

Created by [email protected].
This mod is in Beta: Use at your own risk! (make a backup of your data before you update). You will likely need to generate a fresh config file.
World Advancement and Progression lets you fine tune world settings. Ideal to use on multiplayer/RP (roleplay) servers to control world advancement.
NOTE: This mod is under heavy development and is not finished. All pre-releases are intended for those interested in helping test new features until the first official release.
The main feature of this mod is to have an easy way to fully customize the world difficulty and to control the rate at which the world and individual player advances. Set the difficulty of each biome and configure all creatures and items by using the automatic scaling system. You may also define your own custom configuration for individual creatures and items (including other modded content). This mod can dynamically create a game balance that is very different from the Vanilla gameplay experience!
WARNING: If you are using an in-game configuration manager you may be missing out of vital information about the settings! When in doubt please read the config descriptions included in the config file. The information included in the file will not always match the information provided in this readme.
Below are some explanations of features and how to configure them. See more details in the config file. Generate the config file by launching the game once with this mod installed.
What is a key and what is controlled by them? In vanilla Valheim there exists a "global key" list that is a bunch of strings shared by all players. Worldly spawns, raids, dreams, and Haldor's items are all controlled by the presence of specific keys. By default this mod will prevent/block public keys from being added to the global list which will prevent game behaviors that rely on the presence of these keys. This lets you control the game progression by choosing when these keys can be added to the game.
This mod also adds a private player key system in which data is saved to the character file. You can use this private key system to tailor game functionality to individuals rather than the vanilla default server-wide public keys. Gameplay will be altered when using private keys: The player that is hosting a loaded chunk will control the worldly spawns, and raids will only spawn on players when appropriate. For example, a player A with no keys that is in a base with a player B with all the boss keys can still get all those raids, but if player A is alone they should not get higher level raids. If player A loads and hosts an area and is later joined by player B, the area should not spawn the higher level monsters that become unlocked with keys. Private keys will be added to any player within a 100 meter range of the hosting player when the action occurs. For example, when a boss dies any player close enough to the chunk-hosting player should also get the private key, but a player online on the other side of the map will not get it.
Taming can be locked by keys when enabled. By default Wolf is locked by the defeated_bonemass key and Lox is locked by the defeated_dragon key. You can override this by using the prefab name of the creature, allowing you to add support for content from other mods. When overriding you must define all the creatures since it will no longer include the defaults. When using private keys make sure the player who can tame the animals is the first to load the area since taming is controlled by the player hosting the chunk. You will still see taming hearts (for now), but if you check the taming status on the animals you will see the percentage no longer increases when blocked.
Guardian Powers and Boss Alter Summoning can be locked too. By default summoning is locked the key given by the previous boss in the natural progression order. You can override this by using the prefab name of the creature the alter summons, allowing you to add support for content from other mods. When overriding you must define all the bosses manually (similar to the taming override). Additionally, these actions have a fun special effect on failure!
When this mod is installed there will be a key "cleanup" performed for the server and any player who joins the game based off the mod configurations. When using the default settings you can expect all global keys to be cleared when you start up the server, resetting your server's key progress. When using private keys a similar principal applies, depending on your blocked or allowed key list, any keys that are not expected will be removed. All enforced keys will be added to the appropriate list on startup regardless of other settings. If you see your keys resetting unexpectedly make sure to check your mod configuration is allowing the keys you want to exist. Any keys added manually will persist until the server is restarted (for private keys when the player logs back in), to ensure these keys remain after a restart you must check your mod configuration!
Due to the changes this mod makes the vanilla "setkey" command will not function as expected in most cases. There is an added command "setglobalkey" that will work in it's place. For private keys there are 4 new commands added that work similar to the vanilla public key commands: setprivatekey, removeprivatekey, resetprivatekeys, listprivatekeys. For example, you can set your local player's key with "setprivatekey defeated_eikthyr", or any online player with "setprivatekey defeated_eikthyr PlayerName".
Have more control over Skill loss and gain. When using skill capping any skills that are already above the maximum skill cap will remain "frozen" and will not gain, but can still be lowered on death. Console cheats will still work as intended. Other mods that change how skill gain and loss functions may cause unexpected behaviors. Turn off this feature if using another mod for skill management if you see mod conflicts.
Under the Keys category there are more configuration options for skills. This feature will only work if you DO NOT override the minimum and/or maximum skill levels as described above. Overridden values will take precedence.
The world is scaled according to the "natural" vanilla game progression by default. To see this mod's default classification of vanilla creatures and items you can view the code on Github. The scaling is applied after logging into a local world or server. You will have to have players log out and back in after changing these configurations for them to take effect.
Under the general section of the config file there is a GenerateGameDataFiles setting. When true this will create files of game data for viewing only which can help if you want to use the override files (explained below). These files can be overwritten with scaled data if you launch multiple games in one session. To ensure you have the vanilla data just launch the game and log into a world once, then log out. Move the two folders in the config path that get created to another location on your computer to save the files. Once you have the files set GenerateGameDataFiles back to false to keep your mod manager configs clean.
If you do not want to rescale the whole game and just want to change just a few things (or a lot of things, you do you) you can use the "Custom" scaling type to ignore the mod defaults and just scale things in your yaml override(s). If any information is missing from your yaml configuration that is needed for scaling the mod will fallback to using the default values for the missing fields. Custom scaling will use the linear scaling methods whenever applicable.
Linear scaling by default is a 75% growth (0.75). This means your 1st biome (Black Forest, Meadows is 0th) will have a scaling factor of 1.75, and 7th will be 6.25 for calculations. This setting will make a pretty even difficulty progression.
To use Exponential scaling PLEASE READ THIS PART: Given that there are by default only 8 biome difficulties to scale, the maximum scaling value you can input is roughly 21 without blatantly breaking the code generating the values (If using 12 custom biome difficulties this number is about 6). However, 21 is a much, much bigger number than you could ever want. Recommended values for exponential scaling are in a range of 0.25 - 1. For example, an exponential scaling of 0.75 will set the 1st biome to 1.75x harder, 7th biome to be about 50x harder than the base biome. This setting will make the first few biomes closer together in difficulty than the later biomes.
The total damage a creature can do will be scaled and then distributed to individual damage types for each attack; scaling will maintain the ratio for creatures with more than one attack (some attacks are stronger, some are weaker, scaling maintains this). All values for chop and pickaxe damage are ignored and will retain their original values without affecting scaling. To override this mod's default configurations there is a file called "WAP.CreatureOverrides.yaml" in which you can add customizations. Currently, all players must have the same file locally since this feature does not sync yet. Directions on how to use the override feature are included in that file.
The list for health and damage configs is in the format (for difficulty spread): Harmless, Novice, Average, Intermediate, Expert, Boss
Vanilla items are grouped by custom types and are assigned the biome in which they naturally can be crafted. To override this mod's default configurations there is a file called "WAP.ItemOverrides.yaml" in which you can add customizations. Currently, all players must have the same file locally since this feature does not sync yet. Directions on how to use the override feature are included in that file.
| Biomes | Difficulty | Item Types |
|---|---|---|
| Meadow = 0 | Vanilla = 0 | None = 0 |
| BlackForest = 1 | Harmless = 1 | Shield = 1 |
| Swamp = 2 | Novice = 2 | Helmet = 2 |
| Mountain = 3 | Average = 3 | Chest = 3 |
| Plain = 4 | Intermediate = 4 | Legs = 4 |
| AshLand = 5 | Expert = 5 | Shoulder = 5 |
| DeepNorth = 6 | Boss = 6 | Utility = 6 |
| Ocean = 7 | Tool = 7 | |
| Mistland = 8 | PickAxe = 8 | |
| Axe = 9 | ||
| Bow = 10 | ||
| Ammo = 11 | ||
| Sword = 20 | ||
| Knife = 21 | ||
| Mace = 22 | ||
| Sledge = 23 | ||
| Atgeir = 25 | ||
| Battleaxe = 26 | ||
| Primative = 27 | ||
| Spear = 28 | ||
| TowerShield = 29 | ||
| BucklerShield = 30 | ||
| PrimativeArmor = 31 | ||
| Bolt = 32 | ||
| Crossbow = 33 | ||
| HelmetRobe = 34 | ||
| ChestRobe = 35 | ||
| LegsRobe = 36 |
Want to define customizations of your own mod with these features so your users don't have to? If there is something you need let me know and I can add support for your mod!
Planned features include: Define your own biomes and add them to the scaling system by using any int value as a key that is not used. This mod's default values can be overridden to set custom scaling after initialization.
Examples (Will update this for first official release):
See all patch notes on Github.
All issues can be reported on the project Github. To report issues please be as specific as possible and provide the following:
All feedback, ideas, and requests are welcome! You can message me at my discord Venture Gaming.