aeltoth/Wild-Monster-Hunt | Releaseshttps://modspot.dev/u/aeltoth/Wild-Monster-Hunt/rssWild-Monster-Hunt's releases feed1440v0.2-betahttps://github.com/Aelto/tw3-wild-monster-hunt/releases/tag/v0.2Aeltoth2024-12-18 19:35:56.613184387 UTCv0.2.1-betahttps://github.com/Aelto/tw3-wild-monster-hunt/releases/edit/v0.2.1Aeltoth2024-12-23 11:46:30.801591357 UTCv0.2.1-beta-hotfix-0https://github.com/Aelto/tw3-wild-monster-hunt/releases/tag/v0.2.1 if you already have the mod installed you may only download the hotfix using [this direct download link](https://github.com/Aelto/tw3-wild-monster-hunt/releases/download/v0.2.1/mod_wild_monster_hunt_v0-2-1_hotfix_0.zip). Otherwise download the [v0.2.1 release](https://modspot.dev/account/projects/Wild-Monster-Hunt/releases/v0.2.1-beta), then install the hotfix from this release. # v0.2.1 - hotfix 0 ## Fixes - Fix Roach being stuck at the end of the introduction scene - Fix out of bound areas activating on the player anytime a monster crossed them - Correctly respawn points whose encounters were recycled to save performances (when player goes too far away from them for ex.) ## Changes - Item melding cost removed - Item melding yields are given 5 seconds after dropping items in the cauldron and no longer require a contract to be completed - Item melding requirement per yield is now lower in the early levels but increases linearly as recipes are unlocked - Improve spawn conditions of various species, making it more intuitive to hunt them - Spending crowns to unlock or upgrade the camp now transfers the funds to the smith merchant - Add trap & lure repair kits to the camp's merchant - Reduce trap & lure repair kits price to 10 crowns - Improve the spawn rates of creatures, spreads spawns evenly across the map to avoid overcrowded areas]]>Aeltoth2025-01-12 18:16:50.184946446 UTCv0.2.2-betahttps://github.com/Aelto/tw3-wild-monster-hunt/releases/tag/v0.2.2Aeltoth2025-01-13 11:31:03.237106470 UTCv0.3-betahttps://github.com/Aelto/tw3-wild-monster-hunt/releases/tag/v0.3Aeltoth2025-01-25 16:46:19.657641552 UTCv0.4-betahttps://github.com/Aelto/tw3-wild-monster-hunt/releases/tag/v0.4Aeltoth2025-02-07 17:06:14.961603831 UTCv0.5-betahttps://github.com/Aelto/tw3-wild-monster-hunt/releases/tag/v0.5 **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 !]]>Aeltoth2025-04-16 17:33:54.189879594 UTCv0.6-betahttps://github.com/Aelto/tw3-wild-monster-hunt/releases/tag/v0.6 Dev notes 🤓: These two new features are part of an attempt at adding more goals/destinations in your hunts than your contract targets. The next updates will bring more of these interactive elements, like a Distillery, Gardening plots, or Lost gear; so that hunting in WMH is less about wandering around until you find a target and more about following deliberate routes until you get to your target. ## Balance changes - Remove nekker that used to drop a Relic sword from the possible spawns - Decrease amount of pigs spawned from 3-5 to 1-3 - Decrease crowns obtained by completing NPC events - Improve loot distribution to reduce the amount of rarer items available at the start of the playthroughs, and to reduce the amount of common items at the end. This will result in a more linear progression in terms of gear & crowns you can get from hunting - Increase health bonus on high level contracts ## Fixes & Misc - Fix clue 3D markers staying visible after the hunt is finished - Add audio cues when interacting with NPCs from NPC events (the ones you can randomly find while hunting) - Fix encounter 3D markers staying visible after the encounter is cleared - Automatically hide the minimap while in the WMH level as the map is meant to be played without any map anyway - Improve tutorials wording & grammar - Improve Witcher Medallions logic, it should be more robust in scenarios with loading screens - Add new type of procedurally generated structures: Skellige ruins.]]>Aeltoth2025-09-04 14:01:15.595405172 UTCv1.0https://github.com/Aelto/tw3-wild-monster-hunt/releases/tag/v1.0Aeltoth2025-10-12 13:21:24.993091156 UTCv1.0.1https://github.com/Aelto/tw3-wild-monster-hunt/releases/tag/v1.0.1Aeltoth2025-10-15 11:57:59.177681068 UTC