LCC
Allow monsters to obtain enhanced entries (more than 40 types such as blood-sucking, rebound, thief, disaster, death match, twin stars, etc.) according to probability, and magnify the combat differences between ordinary monsters/mini-boss/boss by star level; Attached are global blood volume, damage, movement speed, attack speed, attack cooldown multiplier, body size scaling, perception and pursuit distance, and drop income adjustment. Star ratings and entries are authoritatively extracted by the server and synchronized across the entire network, supporting configuration distribution and instant recycling of switches.
About this mod Machine translation
Laze:LCC — Intelligent Monster Enhancement Mod
A server/standalone mod for Valheim based on BepInEx. It allows monsters to randomly obtain enhanced entries (similar to affixes/Buffs), and with the superposition of stars, it can significantly widen the combat differences between "ordinary monsters / mini-bosses / bosses". It also provides a set of global value adjustment, body size scaling and attack desire control.
- Mod name: Laze:LCC
- GUID:lanlng_LCC
- Version: 1.1.3
- Language: Chinese / English (in-game text and F1 configuration interface automatically switch with the game language)
- Target framework: .NET Framework 4.8.1
- Core functions
- Strengthen the entry system (core gameplay)
Monsters gain an enhanced entry based on their type probability, showing different attack/survival/mechanical behaviors. There are more than 40 types in the whole pool, covering:
- General enhancements: Fury, Swiftness, Regenerative Body, Vampiric, Poison Claw, Rebound, Elemental Body (Shelter/Healing/Reverse), Balanced Body, Opportunist, Swarm Power, Flurry, Lucky Cultist, Chaos Walker...
- Summoning/hate type: Wolf Trainer, High Priest, Death Warrior, Amaterasu, Gemini, Shadow Killer, Wandering Samurai...
- Mechanism/Boss level: Blood Hunter, Death Counterattack, Dark Judgment, Forbidden Demon Realm, Death Arena, Death Match, Rogue, Parasite, Charm...
- Squad type: life sharing, life authority (people of the same kind share life when they are in a group/will only die if they die together).
Each entry has: performance parameters (configurable), a permanent icon under the blood bar + overhead line prompts to facilitate players to identify and formulate countermeasures.
- Star rating system
- Star upgrade rolls are triggered based on type probability (default: 15% for normal monsters, 30% for mini-boss, 10% for bosses), and will be randomized at [minimum level, maximum level] after hitting. Level = star +1 (1 = no star, 2 = 1 star, 3 = 2 stars); default range: ordinary monsters 1~3, mini-Boss 1~3, Boss 1~2.
- The growth of each star can be configured independently. Default: HP coefficient 1 (consistent with the original version, doubled per star), damage coefficient 0.5 (+50% per star), movement speed/attack speed/cooling coefficient 0 (star rating does not affect these three items), size coefficient 0.1 (+10% per star, superimposed with the entry size).
- The star rating is randomized by the server authority and synchronized across the entire network, and is automatically refreshed on the monster name and health bar.
- Global difficulty adjustment
Adjusted separately according to monster type (normal monster/mini-boss/boss):
- Global multiplier: HP, damage, movement speed, attack speed, attack cooldown.
- Desire to attack: perceived distance (visual/hearing/perspective), pursuit distance.
- Size scaling: The monster can be made larger/smaller as a whole or individually, and the collision body can be scaled simultaneously.
- All independently configurable.
- Smooth multiplayer/server experience
- Server authority: star extraction, entry extraction, and damage settlement are all executed on the server side and synchronized with ZDO, and each end performs consistently.
- Configuration synchronization: After the client enters the world, it automatically pulls the entire set of configurations from the server. Everyone in the multiplayer game uses the same server configuration.
- The switch takes effect immediately: when a certain entry switch is turned off on the server, the generated stock monster will immediately recycle the entry (including items stolen by thieves will still be retained and returned upon death).
- Installation
- Install BepInEx 5.x.
- Put the compiled product LCC.dll into BepInEx/plugins/.
- After launching the game once to generate the default configuration, the configuration is located in BepInEx/config/lanlng_LCC.cfg.
After the server (dedicated server) is installed, please start it once to generate the config …
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: