Vandi
Creatures wear more stars in a biome whose boss you keep killing, and that boss comes back harder.
About this mod Author’s original text
Vandi
Creatures wear more stars in a biome whose boss you keep killing, and that boss comes back
harder the next time you summon it. All of it follows your own kills, not the server's.
The design is on the site, where players were asked about it before any of this existed:
Stars worth earning, and bosses that remember you.
Testing below says what has been checked and what has not.
Vandi is Old Norse for trouble.
The problem
Once a biome's boss is dead, that biome is mostly walking. Its creatures cannot hurt you any
more, and the starred ones actually worth meeting, for the drops or for taming, are rare enough
that finding one is a chore rather than an event. The usual answer is a difficulty setting,
which raises the whole world for everybody at once and lands hardest on the player who has not
got there yet.
The idea came from CRVD in the Discord: let the biomes you have beaten be the ones that get
harder.
What it does
- Killing a boss raises the chance of starred creatures in that boss's own biome. The Elder
changes the Black Forest, Moder changes the Mountains. A biome whose boss you have never
beaten stays exactly as it was.
- Every repeat kill of that boss adds more: five percentage points a kill, stopping at twenty
five extra. The points go on top of whatever the game already rolls where the creature spawns.
That is ten in an ordinary stretch of a default world, so there a biome whose boss you have
killed five times spawns starred creatures about a third of the time. The game rolls higher in
parts of the world far from the centre and lower on a world set to fewer stars, and the same
twenty five go on top of that. Creatures still cap at two stars: only the odds move, never the
ceiling.
- Each repeat kill also makes that boss one star harder the next time you summon it, capped
at two.
- All of it is yours. A player who joined last week walks into an ordinary Black Forest while
the veteran standing beside them does not.
Starred creatures drop more and a harder boss drops more, so the mod pays for the trouble it
makes. It is a reason to go back to a biome rather than a reason to avoid one.
The part that will start arguments
Credit for a boss kill goes to the player who made the offering, and to nobody else. They
are credited even if they are dead, offline or across the map when it falls, because they paid
for it. Help a friend kill their Bonemass and you get nothing from it; summon your own and it
counts.
That is deliberate. Credit shared by everyone standing nearby turns a personal record into a
server score, and the one promise here is that your world reflects what you have done yourself.
The cost is real, and worth saying out loud: a group that always fights on one person's
offerings only moves one person's world, so everyone summons their own.
Why it is not part of Utangard
Utangard already knows who has beaten what, so the boss half could have lived there. It does
not, because the work is a patch on the roll that every creature spawn in the game goes
through, and that is a much wider seam than Utangard's promise. Two different jobs, two mods,
and either one can be uninstalled without the other noticing.
Multiplayer
Everyone will need it, at the same build. The star roll happens on whichever client owns the
zone a creature spawns in, so one player without Vandi spawns ordinary creatures for everybody
standing around them.
How it keeps the count
Your kills live in the world's own global keys, one per player per boss, as
vandi_p__ with the number as its value. Not on your character, and the
reason is the credit rule above: the machine that records a kill is whichever client owned the
boss when it died, and that is often not yours. The world is the one place both machines can
reach.
A count is written once per boss kill, and the count keeps climbing past the fifth kill even
though the boost stops there, because it is a tally other mods read, not a star level. That
matters more than it looks: accepting o
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: