Releases: Aelto/tw3-random-encounters-reworked
v2.6-pre-release_4
This is a pre-release that went through little testing, everything is functional but you may encounter weird bugs. Latest stable release
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⚠ This release contains a new merge
A merge of sharedutils_custom_bossbar
may be required. This touches a file very rarely used so you may not need it. However, you do not need to remerge the pre-existing sharedutils.
Before running this version:
This release changes how the core system of RER works, the delays now are tied to the state of your surrounding ecosystems, for this reason it is recommended to run the new command rerclearecosystems
in every region you visited (White-Orchard, Velen, Toussaint, Skellige) to start fresh if you are coming from a previous version of RER (that is not a v2.6 pre-release).
With the introduction of a new slider, you should set a default value to it. Set this slider to 100 or else you won't get any spawns
CHANGELOG
Since last pre-release
- FIX correctly removes the map markers when a bounty is killed
- FIX move the correct bounty markers on the map when targets were already killed, avoid showing the dead targets positions
- FIX a calculation issue when moving the bounties around which would result in all bounties slowly going north over time
Since last stable release
- NEW contract type: hordes. A new type of notice is available on the noticeboards, start a horde contract by picking the notice, explore the surroundings and survive the horde.
- NEW console command
rerhorde(CreatureGHOUL, 100)
to start a horde of 100 ghouls. Can be used with any creature type - NEW #74 bounties now slowly move over time
- NEW variants to some of the creatures
- NEW surrounding ecosystems now affect the delays, see the new section in the RER bible to learn more
- UPDATE shared-utils
- UPDATE decrease the movespeed of bounty targets
- UPDATE decrease the number of enemies during hordes.
- The total amount of enemies scales with the difficulty of the creature.
- No more than 25% of the horde can be in the world at a time.
- FIX a bug in which the bounty manager used the original coordinates instead of the new ones for bounty spawning
- FIX the number of groups in seed 0 bounties is no longer random and properly uses the RandomNumberGenerator
- FIX the human static encounters are no longer limited to human deserters
- FIX copy/paste mistake, replace a call to a function to XML in order to set the text to yellow
v2.6-pre-release_3
This is a pre-release that went through little testing, everything is functional but you may encounter weird bugs. Latest stable release
📩 Want email email/notifications when new releases are created?
You can click thewatch
button at the top of the page and set a custom rule.
Or just star the repository to get the news on your homepage.
⚠ This release contains a new merge
A merge of sharedutils_custom_bossbar
may be required. This touches a file very rarely used so you may not need it. However, you do not need to remerge the pre-existing sharedutils.
Before running this version:
This release changes how the core system of RER works, the delays now are tied to the state of your surrounding ecosystems, for this reason it is recommended to run the new command rerclearecosystems
in every region you visited (White-Orchard, Velen, Toussaint, Skellige) to start fresh if you are coming from a previous version of RER (that is not a v2.6 pre-release).
With the introduction of a new slider, you should set a default value to it. Set this slider to 100 or else you won't get any spawns
CHANGELOG
Since last pre-release
- UPDATE decrease the movespeed of bounty targets
- UPDATE decrease the number of enemies during hordes.
- The total amount of enemies scales with the difficulty of the creature.
- No more than 25% of the horde can be in the world at a time.
- FIX a bug in which the bounty manager used the original coordinates instead of the new ones for bounty spawning
Since last stable release
- NEW contract type: hordes. A new type of notice is available on the noticeboards, start a horde contract by picking the notice, explore the surroundings and survive the horde.
- NEW console command
rerhorde(CreatureGHOUL, 100)
to start a horde of 100 ghouls. Can be used with any creature type - NEW #74 bounties now slowly move over time
- NEW variants to some of the creatures
- NEW surrounding ecosystems now affect the delays, see the new section in the RER bible to learn more
- UPDATE shared-utils
- FIX the number of groups in seed 0 bounties is no longer random and properly uses the RandomNumberGenerator
- FIX the human static encounters are no longer limited to human deserters
- FIX copy/paste mistake, replace a call to a function to XML in order to set the text to yellow
v2.6-pre-release_2
Random Encounters Reworked v2.6-pre-release_2
This is a pre-release that went through little testing, everything is functional but you may encounter weird bugs. Latest stable release
📩 Want email email/notifications when new releases are created?
You can click thewatch
button at the top of the page and set a custom rule.
Or just star the repository to get the news on your homepage.
⚠ This release contains a new merge
A merge of sharedutils_custom_bossbar
may be required. This touches a file very rarely used so you may not need it. However, you do not need to remerge the pre-existing sharedutils.
Before running this version:
This release changes how the core system of RER works, the delays now are tied to the state of your surrounding ecosystems, for this reason it is recommended to run the new command rerclearecosystems
in every region you visited (White-Orchard, Velen, Toussaint, Skellige) to start fresh if you are coming from a previous version of RER (that is not a v2.6 pre-release).
With the introduction of a new slider, you should set a default value to it. Set this slider to 100 or else you won't get any spawns
CHANGELOG (since last stable release)
- NEW contract type: hordes. A new type of notice is available on the noticeboards, start a horde contract by picking the notice, explore the surroundings and survive the horde.
- NEW console command
rerhorde(CreatureGHOUL, 100)
to start a horde of 100 ghouls. Can be used with any creature type - NEW #74 bounties now slowly move over time
- NEW variants to some of the creatures
- NEW surrounding ecosystems now affect the delays, see the new section in the RER bible to learn more
- UPDATE shared-utils
- FIX the number of groups in seed 0 bounties is no longer random and properly uses the RandomNumberGenerator
- FIX the human static encounters are no longer limited to human deserters
- FIX copy/paste mistake, replace a call to a function to XML in order to set the text to yellow
v2.6-pre-release_1
Random Encounters Reworked v2.6-pre-release_1
This is a pre-release that went through little testing, everything is functional but you may encounter weird bugs. Latest stable release
📩 Want email email/notifications when new releases are created?
You can click thewatch
button at the top of the page and set a custom rule.
Or just star the repository to get the news on your homepage.
Before running this version:
This release changes how the core system of RER works, the delays now are tied to the state of your surrounding ecosystems, for this reason it is recommended to run the new command rerclearecosystems
in every region you visited (White-Orchard, Velen, Toussaint, Skellige) to start fresh if you are coming from a previous version of RER (that is not a v2.6 pre-release).
With the introduction of a new slider, you should set a default value to it. Set this slider to 100 or else you won't get any spawns
CHANGELOG (since last release)
- NEW #74 bounties now slowly move over time
- NEW variants to some of the creatures
- UPDATE shared-utils
- NEW surrounding ecosystems now affect the delays, see the new section in the RER bible to learn more
- FIX the number of groups in seed 0 bounties is no longer random and properly uses the RandomNumberGenerator
- FIX the human static encounters are no longer limited to human deserters
- FIX copy/paste mistake, replace a call to a function to XML in order to set the text to yellow
v2.6-pre-release_0
Random Encounters Reworked v2.6-pre-release_0
This is a pre-release that went through little testing, everything is functional but you may encounter weird bugs. Latest stable release
📩 Want email email/notifications when new releases are created?
You can click thewatch
button at the top of the page and set a custom rule.
Or just star the repository to get the news on your homepage.
Before running this version:
This release changes how the core system of RER works, the delays now are tied to the state of your surrounding ecosystems, for this reason it is recommended to run the new command rerclearecosystems
to start fresh if you are coming from a previous version of RER.
Plans for the next pre-releases
- Moving bounties
- Bounties where you have to kill X small creatures in areas where the ecosystems delay multiplier are temporarily boosted
CHANGELOG (since last release)
- NEW surrounding ecosystems now affect the delays, see the new section in the RER bible to learn more
- FIX the number of groups in seed 0 bounties is no longer random and properly uses the RandomNumberGenerator
- FIX the human static encounters are no longer limited to human deserters
- FIX copy/paste mistake, replace a call to a function to XML in order to set the text to yellow
v2.5
Random Encounters Reworked v2.5
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This update brings two new importants features:
- Container refills
- Monster nest contracts
The container refills is a nice little feature to make the game a little more replayable. Every time you kill a monster that was spawned by the mod, there is a chance a random container in the world will be refilled with random loot. This makes previously visited places interesting as you may find new interesting loot again.
The second feature is a new type of monster contract: monster nests, i wanted to make something simpler than the regular RER contracts that are randomly generated with too many things at once. This one goes straight to the point, you pick the notice and you get a marker on the map near the settlement. Once you reach the marker you will have to look for a monster nest and destroy it. As simple as that.
Another big point of this release are the new static encounters in Skellige. The islands were not touched by the mod before, but now you can expect to see many more creatures in otherwise unused point of interests.
CHANGELOG (since last full release)
- NEW type of contract: monster nest. Simple contract with no random fluff, a contract tells you about a nearby nest that you have to destroy.
- NEW reward system: container refills, killing monsters spawned by the mod have a chance to fill a random chest with random loot
- NEW 35 static encounters in skellige
- NEW slider to tweak the delays based on the player's level
- NEW restore contracts in progress on reload
- NEW add the NPC rescue phase to the RER contracts
- NEW console command to kill the bounty master
- NEW Update shared-utils
- NEW setup fact system for the contract, don't play the kneel phase more than once
- NEW option to disable errand injection in the noticeboards
- UPDATE the strings to better show the Vanilla preset is the default preset
- UPDATE shared utils to now show custom pins on the minimap
- UPDATE the strings to remove the fact notices give more rewards
- UPDATE the symbol of the bounty master in the bible
- UPDATE guides no longer link to nexusmods for RER
- UPDATE start drawing the trail BEFORE the oneliners during the RER contracts
- UPDATE creatures no longer teleport to stay on point, use the sharedutils function that makes them slide gracefully
- UPDATE decrease the amount of clues generated during the clues phase in the RER contracts
- UPDATE decrease the distance from the board at which a contract trigger
- UPDATE increase the amount of containers that are checked by the contain refill attempt
- UPDATE shared-utils
- UPDATE slowly increase the cone used to control the heading of a contract as position attempts are failed
- UPDATE remove commented code
- UPDATE refill containers only if the player is nearby
- UPDATE better grammar for the contract map pin
- FIX play the voicelines only if the player is not busy
- FIX make bounty creatures spawn behind camera if they were to spawn under water
- FIX improved detection of flying creatures to prevent them from being controlled by RER when circling around the player
- FIX typos in the bible
- FIX removed a bugged fiend from the spawning pool
- FIX correctly remove all pins after a loading screen
- FIX correctly set the map pin of bounties when the creature is spawned
v2.5-pre-release_5
Random Encounters Reworked v2.5-pre-release_5
📩 Want email email/notifications when new releases are created?
You can click thewatch
button at the top of the page and set a custom rule.
Or just star the repository to get the news on your homepage.
See my other mods here :)
CHANGELOG (since last release)
- NEW three toggles in the menu to control whether the map markers appear on the minimap
v2.5-pre-release_4
Random Encounters Reworked v2.5-pre-release_4
📩 Want email email/notifications when new releases are created?
You can click thewatch
button at the top of the page and set a custom rule.
Or just star the repository to get the news on your homepage.
See my other mods here :)
CHANGELOG (since last release)
- FIX remove save locks on the RER nests (more of a preventive fix)
- FIX explode the nest on fire hit only if the source of the fire is the player
- FIX no longer disable the interaction component when the nest is destroy with igni
- UPDATE add a section in the rer bible about the additional delay per player level slider
- UPDATE the minimap pins when a bounty is started
- UPDATE the rer bible to mention quest markers instead of skull markers
- UPDATe increase the ring radius used to spawn the nests
- UPDATE the minimap pins when RER adds custom markers
- UPDATE the strings to better show the Vanilla preset is the default preset
- UPDATE shared utils to now show custom pins on the minimap
v2.5-pre-release_3
- FIX ignore the settlement settings when picking the monster nest creature type
- FIX correctly remove the map marker after a nest is completed
- FIX increase the randomness used when placing the monster nest map marker
- FIX invert the way the refill chance is calculated (it was wrong). ;;
- UPDATE the strings to remove the fact notices give more rewards
- UPDATE the website page to include meta tags (seo) and a summary + better install instructions
- UPDATE the symbol of the bounty master in the bible
v2.5-pre-release_2
- NEW type of contract: monster nest. Simple contract with no random fluff, a contract tells you about a nearby nest that you have to destroy.
- NEW Update shared-utils
- NEW add two static encounters
- FIX play the voicelines only if the player is not busy
- FIX make bounty creatures spawn behind camera if they were to spawn under water
- FIX improved detection of flying creatures to prevent them from being controlled by RER when circling around the player