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.
This update focuses on quality of life and how gratifying the various features are. Camp upgrades were made more accessible with longer effects, Shupe's cauldron should be less tedious to use with the ability to select the amount of items to drop & a new type of item to quickly fill up the cauldron, and lures with a more intuitive UI to select the type of target to attract.
WMH Map
- Adjust floating vegetations
- Add a few loot containers near the swamp next to the witcher camp
- Add snow texture to one of the distant mountains
- A new region of the map is being worked on, added invisible barriers to prevent the player from entering it as there are now paths that lead to the region
Gameplay, balance changes & improvements
- Lower amount of items given by the provisions to encourage upgrading the object, even after the nerf the level 1 object might still offer too many items imo
- Add loot bags to the Gear loot table
- Increase the min & max ranges for the amount of enemies in the encounters, more diversity in how many enemies you'll fight at once
- Camp upgrades such as the XP/HP/HP Regen/... bonuses:
- the base duration of the buffs they provide was increased from 10 minutes to 15 minutes at level 1
- the price to level them up has been adjusted (lowered for most of them) to make them more accessible in early game
- Milestone contracts now grant 3 gear schematics instead of 4 when completed
- Regular contracts now grant 1 gear schematics when completed
- Gear schematic rewards will now prioritize low level ones before giving higher level ones
- Runes Of Power drop rate for containers was reduced from 5% to 1%
- Lures received a QOL pass:
- on interaction a dialog choice appears to select either a weak or a powerful target to lure
- luring a weak target no longer requires any material except for the lure container
- after luring either a weak or powerful target once, the type of the lured enemy is revealed and will be displayed the next time you interact with the lure
- Shupe's item melding cauldron:
- a max requirement is added to cap the amount of points to 500
- increase the miminum amount of points needed when level 0 to 100
- add quantity selection menu when dumping items in the cauldron
- add new
Monster Fluids
item whose sole purpose is to be dumped into the cauldron. The monster fluids drop from all monsters, and in larger quantities with tougher enemies. This item has no weight and can be stacked to 250.
- Promote regular targets if the species matches one of the currently active contracts. When this happens the creature inherits all of the affixes from the contract.
- Rename "Humans" to "Bandits"
Fixes
- Properly spread enemies when spawning encounters, this was mostly visible with wild life
- Loot is no longer duplicated when a container holds more than one item
- Waves during the "Protect NPC" event are no longer identical when there is more than one of them