Releases: Aelto/tw3-random-encounters-reworked
v3.4.1
Changes
- No longer delay encounters while a RER contract is active.
- Add ability for RER to use noticeboards on custom REDkit levels
- Add ability for RER to use custom point of interests added by REDkit mods for vanilla levels as well as custom levels
Fixes
- The ecosystem's & food chain's effect on the spawn rates cannot cause a creature that is excluded by region constraints from spawning anymore
- Properly update mini/map pins when a contract is completed or is progressing
- Remove mention of fast travel on contract pins, the feature was removed on purpose.
- Add effects of region constraints on the pool of creatures offered by contracts
- Properly fetch the nearby POIs according to the values in the contract's mod menu
Available versions
tw3-random-encounters-reworked.zip
should be used if you're on the very latest version of the game and if you don't have any active playthrough with a previous version of the modtw3-random-encounters-reworked_no-annotations.zip
is if you're not on the very latest version of the game OR if you're updating from a previous version of the mod
v3.4
Install & merge improvements
The sharedutils (the other mods RER depends on and that Faen & I maintain) were updated and all of the merges were removed. Random Encounters Reworked is now entirely merge free, merging scripts isn't needed to install the mod anymore.
Updating from an older version
If you are using an older version of RER and if you are in the middle of a playthrough, then it is recommended you use the _no-annotations
variant to avoid getting crashes while loading your save. This version is still using the old merges so don't be surprised if you still see them, but you won't have to re-merge anything as you had already done it before.
If you are not in the middle of a playthrough then you will have to delete the old sharedutils folders before installing this version
Mods compatibility
An internal check to prevent the mod from running in certain situations was adapted to support the Custom Player Character mod so that it should be running even when transformed into a sorcessess.
Contracts improvement
Contracts received another polishing pass. The difficulty scaling was changed to follow a more linear increase allowing for infinite growth for those interested in pushing the limits of their builds. Where before a reputation level of 25 meant an approximate increase in difficulty of 50%, 100% at around level 60, and 200% at level 70, it is now set to be a 1% increase every point of reputation.
In order to make reaching higher level contracts easier the amount of reputation gained scales with the strength of the targets and with the amount of targets killed during the contract. For example a single drowner grants 2.5 points while a leshen grants 15 points.
For the players who are not interested in the infinite increase of difficulty it is now possible to select & lock your reputation level. Doing so won't prevent you from gaining reputation, but interacting with the noticeboard will only display targets of the desired difficulty. It is possible to cancel the lock and go back to the maximum level at anytime.
The previous implementation had an issue where very high reputation levels resulted in enemies taking only 1% of the damage you were supposed to deal. Dealing less damage even with end-game build doesn't feel fun so a new option was added to select the type of scaling you want to use:
Mixed
, the default value. Uses 50% of the difficulty potential to use the hp/dmg increase, and the other 50% for increased enemy count+HP, %HP regen, +damage
, uses the difficulty potential to increase the health and damage of the targets. The damage reduction the bosses used to get is now replaced with a passive %HP regen over 2 minutes, which means that if the creature is supposed to get a 10% damage reduction it is now going to be a 10% HP regen every 2 minutes.Enemy count
, uses the difficulty potential to multiply the amount of targets
On top of that as you will reach higher level contracts the number of main targets to kill will sometimes increase, you may see contracts with multiple targets like Leshen, NoonWraith
. In those cases and depending on the option you pick in the menu the targets could:
- Spread over multiple locations, you will have to explore more locations in order to hunt all of the listed targets. Note that locations are guaranteed to be close to each other to prevent pointless walking
- Group on a single location, but not necessarily close to each other on that location
An optional QOL feature was also added to the contracts: Go back to camp after completion
. If enabled and after the targets are killed you will get the option to auto-loot everything around and and fast travel to the noticeboard that you used to start the contract. This should make the RER contract sessions a bit more gameplay oriented if you wish to enable it.
v2.14.2
v2.14.1
v3.3
v3.2
No new merges added, dropping the new files and replacing everything should be enough.
Features
- Add standalone 3D markers (that don't need FHUD or any other mod to work), unlike usual 3D markers the ones displayed by RER provide 0 performance drops and work on high refresh rate displays. Added toggles in the optional features menu
- add menu toggle for 3D marker on Bounty Master
- add menu toggle for 3D marker on main bounty target
- add menu toggle for 3D marker on contract target
- add menu toggle for 3D marker on ambushes, hunting grounds, and monster hunts
- Add HUD text message when examining tracks to specify which species they're from
- Add description on all RER map pins to explain they can act as Fast Travel locations (click to fast travel to pin)
- Add new option to the
Contracts System
menu to use an alternative rewards system for the contracts. The option is enabled by default, contracts now give raw golds instead of tokens of gratitude. The amount of gold is deduced from theRewards System
crowns menu - Update the maximum range used by the contracts while picking the Point Of Interest for the target.
- decreased from 100% chance to 70% to get the closest 12% POIs of the map
- new 20% chance to get the 12% to 25% closest POIs of the map
- new 10% chance to get the 25% to 50% closest POIs of the map
- Update the default values for the crowns menu
Fixes
- Fix main bounty target markers not disappearing upon completion
- Fix map markers not appearing in Velen
- Fix stat tracking incorrectly counting how many encounters or creatures were spawned by the mod
Misc.
- This release was automatically backported to the Old-Gen (v1.32) of the game. Refer to the
v2.x
branches of the mod for old gen versions of RER - Add image gallery of all the possible locations used by the bounty master. The link to the gallery was added to the
Bounties
RER Bible page
v2.14
Warning: This version of the mod is for the 1.32 Old Gen version of the game. See the same release but for Next Gen:
v3.2
This version of RER was automatically generated from the NextGen version of the mod. For this reason you may empty lines in the mod menu, this is normal and can be ignored. It's the horizontal spacer lines you'd usually see in Next Gen. The changelog below includes all of the changes that were made from 2.13 to 3.3
If updating from v2.13-pre_release_0
or earlier
- Go in your
mods
and delete all sharedutils mods - Go in your
mods
folder and deletemodBootstrap
andmodBootstrap-registry
(if no other mod uses it obviously) - Take this release and install it like any other mod, merge files, enjoy.
Features
- Add standalone 3D markers (that don't need FHUD or any other mod to work), unlike usual 3D markers the ones displayed by RER provide 0 performance drops and work on high refresh rate displays. Added toggles in the optional features menu
- add menu toggle for 3D marker on Bounty Master
- add menu toggle for 3D marker on main bounty target
- add menu toggle for 3D marker on contract target
- add menu toggle for 3D marker on ambushes, hunting grounds, and monster hunts
- Add HUD text message when examining tracks to specify which species they're from
- Add description on all RER map pins to explain they can act as Fast Travel locations (click to fast travel to pin)
- Add new option to the
Contracts System
menu to use an alternative rewards system for the contracts. The option is enabled by default, contracts now give raw golds instead of tokens of gratitude. The amount of gold is deduced from theRewards System
crowns menu - Update the maximum range used by the contracts while picking the Point Of Interest for the target.
- decreased from 100% chance to 70% to get the closest 12% POIs of the map
- new 20% chance to get the 12% to 25% closest POIs of the map
- new 10% chance to get the 25% to 50% closest POIs of the map
- Update the default values for the crowns menu
- Add custom glossary entry to keep track of RER events. The tracker is accessible through the glossary menu
- track how many encounters were spawned since the start of the playthrough
- track how many encounter groups were killed
- how many were spawned but never killed (a.k.a. recycled)
- how many times RER should have spawned an encounter but was cancelled (player in combat, in scene, in settlement, etc....)
- how many of each creature type was spawned
- Add
rerslowboot(false)
command to disable RER's slow boot feature - Set bounty master map pin unique so it appears under its own filter category in the map menu
- Set bounty & contract markers unique so they appear under their own filter category in the map menu
- Add option to cancel spawns when nearby quest markers, available in the Encounters System / General menu.
Fixes
- Fix main bounty target markers not disappearing upon completion
- Fix map markers not appearing in Velen
- Fix stat tracking incorrectly counting how many encounters or creatures were spawned by the mod
Misc.
- Add image gallery of all the possible locations used by the bounty master. The link to the gallery was added to the
Bounties
RER Bible page - removed dependency on the
sharedutils_custombossbar
- Remove bootstrap dependency due to the recent crashes it caused in NextGen
- Add sharedutils_tiny_bootstrapper dependency
v3.1.3
This is kind of a temporary update, i have new features ready and close to being completed but unfortunately it is still too early to ship them. So in the meantime here is a compatibility update with the v4.03 that was released a few days ago, as well as the removal of 1 sharedutils module.
If you wish you can now safely delete the mod_sharedutils_custombossbar
from your mods folder and remerge any edited file! It may take a few days for the guides to reflect that change.
- compatibility update for Game v4.03
- removed dependency on the sharedutils_custombossbar
v3.1.2
Dependency update
If you already have the v3.1 or v3.1.1 installed, there is no reason to update to this version as it doesn't include any new feature
If you're coming from an older version, it is recommended you remove the old sharedutils mod folders before installing this one.
The sharedutils were updated and mods were released with their newer versions such as Progress On The Path. This update ensures both mods use the same version of the sharedutils.
Further improved overall merge friendliness of the sharedutils, allowing them to auto-merge with pretty much anything, W3EE Redux included. The in-depth guide was updated to include documentation on how to auto-merge RER & W3EER
v3.1.1
Dependency update
The sharedutils were updated and mods were released with their newer versions such as Progress On The Path. This update ensures both mods use the same version of the sharedutils.
The update does not contain anything important other than that...
CHANGELOG (since last full release)
wip
: Add custom glossary entry to keep track of RER events. This feature is a work in progress and may not keep track of the events correctly yet. It will stabilized and further tested in a future release 🤓 The tracker is accessible through the glossary menu- track how many encounters were spawned since the start of the playthrough
- track how many encounter groups were killed
- how many were spawned but never killed (a.k.a. recycled)
- how many times RER should have spawned an encounter but was cancelled (player in combat, in scene, in settlement, etc....)
- how many of each creature type was spawned