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Wild Monster Hunt aims to bring the Monster Hunting experience to The Witcher 3: Wild Hunt. It comes with a custom map, a Witcher camp for you to upgrade, and new unique mechanics to spice things up during your hunts.

WMH Map

A new region is available (work in progress)

  • The level was added an extra 50% explorable area, bringing the map to more or less the same surface as Toussaint from B&W. However note that it isn't fully finished yet as it is missing the attention to details you may find in the earlier parts of the map and it is also missing lures & event NPCs. These elements will be added as players explore this new location and as I receive feedback about it !
  • Adjusted terrain height to improve grass smoothness, after loading an old save you may find geralt falling from the sky, this is normal.

Gameplay & balance changes

  • A new contract system is available. The player can now interact with the noticeboard to fully customize the hunt and the contract targets
    • Completed contracts history: the last 10 completed contracts are now saved and listed in a contract history menu after interacting with the noticeboard.
      • Completing a new contract after reaching 10 will replace the oldest one.
      • Completed contracts can be marked as favorites. At which point the contract can be viewed & managed from a favorite contracts menu, even after the contract is removed from the history
    • Active contracts: any of the 5 active contracts can be replaced with any of the favorite contracts for free and without any limitations. A single contract can also be selected multiple times if needed to stack the rewards
    • Contracts have a new effect on the hunt: Spawn Influences. Some contracts have influences on the spawn rates of species during your hunt, activating these contracts may either increase or decrease the chances of finding specific species during your hunts.
    • Contracts are now reward 1 or more fully random items (number of items increasing with contract difficulty) on top of the species specific rewards you used to get
    • Contract affixes now affect every creature spawned during the hunts instead of just affecting the contract target. For example a Vicious affix that increases the damage of creatures will work on everything you'll fight outisde the camp if that contract is active.
    • Contracts can now ask for multiple targets to be killed before completion, in such case the rewards are multiplied by the amount of targets plus a small bonus
    • A preview popup can be seen while navigating the noticeboard menu to see what affixes, rewards, and influences a contract may offer
    • XP gain from contracts lowered to compensate the ability to handpick contracts

Dev notes 🤓: The old way of playing with completely random contracts is still there, on completion the contract is instantly replaced with a new one and no user interaction is needed to start a hunt or complete a contract.

However with the changes to loot repartition and the fact contracts now give fully random rewards means you can handpicks the contracts to fully maximize your hunts and the loot you get out of them. For example I always have a contract with alcohol as a reward so that I can potentially get back what I spent on the potions without necessarily going to a alchemy specific container somewhere (if you didn't know the containers loot isn't fully random, some of them are assigned an item category). You can also select contract based on their spawn influences to increase the chances of finding your targets or lower monsters you don't like!

  • The "fully random" loot table that is used on some containers or for the contract rewards is now pseudo-random. Some item categories are rarer than the others, for example gear is given a 10% chance while food has 30%.
  • Creatures are given a small HP bonus as contract difficulty increases, the maximum bonus is determined by the highest active contract
  • Herbs that are thrown in Shupe's cauldron now grant 10 points unless their selling price is already above 10 crowns (in EE for example?)
  • Adjusted wildlife repartition, goats are rarer, deers are more frequent depending on the biomes because it looks cool when exploring forest and finding deers running around !