files are not rewritten. Saved Toxic Death flags also become Toxic Aura, but old per-creature power/radius/effect fields are not migrated: a missing new aura power uses0.1. - Fix Blink feedback to
fx_Adrenaline1. Existing fourth tuple values are accepted but ignored, including custom prefab names andnone; chance, cooldown, range and dungeon safety checks remain unchanged. New templates contain only the first three values. - Avoid new automatic CM Toxic Aura rolls when compatible Path of Valheiman Reeking or Rotten is active. Preserve existing rolls, explicit admin-forced effects, and the dungeon exception that keeps CM Blink eligible.
- Add regression coverage for effect registration/cleanup, aura geometry, wall/height filtering, ownership, poison payloads, YAML aliases and fixed Blink effects. See the 1.3.9 default YAML reference and upgrade guidance. Managed checks use original Valheim 1.0.20 client/server assemblies; actual Unity effects, multiplayer gameplay and performance still require in-game verification. Update the server and all clients to 1.3.9 together and restart.
1.3.8
- Combine compatible Path of Valheiman and CM modifier icons into right-aligned rows of four: PoV effects first, then CM effects. Use CM's star display instead of the PoV-controlled stars introduced in 1.3.7. This shared layout overrides PoV's
Modifier displayand CM'sModifier HUD Icon Layoutwithout rewriting either configuration. PoV creature colours, names and gameplay effects remain unchanged. - Place visible PoV status/ailment icons in separate rows of four below the modifier block, using the same icon size and right alignment. Preserve PoV status visibility, accumulation rings and counters; place CM resistance text below the visible status rows.
- Avoid 13 overlapping CM effects during new automatic rolls when their PoV counterparts are active, including Mirror -> Reflection and Rotten -> Toxic Death. Keep CM Blink eligible in dungeons, where PoV Blink cannot land. Respect PoV's live rarity switch and ordinary/boss effect exclusions, and complete pending Full-mode boss grants before the CM roll.
- Apply overlap filtering to ordinary creatures, bosses and Enforcers, including YAML chances of 100%. Preserve existing saved rolls and explicit admin-forced modifiers. Excluded effects do not guarantee a replacement, and later PoV changes such as Heir inheritance do not remove or backfill existing CM effects. No new settings or saved-state migration are required.
- Cache optional integration accessors and reuse HUD icons, with live PoV modifier reads limited to once per 0.25 seconds per visible HUD. Overlap filtering adds no per-frame scan or RPC. Add managed regression coverage for layout, cleanup, active effect exclusions, weighted selection, dungeon Blink and ownership/configuration gates; actual Unity layout, multiplayer and performance still require in-game verification.
- See the compatibility policy and verification. The default YAML contents are unchanged from 1.3.5. Update the server and all clients to 1.3.8 together and restart.
1.3.7
- Replace the exact Path of Valheiman version restriction with separate startup checks for health, live level ownership, star loot, boss modifiers and star display. Retain the existing final-HP and loot-priority fixes when the required contracts match; a changed contract disables the affected integration with a warning.
- In
Full, newly created boss prefabs can receive PoV modifiers from their final CM star count, including altar, CreatureSpawner, command and direct creation paths. Respect PoV's boss/rarity switches, first-kill restriction, modifier exclusions andBoss modifiers per starsetting; its Normal preset defaults to 0. Saved bosses, preserved creature restores and existing PoV modifiers are not rerolled. CM's own modifier settings remain independent. - Automatically use compatible PoV's 5. Controls -> Modifier display setting for creature stars while keeping CM modifier icons, Enforcer names and resistance indicators. No new config option is needed. Use
ColouredStarsorVanillaStarsfor explicit stars;Nothingmay hide higher-star and boss indicators. CM retains its display when the integration is unavailable. - Add managed regression checks for fresh versus restored bosses, deferred configuration/ownership, persisted pending grants, duplicate and partial-failure handling, and HUD preference/fallback. Keep settings and YAML defaults unchanged; the default YAML contents remain those of 1.3.5.
- See compatibility scope and verification for the PoV 5.0.9/5.0.10 checks and remaining in-game tests. This is not a guarantee for every future PoV release or a confirmed fix for the earlier infinite boss-HP report. Update the server and all clients to 1.3.7 together and restart.
1.3.6
- Add focused compatibility with Path of Valheiman 5.0.7. Prevent PoV difficulty from multiplying Reaping's already-scaled maximum HP again, while preserving Reaping's gain, healing and cap settings.
- Preserve final current HP during CM level changes, stat/deficit restoration, Reaping healing and Deathward recovery/rollback. Keep PoV's difficulty multiplier on ordinary raw maximum-HP calculations, without reinterpreting CM's final HP as another raw value.
- Make PoV's level-provider detection follow CM's live
Full,ExceptLevelandOffsettings, including synchronized changes. Preserve other level-provider detection without repeatedly scanning plugins during combat. - Let CM
CalculateChanceor an installed DropNSpawn own star-drop scaling instead of PoV's vanilla-table replacement. Preserve PoV's separate rarity rewards and additional loot. CMVanillawithout DropNSpawn retains PoV's existing policy; no settings, YAML defaults or saved-state formats change. - Validate PoV's optional integration contracts and limit this bridge to 5.0.7. Document compatibility scope and remaining checks. This is not a confirmed fix for the reported infinite boss HP; Warded shield allocation and FrozenKing policy remain outside this patch. The default YAML contents are unchanged from 1.3.5.
- Add isolated checks using the original PoV DLL for late Harmony installation, live mode changes, loot precedence and cleanup, wounded-health restoration, Reaping caps and exception handling. Original Valheim 1.0.20 client and dedicated-server managed checks pass; actual gameplay, reconnects and network ownership transfer still require in-game verification. Update the server and all clients to 1.3.6 together and restart.
1.3.5
- Use native prefab level sizes in
Fullas well asExceptLevelwhen no applicablescalePerLevelrule supplies a value. Preserve native sizes in dungeons and on saddle-able creatures; explicit zero still disables star growth, while positive CM growth retains its dungeon/saddle restrictions. Rule inheritance and level assignment are unchanged. - Clarify config help, README, and default YAML guidance. Keep existing YAML and stored modifier sizes; level one, unsupported prefab levels, and creatures without level-size setups receive no new fallback size write. This changes omitted-scale behavior in
Fullcompared with 1.3.4; use an explicit0where the previous no-growth behavior is wanted. - Extend isolated scale checks to both modes, including native sizes, repeated application, explicit overrides, and dungeon/saddle restrictions. Original Valheim 1.0.20 client and dedicated-server managed checks pass; actual Unity visuals, Reaping size combinations, and multiplayer remain in-game verification steps. Update the server and all clients to 1.3.5 together and restart.
1.3.4
- Leave
Global.level: [80, 20]commented out in newly generatedlevels.yml. WithFull + None, unmatched creatures retain their game/other-mod levels when no Karma/Enforcer bonus applies. The defaultFull + Easybuilt-in biome distributions remain unchanged; unmatched biomes no longer receive an implicit Global roll. Existing user YAML is preserved. - Restore commented biome distributions for Easy, Normal, Hard, and VeryHard, generated from the runtime preset data. Clarify None, fallback priority, bonus levels, and how to copy individual biome overrides without duplicate keys.
- Publish all seven files in the default YAML reference, with fixed snapshots of levels.yml and karma.yml matching this release. The reference index follows current source; compare its version notice before copying settings.
- Check the published YAML against the compiled first-launch generators and preserve explicit Global weights in existing files. Original Valheim 1.0.20 client and dedicated-server managed checks pass; actual gameplay and multiplayer remain in-game verification steps. Update the server and all clients to 1.3.4 together and restart.
1.3.3
- Add
Noneto the server-synchronizedBiome Level Presetoption. InFullmode, it removes only built-in biome level weights; explicit YAML level rules and Karma/Enforcer level bonuses remain active. KeepOff,ExceptLevel, andFull, the defaultFull + Easybehavior, and existing saved preset values. - Use
Full + Nonefor selected YAML level overrides. KeepingGlobal.level: [80, 20]still supplies that base distribution to matching regular creatures and Enforcers; omit unwanted broad level weights to preserve assigned levels where no rule or bonus applies. Weights are not final star caps.Bosses Follow Biome Level Presethas no fallback effect withNone, while explicit Boss/group/prefab level rules remain available. - Clarify config help, the README, and newly generated
levels.ymlheaders. Preserve existing YAML files and completed creature state;Nonedoes not disable stat, scale, or modifier rules or restore vanilla scaling. - Add isolated checks for preset save/reload, existing numeric choices, level preservation without weights or bonuses, bonus handling, and generated YAML defaults. Original Valheim 1.0.20 client and dedicated-server managed checks pass; actual gameplay and multiplayer remain in-game verification steps. Update the server and all clients to 1.3.3 together and restart.
1.3.2
- Restore CalculateChance loot scaling on Valheim 1.0.20 by recognizing the updated CharacterDrop amount guard. Validate both multiplier sites before applying either change; preserve the existing calculation if the method is unsupported.
- Preserve vanilla chance-only star-scaled drops and their unscaled quantities. Keep DropNSpawn priority and existing trophy, one-per-player, ownership and item eligibility rules.
- Limit an unsupported drop-calculation warning to once per process, including repeated Harmony patch rebuilds.
- Add regression coverage for chance-only drops and malformed amount guards and branch targets. Original Valheim 1.0.20 client and dedicated-server managed checks pass; actual loot spawning and multiplayer gameplay remain in-game verification steps. Update the server and all clients to 1.3.2 together and restart.
1.3.1
- Fix dungeon-specific Enforcer selection in outer rooms beyond the entrance's location radius. Interior lookups use the registered location for the current zone; outdoor location-radius checks are unchanged.
- Align dungeon spawn pivots with the full capsule's lower edge, including scaled and horizontal capsules, while keeping navigation targeted at the floor. Reapply the correction after path-endpoint adjustment and validate warned positions without moving them or canceling valid large offsets.
- Keep dungeon candidates, spawner ZDO anchors and accepted path endpoints in the original dungeon zone. Preserve encounter selection, warning delay, shared active/reserved limits, minion policy, and Karma cost/cooldown timing.
- Add
3 - Karma→Dungeon Enforcer Diagnostics, default Off and local to each process. Enable it on the server/host for 30-second summaries of location matching, loaded geometry versus unloaded-anchor fallback, placement failures and reservation outcomes. Limit each reason to three short samples and isolate diagnostic failures from gameplay. - Preserve the dedicated server's existing unloaded-anchor fallback; client-assisted geometry validation is not part of this release. Add 111 isolated placement/diagnostic checks alongside the existing reservation checks. Actual Unity physics and multiplayer encounters remain in-game verification steps. Update the server and all clients to 1.3.1 together and restart.
1.3.0
- Add optional, server-synchronized player target switching under
7 - AI, independently of levels and modifiers.Player Target Switchingdefaults to Off, with a 10-second attempt interval and 25% chance when enabled. Untamed MonsterAI creatures, including bosses and Enforcers, can switch to another sensed, hostile player instead of always following the nearest target. - Choose alternative players randomly and check a path to the selected player. A single player can be selected when an animal or summon is currently tanking. Tamed creatures and FrozenKing phase 2 are excluded; this does not identify ranged attackers or override abilities that choose their own targets, such as independently targeted meteors.
- Add
Player Target Hold Duration (s), defaulting to 5 seconds with a 0-30 range. Zero disables holding without disabling switching attempts. Holds expire on the next normal target-search tick and take precedence over new attempts; invalid targets or normal pursuit abandonment can end them early. Changing any AI option clears holds and restarts the attempt interval. - Integrate with vanilla target-search ticks without interrupting ongoing attacks. Keep decisions on the creature's network owner, reset local state on ownership changes, and clean up on destruction or world/plugin shutdown. No separate per-frame search or targeting RPC is added; sensing and path checks still add work when the option is enabled.
- Update the server and all clients together. Add 101 isolated AI targeting checks and document the new settings; actual boss fights, dedicated-server gameplay and performance remain to be verified in game.
1.2.9
- Fix missing Vortex hit effects on dedicated servers when projectile damage is ignored but the server has no loaded creature instance. Send effect requests through a global RPC, validate the synchronized creature data, and broadcast the effects to clients.
- Preserve Vortex's projectile-ignore chance and damage handling, owner and modifier checks, effect distance limit, and per-peer/per-creature request throttles. Add isolated regression coverage for unloaded targets and rejected or repeated requests. Update the server and all clients together; actual dedicated-server gameplay remains to be verified.
- Change the default Dungeon Enforcer Spawn Delay from 7 to 5 seconds. Existing saved delay values are preserved.
1.2.8
- Fix Reflection requests being silently dropped when a dedicated server has synchronized creature data but no loaded creature instance. Use a global request RPC and ZDO-based server validation, then send approved damage to the attacker's owner and broadcast the effects.
- Observe health before and after synchronization so an observed first hit can be authorized regardless of packet order. Retain observation and replay protection across instance unloads, and discard old evidence and pending requests on ownership changes. Do not infer past damage from an already wounded first snapshot.
- Preserve Reflection's melee eligibility, proc chance, damage cap, ownership and duplicate-request checks. Resolve unloaded creature relationships from synchronized faction, taming and AI state while retaining the existing live checks when both instances are available.
- Add 97 isolated Reflection regression checks, including missing server instances, synchronization order, request replay, ownership changes, NPC attackers and custom faction rules. Update the server and all clients together; actual dedicated-server gameplay remains to be verified.
1.2.7
- Reaping now absorbs every actual creature or player death within 24m, including tamed creatures and PlayerSpawned summons, regardless of killer or damage source. Each death can benefit every nearby surviving Reaping creature once; the dying creature cannot benefit from itself. Existing healing/growth limits, owner checks and confirmed player-respawn resets remain in place. Despawns, unloads and deletion without a confirmed death do not count.
- Allow Karma rewards from lethal poison, fire or spirit pools with a confirmed player, tamed or PlayerSpawned contributor, including mixed damage. Omen still requires a real player; summon-only and unknown-only pools cannot trigger it. Preserve the server's source, ownership and duplicate-death checks.
- Snapshot the lethal DoT contribution before damage callbacks can change it, and defer source-ledger lookups until actual damage ticks. Preserve poison replacement and fire/spirit pool boundaries; unrelated active effects do not qualify another cause of death.
- Remove Reaping-only killer resolution and update English/Korean descriptions. Add isolated checks for inclusive nearby deaths, the player death-prefix timing, remote death confirmation, replay protection and respawn reuse. Update the server and all clients together; actual multiplayer gameplay remains to be verified.
1.2.6
- Fix recursive level changes with Path of Valheiman's additional-star assignment that can exhaust the stack and hard-crash the game. Complete each CM-owned level assignment using the final level left by other mods, without repeatedly restoring the initial roll.
- Track active assignments per creature, defer CM's level-postfix updates until the assignment completes, and preserve missing health. Keep existing configuration, saved-state keys, and optional dependencies unchanged; update CM on the server and all clients together.
- Add regression coverage for nested level changes, both postfix orders, independent creatures, external spawn contexts, and exception cleanup. Include an English crash investigation in the repository; actual modpack and multiplayer gameplay still require verification.
1.2.5
- Add the public
CreatureManagerSpawnApi.CanSpawn(GameObject, Vector3)integration for ordinary creature spawners. DropNSpawn 1.3.18 uses it to honor the existing boss/Enforcer spawn-blocking settings for periodic dungeon encounters. - Reuse the current blocker policy, live settings and loaded/remote detection without adding a dependency or changing native spawn exclusions, simulation-distance range or dungeon boundaries. The API does not assign Enforcer identity, Karma summon flags or bonus loot.
- Document the main-thread/final-position API contract and add regression coverage for both blocker toggles, including when Karma and the level system are Off. Update CM on the server and all clients together; actual cross-mod dungeon gameplay remains an in-game verification step.
1.2.4
- Check known loaded bosses and Enforcers first when blocking nearby ordinary spawns, avoiding full creature-list scans when a matching blocker is present. Recheck their current health, category, and position, and clean up tracked candidates on destruction and world/plugin shutdown.
- Retain full creature and received-ZDO checks when no tracked candidate blocks the spawn, preserving detection of late Enforcer flags, external boss-state changes, and unloaded bosses. Keep the existing simulation-distance-based range, dungeon boundaries, settings, and spawn exclusions.
- Add regression coverage for candidate tracking, live settings, death/revival, movement, late state changes, and lifecycle cleanup. Verify reduced query counts in isolated checks; actual gameplay performance has not been measured.
1.2.3
- Rename the level-system choices to
Off,ExceptLevel, andFull.Fullremains the default behavior;ExceptLevelkeeps levels assigned by the game or other mods while applying configured stat, distance, scale, and modifier rules. - Preserve saved settings:
On(or1) is read asFull, andVanilla(or2) asExceptLevel. Save the current names and show only the three current choices in ConfigurationManager. Existing creature state and YAML files are unchanged. - Clarify config help, the README, and the generated YAML comment. Global
damagePerLevelstays at 0.25; setting it to 0.5 in a new defaultlevels.ymlmatches vanilla per-star damage growth for regular creatures. InExceptLevel, default health growth and prefab level sizes already follow vanilla; other rules, modifiers, Karma, Enforcer encounters, and loot settings remain separately applicable.
1.2.2
- Add the server-synchronized
Adjust EpicMMO LevelBar Positionswitch under1 - General, On by default. Clients with WackyEpicMMOSystem position regular creature level labels at(70, -15), including labels recreated by EpicMMO's fallback path. - Apply the display override independently of CreatureManager's level and modifier settings without editing EpicMMO's configuration. The displayed position takes priority over EpicMMO's configured coordinates; Off restores the position recorded before adjustment. Boss, player and mount HUDs are unchanged, and dedicated servers do not adjust UI.
- Cache label lookups, release departed HUD entries, and restore positions on live disable, HUD destruction, world teardown and plugin shutdown. Add isolated regression checks and original EpicMMOSystem 1.9.70 binary contract inspection.
1.2.1
- Reuse temporary Karma blocker buffers and scoped spawn-query state, and share prefab classifications within each nearby search to reduce repeated allocations and lookups. Preserve live boss/Enforcer checks, spawn exclusions, and pending summon rules.
- Add dungeon-only Blink collision and destination checks. Stop before solid obstacles when a safe position remains, or cancel unsafe Blinks, with clearance checks for creature size and nearby walkable ground for grounded creatures. Outdoor Blink behavior remains unchanged.
- Increase the default Dungeon Enforcer Spawn Delay from 5 to 7 seconds and replace the English/Korean countdown notice with an in-world warning. Existing saved delay values are preserved.
- Ship all 11 sample PNG textures under
BepInEx/config/CreatureManager/textures/withcm_filename prefixes, update the creature sample, and remove embedded sample PNGs and theGenerate Sample Texturesoption. - Install the package's
BepInExfolder along with the DLL, including on servers supplying textures to clients. Existing YAML is not rewritten: update old texture references such asboar2tocm_boar2, or retain their matching old PNG files. Use separate filenames for personal replacements so package updates do not overwrite them.
1.2.0
- Add independent, server-synchronized switches to block nearby ordinary spawns while a boss or Enforcer is active, both On by default. Cover SpawnSystem, SpawnArea, and CreatureSpawner within the game's near-loaded sectors while preserving raids, boss prefabs, direct summons, and Enforcer encounters. These switches work independently of Karma and level settings.
- Improve server-side boss discovery so existing and remotely simulated bosses can enforce the configured Karma-gain and Enforcer-summon blocks, including KarmaLevelOnly and Vanilla level mode. Preserve the regional/interior boundaries, existing Karma level bonuses, and Blamer's separate behavior.
- Replace the Global, Boss, and Enforcer modifier switches with independent Max4/Max3/Max2/Max1/Off choices. Max4 remains the default and old On values read as Max4. Limits affect new automatic rolls only; existing, inherited, restored, and explicitly forced modifiers are not trimmed. Off continues to disable effects and icons without deleting saved modifiers.
- Add Dungeon Enforcer Spawn Delay (s), defaulting to 5 seconds with a 0-30 range. Warn players before dungeon Enforcers and their minions arrive together at a reserved position. Cancel invalid reservations without charging Karma or starting cooldown; outdoor encounters and a zero delay remain immediate. Existing saved settings are preserved.
- Add Reflection Damage Cap, defaulting to 25 health per activation from one creature; 0 means unlimited. Apply the cap after validating and consuming the original damage evidence, and show it in the localized modifier description.
- Include three DeepNorth encounters in newly generated karma.yml: Barka outdoors, ElakingMole with Elaking in TheHole01, and JotunWarrior with BlobMork in MorkBorg. Each uses a +2 level bonus, required/consumed Karma of 40/30, and guaranteed bonus loot. Existing YAML files are not overwritten.
- Simplify texture-transfer bookkeeping and faction snapshot publication while preserving transfer retry/cleanup behavior, configuration validation, and public faction lookup contracts.
- Extend managed regression checks for boss discovery, modifier limits, reflection caps, delayed summons, nearby spawn blocking, texture transfers, and faction reloads. Verify original Valheim 1.0.16 client/server references and DropNSpawn/Drop That patch composition; actual game and multiplayer execution remain separately required.
1.1.17
- Add
VanillatoEnable Level System: keep levels assigned by the game or other mods while retaining CreatureManager stat, distance, scale, and modifier rules. Skip CM level rolls and Karma/Enforcer level bonuses; preserve the defaultOn, existingOn/Offvalues, explicit spawn-command levels, and completed creature state. - Keep modifiers independently controlled by
Global Modifiers,Boss Modifiers, andEnforcer Modifiers; selectingVanilladoes not disable them. Track level-one creatures so later external level changes refresh health and damage scaling without compounding stats or healing existing damage. - Use the prefab's original level sizes in
Vanillamode when no matchingscalePerLevelrule exists. Explicit zero and positive values keep their existing meaning, and Boss defaults remain unchanged. New YAML files comment out GlobalscalePerLevel: 0.1; this also leaves Global star-size growth disabled by default inOn. Existing YAML files and stored modifier sizes are not rewritten. - Keep Global
damagePerLevelat 0.25 and explain in YAML comments, config help, and the README that vanilla uses 0.5.Vanillalevel assignment continues to use the configured stat values rather than switching all balance settings to vanilla. - Add managed regression checks for mode serialization, level assignment and adoption, ownership, health preservation, prefab sizing, explicit scale overrides, and generated YAML defaults. Actual game and multiplayer execution remain separately required.
1.1.16
- Protect
FrozenKing_p2from CreatureManager level/stat scaling, direct health/regen overrides, and all combat modifiers so its seven-Aspect encounter can complete through the game's normal phase-three transition. Phase 1, phase 3, and the Aspects retain their existing rules. - Preserve incoming encounter damage and block modifier inheritance/restoration on phase two, including Reaping stat restoration and Deathward lethal prevention.
cm:spawnpermits this prefab only at level 1 without modifiers. Existing altered encounters are not repaired or migrated. - Add managed regression checks for phase identification, spawn policies, health overrides, modifier application, seven unscaled hits, and command ownership. Actual boss fights and multiplayer execution remain separately required.
- Require BepInExPack Valheim 5.4.2351.
1.1.15
- Add synchronized
Character Loot Systemsettings withCalculateChanceas the default and separate creature/boss percentages, both defaulting to 50% per star. Eligible drops retain their base chance and gain linear amounts with probabilistic rounding instead of exponential star scaling. Existing saved settings are preserved; selectVanillato keep the existing calculation. - Automatically defer loot scaling to DropNSpawn when installed. Keep CalculateChance available alongside Drop That while preserving drop-entry identity and conditions; entries with
ScaleByLevel=false, trophies, one-per-player rewards, and explicit Enforcer bonus loot are excluded from CreatureManager's calculation. - Share AI boolean parsing between YAML validation and application while preserving accepted aliases and the separate strict character/boss boolean rules.
- Unify common creature/boss HUD rendering without changing their layouts, and remove unused Sprite state from Compendium text entries.
- Add loot and AI parser regression checks, including managed Drop That patch-composition checks against original Valheim 1.0.15 client and dedicated-server assemblies. Actual world and multiplayer execution remain separately required.
1.1.14
- Preserve the game's current saved creature level when reloading already processed creatures, preventing stale initial CreatureManager levels from undoing FeedLikeGrandma feeding upgrades after zone unload/reload.
- Preserve intentional level decreases and existing modifier, health/damage multiplier, and visual restoration without rerolling initial levels.
- Add regression checks for saved-level restoration, stale initial assignments, missing/invalid saved levels, and unchanged persisted state, alongside the client and dedicated-server compatibility checks.
1.1.13
- Add compatibility with Valheim 1.0.7 across console commands, creature appearance hashes, ZDO data access, zone queries, spirit damage, and guaranteed Enforcer loot while preserving existing configuration, snapshot, authority, ownership, and duplicate-drop contracts.
- Update the embedded ServerSync library for Valheim 1.0.7, including authoritative admin checks and safe buffering of the new player-history and admin-list messages during initial configuration synchronization.
- Build against the installed original game assemblies with isolated compile-time access copies, preventing stale publicized references from hiding game API changes without modifying or packaging Valheim DLLs.
- Remove the obsolete
Humanoid.OnStopMovingcompatibility transpiler now that Valheim performs the correct current-attack null check, and add client/dedicated-server compatibility checks for game references, Harmony targets, transpilers, private access paths, and serialized state contracts. - Require BepInExPack Valheim 5.4.2350.
1.1.12
- Reuse unchanged resistance HUD text and prefixed localization tokens to reduce allocations while continuing to reflect live resistance and translation changes.
- Skip server texture-transfer history scans until an entry can expire, preserving duplicate-request suppression and transfer behavior.
- Remove unused Compendium description calculations during icon placement, reuse visual-state cleanup, and simplify Karma configuration staging and repeated player checks.
- Add opt-in
DeployToGame=truebuilds that copy only the final merged plugin DLL into the game's BepInEx plugins directory.
1.1.11
- Deliver every configured Enforcer
lootreward once from the owning peer at death instead of mutating the creature'sCharacterDroptable, preventing DropNSpawn table replacement and custom death handling from discarding guaranteed rewards while retaining its global stack behavior.
1.1.10
- Fix natural and Omen-triggered dungeon Enforcers on dedicated servers by using nearby server-owned CreatureSpawner or SpawnArea ZDOs when the remote dungeon scene is unavailable, while retaining full floor, clearance, and path validation in loaded scenes.
- Align Karma realms, administrator spawn placement, and dungeon level/Modifier scale handling with Valheim's
Character.InInteriorboundary so lower interior layers no longer fall through to outdoor Karma and spawn rules.
1.1.9
- Fix cached synchronized texture generations being committed successfully but reported as failed, ensuring the texture-ready refresh reapplies server PNGs to creature and ragdoll prefabs.
- Suppress only the transient missing-texture warnings for server-manifest PNGs during the initial remote definition pass; genuine missing files, resource names, decode failures, and post-sync misses remain visible.
1.1.8
- Synchronize server-owned, actively referenced creature PNG overrides through validated SHA-256 manifests, bounded chunk transfers, persistent client caching, and transactional last-known-good activation; hot reload reuses live texture objects while unsafe paths and invalid images are rejected.
- Make persisted Enforcer discovery incremental on server startup and simplify level, modifier, clone, baseline, reference, faction, appearance, and localization runtime paths to reduce repeated work and failure scope.
- Narrow the public modifier transport snapshot to modifier-owned state and require the new v2 format, removing v1 snapshot migration along with JSON localization compatibility.
- Streamline generated
levels.ymlandkarma.ymlguidance, leaveBoss.levelomitted by default so regular bosses can follow the enabled biome preset, retry failed server-localization watchers, and verify all 32 modifier icons in the contract checker.
1.1.7
- Discover modded creature attacks directly from loaded Humanoid loadouts and inspect animator controllers with a lightweight Animator-only probe, allowing non-networked attack holders into generated references without instantiating complete creature prefabs.
- Add weighted
projectile.randomSpawnOnHitandrandomSpawnOnHitCountreference and override support, including inheritance, explicit clear and disable semantics, validation, baseline restoration, and attack usage metadata. - Base Fire, Frost, Lightning, and Spirit added damage and Juggernaut eligibility only on channels the target does not Ignore or Immune, respecting weak spots and current damage modifiers so ineffective damage cannot become effective elemental damage or knockback.
1.1.6
- Separate outdoor and dungeon Karma neighborhoods, including Karma values, level bonuses, decay, Enforcer consumption and cooldowns, blocker checks, Omen summons, HUD status, and administrator commands, while retaining the shared thresholds and gain rules.
1.1.5
- Added the versioned
CreatureManagerModifierApifor lossless modifier-state capture and restoration by transport mods, including stored powers, cooldowns, accumulated runtime state, cache refresh, and validation before replacement.
1.1.4
- Rename the Compendium page to the localized
Combat Modifiers/전투 특성title and add a localized opening hint explaining how to inspect creature weaknesses, resistances, and immunities while sneaking.
1.1.3
- Prune Karma level bonus requests whose pending client creature was destroyed or unloaded, preventing dungeon-generation bursts from leaving permanent
Still waitingdiagnostics and stale retry bookkeeping. - Log server summaries containing only transient
zdoMissingoutcomes at debug level, while retaining warnings for other request failures, accepted anomalies, and prolonged client-side waits.
1.1.2
- Make dedicated-server Karma level bonus responses use authoritative server ZDO position and Enforcer state without requiring requester ownership or a loaded creature prefab, while keeping client application owner-authoritative.
- Back off unanswered Karma bonus requests to 30 seconds and aggregate client/server diagnostics, preventing per-creature warning spam while preserving pending level application until an authoritative response arrives.
- Add configurable Enforcer abandonment cleanup: remove the main Enforcer after no living player remains within the fixed 64 m encounter range, retain summoned minions, and restore persisted Enforcer tracking from server ZDOs after restart.
- Cap Regenerating healing at 20 health per second by default, support
0as unlimited, and expose the effective cap in generated YAML, Compendium text, translations, and synchronized modifier state. - Allow every modifier tuple to omit a trailing suffix after its required chance value, inheriting omitted fields before using runtime defaults, while rejecting ambiguous empty positions and documenting the rule.
1.1.1
- Preserve explicit creature levels supplied by vanilla spawn commands, World Edit Commands, and Server Devcommands on dedicated servers instead of rerolling them through CreatureManager level rules.
- Make configured
damagePerLevelreplace Valheim's vanilla 50% monster damage growth per level against character targets, while leaving vanilla growth intact whendamagePerLevelis omitted. - Persist and reapply the selected damage-growth mode across ownership and runtime state restoration, and clarify the generated
levels.ymland README examples. - Apply Disruptive stamina and Eitr recovery reductions through direct resource adjustments instead of resource-use calls, avoiding unintended usage side effects while preserving the configured recovery reduction.
1.1.0
- Apply enabled
ai.ymldefinitions directly to same-name loadedMonsterAIorAnimalAIcreature prefabs; rename an AI to a unique non-prefab name to keep it preset-only, while explicit creature-levelai:assignments remain the higher-priority choice. - Preflight and track same-name AI targets through the existing transactional baseline and clone-determinism safeguards, and avoid claiming every AI field when a definition uses its own prefab as the implicit baseline.
- Clarify in generated AI and reference headers and the README that original prefabs receive same-name overrides without a creature entry, while
clonedFromcreatures retain the source baseline AI unless a clone-level same-name definition or explicitai:assignment selects configured AI.
1.0.9
- Limit Karma-level and Enforcer spawn/death center messages to connected, living players in the affected Karma region instead of broadcasting them to the entire world, including authoritative dedicated-server targeting and listen-host deduplication.
- Keep dungeon Enforcers inside usable dungeon space by rejecting surface and unrelated vertical-layer spawners, snapping candidates to nearby floors, validating prefab-specific full paths, and using a same-room line-of-sight fallback while NavMesh data is cold.
- Validate boss and minion capsule clearance with bounded retries, skip only minions that have no safe position, refresh dungeon spawner caches for Omen summons, and avoid consuming Karma or starting cooldown when no safe boss position exists.
1.0.8
- Fix startup with Norsemen and other mods that extend
Character.Factionat runtime by pairing injected enum names with their actual values instead of passing them back throughEnum.Parse. - Resolve external faction names and IDs without taking ownership of their behavior; unmanaged factions now retain their original aggravatable and hostility logic unless they are explicitly defined in
factions.yml. - Reject conflicting runtime faction IDs while keeping CreatureManager-managed vanilla and custom faction relationships unchanged.
1.0.7
- Make synchronized YAML reloads transactional and last-known-good: reject invalid faction relationships, duplicate or multi-document mappings, broken clone graphs, stale clone references, and missing required prefab components before publishing, then restore prefab, faction, and clone state if application fails.
- Make live edits deterministic: loaded creatures retain their creature, AI, attack, level, and modifier state, while newly instantiated creatures, projectiles, and ragdolls use current templates; live faction, Karma, localization, and shared texture rules remain immediate, and changing or unsafely hot-adding
clonedFromrequires a restart. - Preserve stored level health multipliers and missing health through reload, ownership, and
SetLevelpaths; stop blocked Enforcer checks from extending cooldown, and pause Blamer flee/icon behavior at the regional Karma cap without consuming the modifier. - Bound server state and modifier traffic: limit each Enforcer candidate to 16 minions and 64 loot items, cap
cm:spawnlevels at 100, prune bounded Karma sector state, authorize Reaping only from observed deaths, limit Reflection/Reaping queues, and rate-limit Vortex/Juggernaut network effects. - Centralize and validate all 32 modifier definitions and icons, add reproducible exact-icon checks, keep Compendium icon links stable, and preserve loadout ordering and duplicate weight entries in generated references.
- Improve partial-startup and shutdown cleanup, and automatically rebuild a failed configuration file watcher.
1.0.6
- Remove runtime assembly loading for
UnityEngine.ImageConversionModule; PNG decoding now resolvesImageConversion.LoadImagethrough reflection from Unity's existing compile-time type reference. - Restrict optional compatibility type discovery to assemblies already loaded by the game and keep
UnityEngine.ImageConversionModule.dllout of the release package.
1.0.5
- Fix dedicated-server
cm:spawnandcm:karmaexecution for vanilla admins and Server Devcommands permissions by handling commands after authentication and resolving the invoking player from authoritative peer ZDO state. - Make periodic Enforcer checks and Omen summons use connected-player ZDO positions, restore boss and Enforcer blocker tracking across headless regions and reloads, and deliver Karma and Enforcer center messages to remote clients.
- Move Blamer Karma grants to a server-validated routed RPC so client-owned creatures can contribute Karma while fleeing, consuming their Blamer budget only when regional Karma actually increases.
- Apply biome presets,
levels.ymlprefab/group overrides, health, damage, scale, and additive Karma levels on the creature's owning peer while retrieving the Karma bonus from the server; modifiers now roll only after level processing completes. - Harden configuration reload, ownership transfer, delayed RPC, death, and retry paths so synchronized YAML and level state cannot be finalized from stale or incomplete data.
1.0.4
- Add the server-synchronized
Blink Alert Grace Period (s)option (0-10s, default 3s), delaying Blink and its extended attack range after alert while letting the grace period expire even when no attack can start; 0 restores immediate Blink behavior. - Track Blink alert transitions owner-authoritatively by network time, reapply the grace period only after a creature calms and becomes alerted again, and prevent repeated alert calls or failed attacks from indefinitely suppressing Blink.
- Reduce Blink's default maximum range from 24m to 16m across Global, Boss, Enforcer, examples, and the runtime fallback.
- Improve the 17 px Blink icon with a cyan arrow and violet portal while removing the two decorative sparks, and update the English, Korean, Compendium, and README descriptions.
1.0.3
- Rework normal-creature and boss level HUDs with fixed 17 px stars and modifier icons: keep stars at the health-bar lower left, modifiers at the lower right, allow the blocks to overlap, and align their visible edges optically.
- Preserve individual one- and two-star displays, compact higher levels to a star plus count, and add a fallback star when a HUD has no usable vanilla star artwork.
- Show every forced modifier icon up to the four-modifier limit, including multiple modifiers from the same category, in both
FixedCategorySlotsandRightPackedlayouts. - Improve 17 px readability of the Armored, Omen, Spirit, Undodgeable, and Unflinching artwork, and keep hover resistance text below the expanded HUD content.
- Keep the Karma minimap label upright with rotating ZenCompass configurations by attaching it to a stable small-map root.
- Reduce steady-state modifier HUD allocations and redundant layout work.
- Clarify in the Biome Level Preset setting that
levels.ymlcontains copyable preset biome distributions.
1.0.2
- Add dedicated-server remote-admin support for
cm:spawnandcm:karma, using the invoking admin's active player and returning results to their console. - Fix server-validated Karma credit for client-owned creature deaths, including the race where
DestroyZDOarrives before the final health sync. - Fix Blamer flee and icon state on remote-owned creatures and add rate-limited diagnostics for rejected Karma requests.
- Extend Omen to unambiguously player-attributed poison, fire, and spirit damage-over-time kills, target the actual connected killer, exclude the dying creature from blocker checks, and report summon rejection reasons.
- Improve shared direct and delayed death attribution used by Karma, Omen, and Reaping, and update the English and Korean descriptions.
1.0.1
- Skip PNG decoding and renderer material texture work on headless servers while preserving ragdoll, scale, and appearance processing.
- Fix the
Humanoid.OnStopMovingcurrent-attack null guard that could cause aNullReferenceException. - Add cooldown control for Omen-triggered Enforcers and refine Karma and Enforcer defaults.
- Declare incompatibility with CLLC, Star Level System, MonsterDB, and Monster Modifiers.
- Improve generated level configuration guidance and the default
TentaRootmodifier exclusion. - Generate only the Thunderstore release archive directly under
Thunderstore.
1.0.0
- Initial release