1.6 Ready. Adds unique, druid themed mechanics and content to the core game experience. Meet a trio of interesting adventurers. Learn to cast wildgrowth, lightning, meteors, gravity, shapeshift into a dragon and more!
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Author notes
Everything in the .dll (the code) is available for review and repurposing from an open source repository on GitHub. All of the images and creative expressions in the form of images are original works by Neosinf, belong solely and completely to Neosinf, and are not to be used by anyone else, for any other purpose than as intended in the scope of this mod, under any circumstance.
File credits
The mod uses APIs developed by other mod authors, SMAPI and GMCM specifically.
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Changelogs
Version 2.1.9
Updated most of the cast effect cursors (the little spinning images that are meant to indicate effects on the screen) and the backend code that manages them
Updated Laser animation and Dino (Museum feature boss) laser now causes fire that upsets Gunther. Dino's hat sits a bit better and behaviour improved slightly
Fixed Weald:Cultivate bug that enabled new crops to be spawned on empty soil without prior wildseed placement
Fixed Quest reconfiguration bug in the 2.1.5 quest detachment routine that sets mod progress forward by one more than it should be
Fixed Weald:Extract Seed from grass - will produce at least one seed, one fibre per 6x6 square of grass (doesnt have to be completely grassed, just has to have a grass tile in it's bounds), with a random extra amount based on Druid level
Version 2.1.8
Moved Fates: Gravity Well and Stars: Comet to spell framework, including the gravity pull, warpstrike, crop harvest and other effects
!! Important !! The deletion routine introduced in 2.1.5 for Druid quests in the base game log was not working, but now it is, so those quests will be destroyed for good in this patch. All quests used a unique identifier that is the nexus mod id code plus a simple id, so 18465XXX, and that is what is used to detect and destroy the quests. If a quest in your save file from the base game or a different mod is deleted, please note this was not my intention, I recommend exiting the game before saving on that file and sending a bug report on discord so that I can write an exception.
Fixed desynchronised sound effect for Mists:Smite bolt
Fixed Weald:Charge (Sap stamina) from producing additional hit effects and sounds - no longer applies damage. Steals 3 * Druid Level in stamina.
Updated Weald:Extract to get more stone from boulders, scaling with mod progress level. Meteorites will produce iridium ore instead of stone.
Fixed quest completion not providing the quest reward
Fixed bug caused by 'summon feature' when Stardew Druid Journal is opened when NPCs are on the farm but aren't in companion mode
Updated Journal icons and fixed hover states
Fixed Weald:Spawn forage and flowers not appearing in town even when the rite succeeds with the spawn check
Fixed Crit Damage calculation on rite effects like Fates:Warpstrike and Mists:Smite
Added more chance for critical strikes with Fates:Warpstrike and Ether:Dragon:Flightstrike/Sweepstrike
The challenges that provide friendship gain no longer update locked villagers (Krobus, Dwarf, Leo, Kent) and corresponding journal entries will not mention them
Updated Fates:Gravity Well (Harvest) to extract up to 8 tiles every 100ms instead of 1000ms and multiple wells can be cast in succession
Update Weald:Cultivate to change dead plants into new random cultivations akin to casting on wild seeds - turned off for winter
Version 2.1.7
Quick fixed for Icons.png bug (sprite sheet is now redundant and removed from the mod)
Version 2.1.6
Fixed broken first quest
Fixed friendship effects not being triggered
Sort of fixed weird sound scaling on Rite of the Weald.
Version 2.1.5
!! IMPORTANT !! Stardew Druid no longer registers quests in the base game quest framework as of this patch. Instead, all the quests can be viewed from the Stardew Druid journal, and two new buttons have been introduced to make it easier to track active quests. The first [!] will put active quests at the top, the second [^] will reverse quest order. A new config option has been introduced. Please note the mod will detect and destroy instances of Stardew Druid quests in existing save files.
Quest triggers have been reworked in the backend, mainly to make them far more reliable. There shouldn't be a noticeable change in gameplay.
More improvements to NPC behaviour, especially targetting, attentiveness and speed
Fixed bugged companion events with minor improvements to the scene direction (positioning, dialogue, etc)
Fates: Teleport is more responsive
Fishing Rods and Pans can be used to attune and cast rites
Made a change to Weald:Agriculture in that changes in crop status will be detected by the mod. It used to be that a single tile could only be targetted once. Now the rite will target hoed-dirt tiles that have undergone a change (cleared crop, sewn crop etc.)
Quite a few rite effects, mainly combat orientated, especially the burn effect for dragonbreath, have been shifted to the groundbreaking multiplayer syncing spell framework developed for the mod. There shouldn't be a noticeable change in behaviour but overall it is more optimised.
Fixed many miscellaneous bugs. Pretty much all of the rite effects should work as intended.
Version 2.1.4
Reverted 2.1.3 NPC behaviour update to something simpler and more consistent. NPCs will just warp if their path collides with a building, or jump a fence if it's in the way.
New Effigy animations have been adjusted slightly, Jester and Shadowtin render slightly smaller to keep in proportion
Updated Mists:Summon behaviour to be more progressive, so that monster types and rewards available will unlock gradually over mod progress, with increasing rounds/time limits. Will still scale with candles used, up to five. Number of rounds equals Druid Level (Mod Progress / 5, max 5) + Candles consumed (max 5). So ten rounds max.
Miscellaneous updates to monsters, monster behaviour, and charge ups have been moved to the same framework all the other spells use. The changes are quite extensive code wise but shouldn't be visible during gameplay.
Version 2.1.3
Updated Effigy animations and portrait
Added a pathfinding mechanism to the NPC companions. It's sort of consistent
Fixed bug with dragon spots spawning on mine level 120 and the quarry mines (as there are no levels underneath for spawned ladders to access)
Reviewed Weald and Mists effects with progression scaling - added information to readme and mod details
Added new config option to adjust Stars: Meteor behaviour, which detaches the behaviour from the difficulty setting
Added swipe effect to NPC and monster weapon swing animations
Decreased Wisp spawn rate slightly, from one every (12x12) 144 tiles to (15x15) 225 tiles
Rites will continue to cast even when transitioning between locations. Dragon form will exit transformation and then reenter (the interruption in transformation seems unavoidable for now due to how the game exits and loads maps)
Version 2.1.2
Hotfix for gamestate save crash
2.1.1 Had a change to meteor prioritising, switching from ore nodes to monsters. There will be a separate config option for stars:meteor behaviour in the next patch.
Fix for bugged Trickevent
Version 2.1.1
Updated missile animations (stars:meteor, fates:comet, fireballs from companions/monsters) and groundfire animations were tidied slightly
Developed a spell-framework to enable spell animation synchronisation in multiplayer, so that other players can see the effects
Shifted all spell-effects with an animation / damage / explosion component to the new spell framework. This includes meteor, smite, rockfall and all the companion/monster special attacks. Some effects might not feel the same.
Updated Fates challenge (Quarry) and Gemshrine challenge quests with new monsters (gargoyles and demon monkeys)
Activating Fates:Whisk with action/right click will warp the player to the position of the missile-cursor at the moment of activation as opposed to the furthest distance possible.
Updated chaos bolt and bolt animations
Updated dragon boss monster to use flame breath and sweep attack
Miscellaneous bug fixes, including villager friendship bug, missing journal title
Miscellaneous updates to companion behaviour, focusing on melee attacks and speed
Updated cast costs for effects and published a list in mod details. Lowered expense of some mists effects and dragon sweep.
An HUD message will display every time a Stardew Druid lesson has progressed 20% towards completion
Added config option to change the percentage of monetary reward received from Druid quests
Version 2.1.0
Fix for NPC warp error - sorry to those affected by the random crashes
Version 2.0.9
Fixed out of bounds pathing for NPCs and rite effects in caves
Fixed SMAPI error for dragon form transformations
Miscellaneous updates to NPC and boss behaviour
Fix for empty quest log entries
Added Buffs and Projectiles back to the game
An icon for the currently selected rite will display as an 'endless' buff
Version 2.0.8
Fix for Lesson 10 candle/torch detection error
Fix for questlog synchronisation error when a quest has no id
Updated Shadowtin, Rogue (ether thief) and added new variant 'Shadow Goblin'. Updated combat behaviour.
Version 2.0.7
Fixed Bridge repair detection bug
Companions will hurry over to you when you want them: Opening the Stardew Druid journal while on the farm will make any companions that are in farm/roam mode change their roam-target to the player's current position (which is locked in, so even if player moves the companions will go to the initial coordinate). When they reach that position they will idle before going back to their duties. Should make it easier to get the companions out doing farmwork without worrying about finding them when you want to talk to them
Charging with Stars and then casting Fates:Gravity will automatically trigger Stars:Comet
Version 2.0.6
Fixed voice prompts and overhead voice issue for trigger and challenge events
Mists:Summon will now properly target candle torches
Updated animations for Rogue (ether thief)
Version 2.0.5
Fix for broken character movement from the previous patch
Updated Scavenger (ether thief cat) sprite
Version 2.0.4
Update to Shadowtin Bear animations and behaviour
Fix for Mists:Campfire bug
Version 2.0.3
Minor patch to fix cheese press spawning bug
Version 2.0.2
Completed technical upgrade for 1.6. Updated compiler to .NET 6.0 and SMAPI version to 4.0.0
Upgrade casualty: I have disabled anything related to the vanilla game buff framework, including buffs given from items, effects, companions and even the reset magnetism option in dialogue with Effigy. Once I understand the new changes better I'll reimplement them. Hopefully with more variety and options.
Version 2.0.1
Added "Jesters in the night" town event. It works in a similar way to the Effigy's beach event. Just remember to have about 4-5 in game hours to spare when you start the quest!
This will probably be the last update for SDV 1.5.6 before the mod is upgraded to the next SMAPI release for SDV 1.6
Version 2.0.0
Updated walking animations for Shadowtin and Jester to be 6 frames - a lot smoother now
Fixed bugged progression from hidden threats to meeting Jester - player should get the 'Across the Bridge' quest after discussing quests with Effigy once at least ONE hidden challenge quest has been completed . Added this information to a journal entry so it is clear to the player.
Added 'rub' action for Jester - will target farm animals and villagers nearby for 'rub ups' if in an idle state
Re-introduced blue flames for Blue/Black dragons
'Follow' mode for companions should carry over to the next day when sleeping/saving. They won't appear within the farmhouse (or island farmhouse) but will wait outside on the farm.
Added new passive abilities with their own circular indicator, starting with Charge: Drain (Weald). Charge yourself with rite of the weald by pressing the rite button and then pressing the special / b / y button. Swinging your melee weapon/tool at enemies will deal minor damage and replenish your stamina by the same amount. Has a slight cooldown.
Added Charge: Veil (Mists). As above but for rite of the mists. Procs the healing mists effect when swinging.
Added Charge: Starburst (Stars). As above but for rite of the Stars. Causes burst damage and knocks some monsters flat on their backs.
Added Charge: Shield (Fates). As above but for rite of the fates. Procs a 1.5s invulnerability buff.
Added Charge: Chaos. Gained by charging with mists and then stars, or vice versa. Causes a chaos bolt to shoot out at monsters. Was planned for release after 1.6. For now it is unlocked after completing the Effigy beach event at the end of rite of the ether.
Version 1.9.9
Miscellaneous bug fixes for minor things
Dragon breath and embers effect update (again I know)
Added Slot Consume to the config options - autoconsume edible items in the top 12 slots (the active inventory bar) prioritising left to right. Will apply buffs and 2x the stamina that would be gained from eating normally.
Removed cast buffs option from config because of triviality due to removal of magnetism buff
Version 1.9.8
Fixed trigger issue for Aquifer and Museum challenge quests
Another optimisation for companion movement with a directional bias - companions should gradually move towards the center of the cave and other maps during random movement cycles
Updated the ground effect fire animation for fire breath - should feel more like a blanket of flame now
Added an 'abort challenge if health is critical' feature. This feature is intended to intervene to abort a challenge/boss event if the player/a player's health goes below 10hp. The challenge will still fail, but hopefully without the unnecessary trip to the clinic or the mine entrance.
Version 1.9.7
Miscellaneous bug fixes for quest triggers and a few other things.
Version 1.9.6
Fixed issue with missing png files
Version 1.9.5
Rite animations overhauled - all casting circles, cursors and quite a few effects have been updated, which includes an explosion/impact animation, better wisps, a custom lightning bolt animation and a revamped warp animation
Rite cast framework overhauled. The casting circle is centered on the player. Positions of effects are better indicated. The response times for a few of the rites will feel different and hopefully better overall. RotS:Meteor fires at set distances and has a larger impact, RotF: Warp has a longer range and follows the cursor.
Miscellaneous bug fixes for minor/infrequent errors.
Companion movement should finally feel normal.
Version 1.9.4
Extensive update to Effigy At The Beach quest - RotWeald: Wisps is unlocked upon the completion of the quest, and the extra animation/dialogue scene at the end is unlocked by triggering 5 dialogue exchanges (when '...' appears) during the quest event.
Fixed some bugged behaviour with bushes and trees. Tea Bushes should update once per day if weald is cast.
New animations for laser beam (Jester's attack) and RotFates: Gravity
Added a few new configuration options - Slot Freedom disables valid tool detection when used with Slot Attune, Cardinal movement allows control in up/down/left/right directions instead of in isometric directions when in dragon form.
customData.json allows the slot attunement configuration to be changed, and the autoconsume roughage and lunch item lists can be updated with the indexes of more items - proceed with caution - don't eat all your stone!
Some more updates for companion behaviour so theoretically they'll never get stuck out of map bounds or out of reach
Version 1.9.3
Added config option to disable 'cast hands'. This is the farmer sprite animation frame that plays when an event is triggered by a rite. An error may result when this plays if the farmer sprite is managed by other mods.
Rite of the Weald will affect tree seeds and update the progress of tea saplings. Tea leaves will spawn from tea bushes.
Fixed some collision issues with monster spawns in bushes and tidal pools.
Slight modification to companion pathing - if they get stuck in a wall for whatever bizarre reason (bad map generation/coding) then they will attempt to backtrack and go another route
Version 1.9.2
Added new quest - 'At The Beach' - Stardew Druid's version of a heart event for Effigy. Follow Effigy along the beach as he practices his Druidry and reminisces about the past. Remember to talk to him every time you see the '...' - if you do so you'll be rewarded with a new rite effect at the end.
Added new Rite effect - RotWeald:Wisps. Summon wisps that provide light and stun nearby enemies. Convert the wisps into RotM:Smite and RotS:Comet traps by casting those rites near them.
Added new 'dialogue readout' and 'dialogue transcript' feature for events where it may not be possible to see or pay attention to dialogue in overhead speech bubbles. Event transcripts can be found in the completed Druid journal entries for those quests.
Miscellaneous updates to a lot of text, mostly just grammar errors and contradictions. Nothing too noticeable.
Miscellaneous updates to Effigy, Dragon and a few other sprites. Again nothing too noticeable.
Miscellaneous bug fixes and optimisations.
Version 1.9.1
Miscellaneous fixes for non-game crashing bugs like sound error, artifact digging error, treasure glyph vanishing
Reverted change to character movement update - hopefully smoother for all mod users
Reintroduced flamethrower as the base attack for dragon form with a bigger resolution flame animation
Version 1.9.0
Another hotfix for progress uptick bug
Small update to character collision behaviour
Version 1.8.9
Fixed progress uptick issue with the first quest
Miscellaneous improvements to how action/special button triggered actions are procced
Added Jester 'polymorph' back to the companion's repertoire of attacks
Further stability for multiplayer in regards to character sprites
Version 1.8.8
Updated dragon sprites again. Removed green option (for now)
Fixed dragon dig up artifact logic.
Dragon dig spots appear every 3/10 and 7/10 level (3,7,13,17,23, etc) in the Mines/Skull Caverns, when dug they spawn a ladder or hole, but maybe a bandit too!
Fixed long outdated farm building tile detection logic - hopefully no more spawns under barns and sheds!
More improvements for multiplayer for Rite of the Ether
Fixed preserve jar bug with Rite of the Fates
Version 1.8.7
Massive framework overhauls for Characters, Bosses, Quest Events, Dragon form to improve multiplayer experience. More optimisations can be done, but for now it appears multiplayer works for coop up to Rite of the Ether.
Dragon sprite is undergoing a big rework - better anatomy (realistic wings), better consistency, better proportion, and 6 frame walking animation. The dragon is not shaded at the moment while shading is being experimented with.
Dragon will dig for treasure - just stand over the symbol and press roar/breath - no need to work out the blast vector!
Inventory added to npcs with slight menu change (choose adventure for adventure mode). The npc inventory is basically just a shortcut to chests placed in the farmcave.
Shadowtin will pick up forageables as promised during idle moments in adventure mode
Lots of miscellaneous fixes and improvements while working on multiplayer/dragon sprite.
Version 1.8.6
More multiplayer optimisations and improvements
Removed wild bat spawns. The idea of facing off against the wild seemed better in the mod's earlier versions, but now that there is a broad range of quests and the summoning portal effect, it seems to be a redundant feature.
Refactored a lot of combat abilities to use a new framework - much more visually consistent and responsive. Existing bosses will have better variety in their skill roster and behaviour, future bosses will have more variety of skills.
Miscellaneous bug fixes to quest management and various other things, including tile radius
Another attempt at multiplayer stability
Added config option to change Druid journal entry order
Changed Dragon form spells and companion abilities to use the same framework as the boss monsters. Firebreath now does intermittent fireballs that use directional/cursor targetting. This provides better visual cues as to the area of effect.
Added extra tile targetting to mists and fates effects, especially in relation to objects, to target those that are in between the cast-target-point and the player. This means that RotF:Enchant and RotM:Scarecrow and other effects should target objects within immediate proximity between the caster and the castpoint.
Added priority to RotF:Enchant so that it will proc before RotF attempts to cast Gravity Well or Warp. Fixed RotF: Escape behaviour in sheds and barns/coops.
Added dragon roar sound effect
Added a 'surprise' to Tomb Revisited secondary challenge quest
Sprites are in the midst of being updated for Dragon, Shadowtin and other characters.
Added "Dragon Sweep" to RotF:Dragon which triggers instead of Dragon Flight if an enemy is in close range. Dragon Sweep while Rightclick/Special is held for Dragon Blast will trigger a randomised and radial burst of fireballs.
Fixed some redundant and misleading quest and journal text related to rite of the ether and doubled dragon transformation time
All custom monsters use a stable framework - The Quarry, Gemshrine and Museum challenge quests will seem a little different due to monster behaviour. Future patches will expand and modify this.
Version 1.8.4
Added the Rite of the Ether final challenge quest (Beta version) - the crypt is a bit empty of decoration - More tile features will be added over time
Added new NPC Shadowtin Bear (Beta version) - Sprites and logic will be updated over time
Miscellaneous updates to animations and bug fixes (including boss fight premature exit bug)
Updated Lesson 21. Spawn sites for dragon crates are a lot stricter, they don't show up on the Farm or in Town anymore, and there are now... shady characters... ready to pilfer your dragon goods! (Just realised the quest and journal haven't been updated to reflect the lesson changes)
More updates to the code that handles the custom bosses. To add behaviour variety and consistency.
Version 1.8.2
Tweaked damage dealt by the rite effects, dragon form, companions. Less damage dealt overall, but the custom bosses have been nerfed too. RotS: Comet now deals the amount expected from 3 direct meteor hits.
Fixed RotF, RotE: Teleport error
Updated framework used for custom boss monsters - introducing circling, retreat, projectile, aoe and dot capabilities.
Miscellaneous (mostly negligible) updates to animations, dialogue
Damage dealing effect and invincibility buff lasts only for the first second of Dragon flight. This makes it useful for quick burst damage and dodging, but removes the capacity for flight to be used to deal consistent damage, and receive none, from a perpetual airborne state
Added compatibility for Dragon flight in Deepwoods. Added a stamina cost to Dragon breath attack.
Rite of the Mists sword quest offers an alternative weapon for those that don't want Neptune's Glaive
Dragon roars at villagers and at treasure spots instead of breathing fire
Version 1.8.1
Updated RotMists: Portal with new brazier sprite and fire animation. The brazier is also updated for challenge quests.
Added chance for 'immolation' effect when a monster is defeated by Dragon breath dot damage. A bespoke death animation will play and a random cooking item will appear.
Added a dragon crate animation to the lesson 21 ether hunts
Version 1.8.0
Miscellaneous tweaks to rewards, dialogues, animations
Monster difficulty has been relabeled 'mod difficulty'. GMCM menu has been reordered a little.
Added RotS: Comet. This is done when casting the rite when RotF: Gravity is active on the map. Will summon a massive comet and obliterate everything.
Updated Updated Rite of the Stars: Meteor shower to lose priority casting logic at higher difficulty levels. The damage radius is also clearer and the cast cycling tightened so that the impact points remain closer to the player. This should make skull cavern delves more challenging on hard mode if RotS is used for clearance.
Added standby mode as a dialogue option when talking to Effigy/Jester while they are in follow mode. Standby makes the characters idle and lasts for 20 seconds. It can be cancelled early in dialogue.
RotEther: Dragon form will no longer proc breath attack (Special/rightclick) when a villager is in front of the player, instead a roar sound and popup will display
Boosted the Effigy's gardening radius and maximum scarecrow workload at later levels
Version 1.7.9
Fixed issue with first quest lockout
Version 1.7.8
Fixed special button rebind error
Version 1.7.7
Released Lesson 21, which is a lowkey but hopefully rewarding treasure hunt with a lore reveal
Added 'Special Button' setting in config so that the Right Click / Check / Special function can be rebound, for the purposes of the mod only. It won't affect the normal behaviour for that function.
Miscellaneous bug fixes and optimisations
Version 1.7.6
Miscellaneous updates to fix non-game breaking bugs and sub-optimal behaviours, such as Jester and Effigy resetting to the FarmCave every day
Small improvements to various existing animations, splash, Jester pounce, energy beam, Effigy icons and special attack
Small updates to the Druid journal and some dialogue for clarity and better information
Those who don't want a forest sword from the first sword fetch quest get a cutlass instead
Reworked Jester beam attack to improve performance and also make the effect transferable.
The Effigy can be invited to join you on adventures soon as you finish the hidden challenge quests. The Effigy does RotMists: Smite attacks and Hadouken!
You can have Effigy AND Jester in your party
Version 1.7.5
Update to add the proper colour variations for the floating dragon sheet
Version 1.7.4
Fixed issues with errors propping up for a few challenge quests (there was an attempt to make them more friendly for multiplayer)
Slight adjustments to some revisited challenges, in favour of reducing monster spawn rate and increasing Health/damage stats
Added custom NPC dialogue for a few vanilla villagers that witness Stars/Mists casts
Added Dragon form swimming and diving for items as Lesson 20
Fixed broken 'report to' Effigy dialogue after challenge quest completion
Added warp to exit functionality for Rite of the Ether, in case the player is caught in an untenable position. Hold the rite button for 5-6 seconds
Version 1.7.3
Fixed issue with Jester beam targetting
Another update to the fire breath attack to make the aoe dot burn effect more satisfying and visually appealing
Added an NPC check to ensure that a character is loaded at correct stages of progress
Updated damage utility method. RotS: Meteor and RotW: Rockfall now employ this method to deal damage instead of the base game method. The method does a better job of factoring in knockback and critical hit modifiers. It can produce tilled dirt generation on some effects. Damage applied with the method will now destroy RockCrab shells, in addition to bypassing other invulnerable monster states such as mummy collapse and bug armor
Updated the villager reactions - 'an affinity' value has been set for each vanilla game villager, from 0, which is skeptical of the farmer Druid, to 4, which is erudite, with a default of 2 for other NPCS. This will factor into their reactions along with their current friendship level. Overall the dialogue should feel more consistent and sensible.
Version 1.7.2
All loaded spritesheets for the mod's custom monsters (only 4 in the game atm) use a workaround to render so hopefully no more xnb errors
Increased the range of RotM:Veil of Mists and lowered the healing per interval
Increased the strike interval of RotM: Smite
Fixed issue with lesson 19 not completing
Implemented a new version of the Dragon breath ability
Miscellaneous updates to a few animations
Version 1.7.1
Update to this if you're still experiencing the PurpleDragon bug
Version 1.7.0
The 'abort challenge' option in quest dialogue with the Effigy now works correctly
Fixed an issue with spoilers for the Fate of Tyrannus Prime quest showing in the journal before the quest had completed
Did another pass at the villager reaction dialogue - now less explicit with fewer references to druidry in the text, including the parenthesised indicator text
Miscellaneous updates to challenge quests
Fixed issue with unlocking a revisited quest when the base version hasn't been completed. Also now impossible to trigger two different events at the same time.
Aware of purpledragon.xnb issue with Tyrant of the Sands quest - haven't been unable to replicate it, perhaps a mod compatibility issue. Have added extra safeguard code to detect and prevent.
Version 1.6.9
Improvements to NPC movement behaviour. This fixes a bug with the quarry tunnel quest - Jester is meant to appear with special dialogue.
Jester can now be invited to roam the farm after you've met him for the first time, instead of having to wait until the conclusion of the fates questline.
General improvements to Rite of the Fates. The rite now uses cursor and directional targetting in a similar way to mists, and only requests essence for RotF: Enchant Machine
RotF: Tricks has been improved, and performs better with the changed targetting. It now displays the fates rite indicator which hovers over the 'witness'. Added a levitation/rotation effect to the tricks roster. Added some specialised dialogue reactions.
Added a parenthesised bit of text to each witness reaction to indicate what the witness is reacting to.
Fixed Effigy roam logic when switching from Farmcave to Farm (goes straight to the scarecrows like he used to)
Version 1.6.8
Fixed a couple of lesson bugs - Lesson 2 and Lesson 8
Fixed targetting issue with Rite of the Mists
Version 1.6.7
Added mist animations and a health gain indicator effect to RotMists: Veil
Updates to the Aquifer challenge to decrease the amount of bat spawns and remove ladders until the challenge is completed/cancelled
Removed the casting magnetism buff. Where the mod spawns or creates debris, the 'throw at player' method has been used instead of dropping the items into the real world. However this does not work for drops from stones, monsters or supply crates, all of which have complex methods to spawn items in the base game. Stone drops are closer to the player though, due to some of the settable parameters for that spawning process. Overall it's hoped that players won't miss the absence of the buff.
The magnetism buff appeared to cause more problems then it solved in terms of stat drift, mainly due to the way the base game handles that attribute, and the need for compatibility with other mods that buff the stat. For saves that have been affected the Effigy offers a 'reset magnetism' option in dialogue that will set the players magnetism to 128 (default) plus left/right hand standard rings. It's advised if using this feature to de-equip all rings and remove any magnetism buffs beforehand.
Updated Rite of the Weald tree spawn logic - only ever spawns trees behind the player. No more collisions while running!
Added more reaction options for villagers who witness rites - with a different tone and outlook depending on the rite.
Version 1.6.6
Reverted Journal Menu open behaviour - will only open if the journal keybind is pressed in the Open World, or when the rite button is pressed if the menu is QuestLog specifically, excluding any mods that change the vanilla journal
Miscellaneous updates to the Fate of Tyrannus quest and the Ether lessons
Version 1.6.5
Added a new sword fetch quest for Rite of the Ether with a thrilling twist! Also added the first three lessons for the rite. The new content, including the Dragon form, is still in beta and improvements/changes may occur for the new quests while the remainder is worked on.
Updated the logic and abilities of Tyrant Of The Sands boss. The boss will appear to be more aggressive, and will fly at you and breath fire.
Added capacity to change direction mid flight while in dragon form. You'll still need to hold the rite button and have a free space to fly to on the map.
Option to change rite unlocked with Effigy even when only Weald is available - in case the selected rite is stuck on "None" (disabled) due to any mod installation/save issue
Version 1.6.4
Added a configuration option to set a keybind to open the Stardew Druid journal while in world
Stardew Druid journal can be opened from any active clickable menu in game by pressing the rite button
Added a new challenge quest - "The Feature" - Marlon has dropped off a large helmet at the museum for Gunther to study. But something is not quite right...
Miscellaneous optimisations and minor bug fixes
Version 1.6.3
Added the Stardew Druid Journal - press the rite button while the quest journal is open - this feature provides a comprehensive amount of detail about your Stardew Druid journey, including what lessons you've learned, your progress in mastering the rites, and the discoveries you've made along the way!
A lot of in game exposition and explanation text has been moved off of NPC dialogue and quest details into the Stardew Druid Journal
Version 1.6.2
Fixed bug Aquifer quest
Version 1.6.1
Added colour choices for the Dragon form - Red, Blue, Green, Purple, Black - select in 'colour preference' in the configuration. The flight sprites are now fully shaded.
Update to fix multiplayer bugs that relate to NPC updates - some NPC animation behaviour may be a bit off or janky. Will have to research/optimise for a future patch.
Dragon form has a buff to defense and a transformation sound
Rite of the Mists: Veil now only provides health regeneration which has been increased, and scales with game progression
Version 1.6.0
Fixed a couple of Jester interaction/dialogue issues related to Rite of the Ether (Dragon)
Version 1.5.9
Added Dragon Form to the mod - which will be a part of the upcoming Rite of the Ether - after completing the Rite of the Fates challenge event in the quarry, ask Jester to change your patron to 'the ancient ones'. Or set progress to 27 in the config.
Dragon controls: Press the rite button to transform/detransform. Press, hold "Use Tool" or left click button to fly. Press, hold "Action" or right click button to breathe fire. Flying may take you to areas off the map, but you should be able to fly back within the normal map boundaries.
Miscellaneous updates to dialogue
Fixed fish spawn bug for Rite of the Weald
Version 1.5.8
Fixed lesson 2 progression bug
Version 1.5.7
Fixed some disjointed quest dialogue
Fixed bug: Rite wouldn't unlock after completing a sword/weapon quest until the next day - unlocks instantly now
Version 1.5.6
Quest Progression bug fix
Version 1.5.5
Miscellaneous updates and improvements
Version 1.5.4
Quick hot fix for a dialogue issue for the NPCs when providing the specific quests
Version 1.5.3
Fixed Enchant machine: Preserves Jar bug
Fixed Effigy auto-garden bug and issue with jacket icon reversion during dialogue
Changed RotMists: Veil to trigger when a monster is hit, and without needing to hold the rite button
After completing all lessons with Effigy and Jester, both will other a choice of a secondary quest, and Effigy will allow the player to choose a Tyrant of the Sands rematch specifically, and Jester will offer Infestation rematch.
Version 1.5.2
Fixed Enchant Keg bug
Updated Dust/Canoli and Seafarer/Mariner hidden challenge quests to trigger quest completion when timer expires, even if there are many monster spawns remaining to defeat. However, rewards will only drop if there are a few monsters left, and the fewer the better the reward.
Updated the Mod's quest tracking framework, which requires an overhaul to the config and save data models, and the Set Progress range has been expanded as a result. The mod will rebuild the progression data for the save on load, and align it as best to the new model.
Removed disable/enable effects as dialogue options as they would contradict selections in the config model - use GMCM or manually edit the config for these effects.
Added idle animations for the Effigy and Jester - enjoy!
As part of the quest overhaul, took the opportunity to rename Rite of the Earth to Rite of the Weald, and Rite of the Water to Rite of the Mists, to further relate the Mod to the classical druidism of Northern Europe while retaining a slight association to the classical elements.
Fixed breakable containers destroyed with RotS lack content drop bug
The Jester provides attunement and patronage options for Rite of the Fates now as opposed to the Effigy.
Added 'Veil of Mists' combat effect for RotMists, which spawns a zone underneath the player with a two tile radius, that when provides a buff to defense and regeneration. Hold rite button for 3 seconds to activate.
Added rite witness reaction framework, which for now possesses only a small sample of hopefully-non-offensive-and-non-immersion-breaking dialogue instances for villagers that witness rite casts.
Added Auto-Quest config option - get the next/a new quest every day without talking to the Effigy - albeit without any of the context or explanation about what the quest is for
Updated Fates progression with explicit quest to get the golden scythe from the quarry dungeon - it doesn't override the vanilla event at the shrine but it does have an interaction with Jester
Version 1.5.1
Further tuning of Effigy and Jester sprite sheets and animations
Fixed RotF: Enchant recycling machine bug (no longer works on recycling machines)
Version 1.5.0
Updated Effigy animation colour scheme
Fixed enchant furnace bug
Added monster prioritising to Rite of the Stars casts
Jester laser beam now triggers a sound effect and (attempts) to deal damage to everything in it's path including it's initial target
Disable seed extraction now toggles whether Effigy will reseed empty hoed spaces around scarecrows
Version 1.4.9
Updated Effigy animation for better clarity and consistency for the emblem display on his jacket back
Updated Jester logic, properties and animation. Now has more consistent collision and positioning, and an energy beam attack in celebration of the Exploding Kittens Netflix series. Jester's attack now applies it's on debuff indicator to differentiate with the one applied by Gravity.
Updated Tyrant of the Sands boss - affectionately known as Tyrannus Steve with new animations and effects
RotF: Gravity Well can now be cast in sheds and the greenhouse to harvest crops indoors
RotF: Warp projectile animation has been updated to be more consistent with it's cousin Gravity
Version 1.4.8
Minor update to Jester movement and positioning logic, fixes stalling bug on relocate to farmcave
Version 1.4.7
Small update to the save function to address magnetism stat drift and save serialisation
Version 1.4.6
Fixed bug with Aquifer challenge stalling when triggered
Monster-type gravity well range and duration extended slightly, indicator animation is applied to the monster by the well instead of the daze/warp strike debuff
Warp strike hit damage increased
Tyrant of the Sands challenge now utilises a WIP sprite sheet for the Dragon
Rite of the Earth animation updated to reduce visual clutter and add more sparkles
Added 1,2,3,4 inventory slot based casting, with a toggle on/off configuration option
Removed lockout code for active challenges. It made sense at the time but if player wants to RotE while facing down a mob of pirates that's their prerogative.
Trees no longer spawn in front of the player when cast running with RotE
Version 1.4.5
Miscellaneous updates to existing animations including the RotF portal and gravity well
Fixed Effigy intro scene bug (lack of voice bubbles since framework update)
Added Rite icons to the game, for now they show up on the back of the Effigy's jacket based on current patron selection
Updated quest indicator to a custom arrow icon as opposed to the exclamation point from the base game
Further updates to mod character pathing
Fixed bugged challenge quests
Version 1.4.4
Player will no longer hear Effigy casting RotE on the farm while player is in the Skull Caverns
Version 1.4.3
RotE will automatically destroy/clear dead crops
Slight adjustment to the RotF Daze debuff animation so that it follows the target monster more closely and doesn't overlap itself
Update to Jester and Effigy sprite sheets
Update to monster spawn logic - no more slimes in ponds!
Adjustments to mod NPC movement logic when 'roaming' the farm
Version 1.4.2
Further stability for successful file save
Version 1.4.1
Quick fix for Teleport feature of RotF as it would bug out if used inside a barn.
Version 1.4.0
Fixed gamebreaking bug related to challenge quests that use the Meteor rite indicator
Several updates to the way the introduction quest for Jester is procced and completed
Update to Teleport effect (second effect of lesson 12) for improved stability and repositioning
Miscellaneous updates to mod NPC pathing and behaviour
Version 1.3.9
Updated Jester's attack with a cooldown and a couple of failsafes to prevent 'attack-lock' behaviour
Version 1.3.8
Fixed another bug with the action button configuration option - now works precisely as intended. Hopefully.
Version 1.3.7
Minor bug fix for configuration file update
Version 1.3.6
Speech Bubble framework developed for challenge events has been updated for stability
Added a config option to declare which button is the 'action button' for rare instances where the mod won't detect proper controller input
Miscellaneous updates to cast radius, animations and dialogue
Added more detail for The Effigy sprite sheet
Version 1.3.5
Miscellaneous updates to improve mod stability
Version 1.3.4
Fixed 'infinite effigy' bug where Effigy introduction would attempt to spawn a new instance of the NPC when one already exists
Version 1.3.3
Added 'Cast Anywhere' configuration option
Version 1.3.2
Fixed zero damage bug for spawned monsters
Miscellaneous changes to the Effigy, which include a triggered introduction scene for the initial investigate farm cave quest. Effigy can now relocate to the farm as part of a dialogue option after completing the three post-lesson hidden challenges. Once on the farm, the Effigy will automatically cast beneficial rite effects based on new AI logic around placed scarecrows.
Updated the entire rite casting framework for optimisation and precision. Rite of the Earth casts at random points around the caster as opposed to increased concentric circles. Rite of the Stars and RotE: Rockfall also benefit from the logic update.
Introduced Rite of the Fates! A whole new NPC, new quests, a new challenge, and many new effects to try out!
Version 1.3.1
Fixed multiplayer issue with Effigy sprite rendering
Updated quest framework to enable additions in future, and to refuse or abandon 'daily challenge' type quests
Updated Effigy sprites for clarity - expect these to be retooled over and over haha
Added another point to the set Progress configuration (15) to enable player to skip the round of challenge quests given after Rite of the Stars Infestation challenge
The Mariner challenge quest is no longer given in Winter
Version 1.3.0
Fences, Chests and Workbenches are now safe from RotS and RotE:Explode logic
The mod encourages players to hit the gem birds in the forgotten shrine quest
Fixed bugged quest The Seafarer Revisited. Also made all the revisited quests harder than the original versions.
Changed Meteor impact zone indicator (again) for Rite of the Stars and other places where it's used to indicate an impact zone
Fixed bugged monster spawns and behaviour on multiplayer - still need a workaround for projectiles
The Effigy has reanimated itself in the form of a walking wicker man - the FarmCave statue and all related configuration and code has been disabled.
Version 1.2.9
Fixed Effigy attunement detection error
Added RotW: Portal challenge hierarchy. Strike up to 7 candle torches (they must be placed within a 3 tile radius) for increased challenge!
Fixed Railroad map detection error
Overhauled mod-spawned monster loot tables for more diversity, removed random exceptional items like iridium bars and rings that are rare drops of Skull cavern monsters
Retooled RotW: Smite and RotS damage for end game
Added one second no-damage taken, no-damage dealt status to spawned monsters to mitigate the impact of instant collision at spawn location
Version 1.2.8
Fixed bugged behaviour of RotS or RotE:Explode on breakable containers in Volcano Dungeon
Updated Effigy attunement dialogue to provide more explicit choices and information
Added new challenge on Ginger Island, the forgotten shrine, which utilises Gem birds and fireballs
Version 1.2.7
Fix for Tool attunement game breaking bug
Version 1.2.6
Villager reactions to rite casts will proc only once per villager per rite per day (So you can call down stars around your NPC adventure companion)
Added blackberry and Magma Cap to autoconsumption
Changed RotE: Explode Weed logic to use the custom logic that meteor uses (so crops/craftables are safe)
Changed Cast Radius indicator animation for each rite to be more distinct. Removed the above head sprinkle animation on RotE as it was visually confusing whether it was a cast effect on the tile/object north of the player or not.
Cast radius is reset from 4 tiles back to 1, instead of continuing from 4 to 5,6,7,8 etc on RotE if the player has moved more that 4 tiles since the last time it was cast at 1 tile. (If you're running your cast radius cycle will reset quicker so that it's more responsive)
Removed Master Start configuration option as it is redundant with the newer Set Progress feature
RotE Artifact Spot spawning and RotW Artifact Spot striking requires steel level hoe to prevent early game exploits, and higher upgrade levels increase chance to proc
RotW Scarecrow water radius set back to 3 tile radius, but increases to 4 at steel level watering can and 5 at iridium level
Changed how tool upgrade level detection works - casting any rite with a tool will update the mod data with the current tool upgrade level
RotE casts instantly and RotW casts faster
Version 1.2.5
Fixed bugged rite casting in Animal Houses (Now works in upgraded versions of Coop and Barn)
Pickaxe, Axe, Hoe, WateringCan can now be used to cast rites, and use the rite for whatever is selected at the Effigy, though they can also be attuned
Enabled rite casts on Ginger Island, which includes the volcano dungeons
Some simplification of RotE: Rockfall - added a slight fade effect. Higher chance to spawn desirable ores, including cindershards in the volcano.
Added variable distance casting for RotW. If cursor is over the Farmer sprite, will cast at 5 tiles in the farmers facing direction, otherwise at mouse cursor location up to 7 tiles.
Added Artifact spawns to RotE and artifact spot strikes to RotW
Changed forage spawn behaviour in secret woods and IslandEast
Added Taro tuber to Roughage autoconsumption
Added Ginger, Tea and Tea Leaves to Caffeine autoconsumption
Added lava cooling to RotW
Version 1.2.4
Fixed game breaking quest bug
Version 1.2.3
Nerfed Rockfall damage radius and stone generation slightly to reduce clutter and unexpected behaviour
Added visual indicators for every quest
Improved hats on monsters application - draws with monster sprite as opposed to a layered animation
Added Health Regeneration to autoconsume roughage
Updated the three base quests to be more 'immersive', adding custom boss type characters that can be optionally defeated.
Added quest markers for the three optional end game challenges.
After all quests are completed, the effigy will provide stronger versions of the challenge quests, one a day, one after the other, in a random order
Version 1.2.2
Simplified autoconsumption HUD display and updated config menu to toggle caffeine consumption
Added sprinkle effect to RotW: Fishspot
Fixed bugged behaviour with animal house trough
Version 1.2.1
Created a framework for all mod-spawned monsters and migrated all relative code to the framework
Created a framework for all challenges and migrated all relative code to the framework.
Made the secret woods challenge slightly harder.
Added a quest synchronisation check so that the Stardew quest manager and the mod quest tracker remain in sync
Updated the code for Rite of the Water: Smite. It always hits, always triggers on everything in the cast radius (from the cloud icon) but only plays the hit sound on a successful slay.
Rite of the Water casts in the direction of the mouse cursor instead of the Farmer Sprite, if the system returns a mouse position (shouldn't affect controllers). If the mouse cursor hovers near the player, the player facing direction is used instead.
Rite of the Earth: Explode Weed will now target objects within the cast radius of the player's current position instead of those touched by the cast circle (the sprinkles). This negates the doppler effect situations where weeds/breakables/gem nodes within range are skipped over.
Updated Rite of the Earth: Spawn Tree and Raise Sapling behaviour. Trees must have clear space in a 1 tile radius, but also be 2 tiles away from any other tree or sapling. Saplings no longer have fertiliser applied, instead the dayupdate formula is applied instead on cast (may raise tree, may not).
Added a difficulty value to the configuration to adjust spawned monster difficulty (won't affect vanilla monsters, only mod-spawned monsters from challenges/portals)
Added keyboard key V to the default keybinds
Added more math to the 'throw object at player' routine when drawing out fish, berries and other objects during rite of earth, to incorporate player motion. If a player zigzags, the animation may seem to go off mark. Added fade effect to reduce visual clutter.
Improved some animations such as RotW: Smite and RotE: Rockfall
Updated monster spawning behaviour to be more precise, favours bats from bushes/trees and slimes from pools of water.
Changed debris generation from various effects from 'create near player' to 'throw at player' to reduce reliance on magnetism, and prevent the continuous popping sound from picking up 100 bits of wood and fibre
Version 1.2.0
Rite of the Earth and Rite of the Water are now silent after the second full cycle. It's still casting, just without the constant chiming or rumble.
Joja Cola provides the same speed buff as coffee items/products on auto-consume
Parsnips have been added to autoconsume
Scarecrows water in a 4 tile radius.
Fixed weird interaction on breaking a boulder/stump in early game before axe/pick upgrades
Miscellaneous improvements to spawn rates for fishspots
Version 1.1.9
Fixed minor issues related to the Aquifer Challenge and miscellaneous improvements
Version 1.1.8
Miscellaneous improvements to the behaviour of Rite of the Earth in early game, made some of the quests a little harder
Version 1.1.7
Fixed bug where Effigy wouldn't load the new quests (or any quests) on a brand new, clean save.
Version 1.1.6
Added new feature to GMCM menu to set progress
Added eleven new task-related quests with rewards to the mod, each one relating to a lesson on a certain day
Added a day delay to lesson eleven
Fixed quest bug from patch 1.1.5 - sorry to everyone who lost progress, you can now reclaim that progress by setting a new progress interval in the config. 0 for new start, 6 to start at rite of water, 12 for rite of stars, 14 for full completion.
Version 1.1.5
Added Multiplayer specific option for Host to share lesson progress with all Farmhands joined in the game
Added Zombie Pirate event - smite the old mariner at the eastern beach!
Updated Rite of the Water: Smite Foe. There is no longer a medium sized aoe effect (roughly 1.5 tiles around the target). As damage is more localised, a high crit modifier has been added to the cast effect. Overall Rite of the Water: Smite is a great option for single target damage, while Rite of the Stars remains the go to map clear.
Updated the cast framework so that the action button can be used while the rite button is held, allowing players to fight opponents as rocks/meteors/lightning falls around them!
Kitty is thirsty! The farm petbowl can now be targetted by Rite of the Water to give pets a refill
Rite of the Water can target small stumps of all tree types (especially those left over by a meteor shower) for a special chance at a resin/syrup/tar/cooking ingredient
Added coffee bean, coffee and triple espresso to autoconsume process, applies drink buff if inactive
Rite of the Stars behaviour updated to be more reliable with coverage. Crafted objects will be dislodged on impact. Safe to impact tapped trees.
Added Ancient SandDragon event in the desert - cast Meteor while near the fossilised head of the SandDragon
Reworked a lot of non-tile based targetting systems, mainly for world features that are large or mobile, such as characters, animals, pets and bushes. Targetting is a lot more reliable and efficient.
Fixed possible desynchronisation of rite choice at Effigy and active rite when using normal weapons/scythe
Effigy hints at secret spawn challenges after Rite 3 challenge quest is completed
Miscellaneous fixes to 'portal' technology in Rite of the Water
Targetting the Trough in any Animal Building with Rite of the Earth will spawn Hay. Because why not.
Eased trigger window for The Slime Infestation
Added ability to attune weapon to a rite while selecting a patron with the Effigy
Version 1.1.4
Added additional dialogue with the Effigy to be enabled when Farmer.caveChoice is changed by the event with Demetrius
Updated most rite effects to have extra functionality determined by the upgrade level of their Axe or Pickaxe - to incentivise upgrade despite the alternative resource extraction provided by the Rites. This will include extra resource gathered on spell hit, and the radius of the meteor effects of Rite of Stars is doubled when Gold Axe and Gold Pickaxe are achieved.
Updated some rite effects to respond to profession choices - name choices that double chances for special item drops
Miscellaneous updates to animations, particularly the Rite of the Water: Fish Spot is now indicated by fish jumps as opposed to bubbles
Increased scope to autoconsume - check the mod description for an idea of what items are consumed
All rite casts have a delay buffer so that spamming the cast button doesn't reset casts. This can be disabled in a config option for Rite of the Stars. For reasons of... chaos.
Added config option to tune up all casts to the maximum, as if player possesses iridium tools with enchantments
Version 1.1.3
Introduced additional dialogue options for the Effigy to enable the player to review lessons and disable/enable certain effects
Added "Cast Buffs" as a default-enabled configurable feature that provides some easement to run-casting with Rite of the Earth, namely extra speed in grass, extra magnetism and auto-consumption
Auto-consumption, activated on any rite cast when stamina is critically low, consumes specific items (salmonberries, sashimi, cheese) to enable uninterrupted energy expenditure. The three items can be of any quality but must be stacked in the top bar/first dozen slots of player inventory.
Minor improvements to Rite of the Water cast animations
Tweaked the stamina costs of all rite effects to reduce proportionally to the player's level in associated skills.
Version 1.1.2
Quick Update to Fix Multiplayer issue.
Miscellaneous changes to rite of water animation and sound effect to make it more pleasant to spam
Sashimi is now auto consumed if it is in your inventory at the moment you require more stamina to cast.
Version 1.1.1
Added further configurations related to modification of the Farmcave for the Effigy
The Effigy offers an option to forget some rite of earth effects that might interfere with other intended effects, namely spawn effects for seeds, monsters, grass, trees and fish
Pressing the Rite Key anywhere in the farmcave will activate dialogue with the Effigy
Looking into issue with multiplayer
Version 1.1.0
Integrated Generic Mod Configuration Menu API
Updated mechanics for Secret Woods map, the log barrier can now be broken with Rite of the Water, as well as stumps inside the woods
Added a special challenge event for those who are curious enough to hit the Old Man Canoli statue with the rite of water. Those looking to unlock the burglar ring will be pleased!
Miscellaneous improvements to wording and optimisation
Version 1.0.9
Optimised Rite of the Stars to reduce lag and animation clutter
Campsites around Stardew Valley can be struck to create campfires - try cast rite of the water near the cliffs east of the hat-mouse-house in Cindersap Forest
Version 1.0.8
Fixed Game-Breaking issue with crop cultivation in summer and fall (Hops and Grapes codes were mixed up)
Changed Stars Challenge trigger and spawn position so that it doesn't happen in Andy's dirt patch in SVE
Miscellaneous improvements
Version 1.0.7
Added option for year 2 save loads to unlock all rites at max level in a dialogue option with the Effigy
Minor improvement to Rite of Earth casting animation and sound
Version 1.0.6
Added further support to Stardew Valley Extended by FlashShifter and DeepWoods by MaxMakesMods
Added extended level of cast range for held casting, disabled hand animations, cast resets if button is still held. Player can hold, run and cast continuous until energy is depleted
Added remote pet, farm animal and villager greeting to Rite of Earth
Fixed issues with spawning under farm buildings
Various miscellaneous updates
Fixed issue with Rite of Earth miscasting on Fruit Trees
Version 1.0.5
Patch to fix challenge quest in mine level 20
Version 1.0.4
Updated config file to enable progress configuration, which enables players to unlock all rites immediately - readme updated to provide instructions
Version 1.0.3
Miscellaneous updates to wording
Version 1.0.2
Miscellaneous updates to wording and spawn frequencies
40+ quests, 3 unique NPCs, 25+ abilities, 2000+ lines of dialogue and lore, Stardew Druid is a unique kind of expansion created to satisfy a desire for adventure.
This mod provides an alternative to early tool-based gameplay in the form of five schools of magic, which incorporate motifs and themes inspired by the Druids of antiquity!
The expansive questline starts with a custom NPC, the Effigy, located in the Farmcave, who will initially offer a new lesson or quest each day. The mod includes over ten epic boss battles to test your skills, with a range of configuration options to suit your playstyle. There are 21 lessons in total
Your journey is recorded in the Stardew Druid journal, a custom journal menu that provides all the instruction and lore you could ask for.
The mod works primarily though the use of the 'rite button', which is by default configured to keyboard.V, mouse.X4, mouse.X5 and controller.LeftShoulder.
For any mod support, discussion or feedback we recommend you join us on discord as opposed to posting on Nexus. Depending on timezones you might be able to get a response in under a minute!
https://discord.gg/XK29PHPqSg
----------------------------------------- 1. Rite of the Weald ----------------------------------------- Weald is an old fashioned name for a woodland area, where ancient druids would perform ceremonies honouring the kings of Oak and Holly. This rite is about rewilding the empty spaces of the Valley and drawing on the life essence of the Earth.
Draw out the hidden bounty of the valley, add trees and grass to barren spaces, enhance the growth rate of crops, explode weeds, twigs, ore veins and trigger rock falls in the mines.
----------------------------------------- 2. Rite of the Mists ----------------------------------------- The isle of mists is an important place in medieval sagas, and the residence of the Lady Beyond the Shore. This rite is about being a commanding presence with awesome displays of power and lots of lightning bolts.
Extract power from totem shrines, target scarecrows, rods and campfires for special functions, create high-yield fishing spots, and smite any obstacle in your way. Create monster rifts from ordinary candles for a bit of extra challenge and combat experience.
----------------------------------------- 3. Rite of the Stars ----------------------------------------- Celestial bodies and formations were an important device of storytelling and calendar traditions. That's all very wonderful and this rite is about calling down little stars as fireballs.
Call a meteor shower and rain down fire from the sky with reckless abandon. Call an even bigger comet down when used in conjunction with abilities learned later.
----------------------------------------- 4. Rite of the Fates ----------------------------------------- The fates are mentioned in many traditions of cultures that were adjacent to or inspired by the Fates of Greek mythology, and are the etymological root for faeries, fae and the like. This rite is about chance and destiny intertwined to produce random effects.
Meddle with the powers of the fates and to warp travel, dazzle enemies and villagers, power machines with essence and create anomalies in reality itself.
----------------------------------------- 5. Rite of the Ether ---------------------------------------- The fifth element, ether, which inspires a lot of alchemical traditions, is considered to incorporate both the spiritual/divine and the material. The traditional progenitors and agents of this element were... Dragons.
Transform into a Dragon!
----------------------------------------- + Additional Features ----------------------------------------- Gently caress your farm animals and neighbours with magic for soft friendship points each day. Prove yourself in new, unique challenges that test your ability with each rite. Encounter customised creatures with enhanced stats, cosmetics and behaviour. Boost your output with the specialised autoconsume feature, unique to Stardew Druid! Gain a dungeon delving companion, a treasure hunting friend and a gardener for your farm.
Optimised for: PC - Single Player - English SMAPI 4.0.1 required Generic Mod Configuration Menu recommended Expected to work without issue on multiplayer and with popular content mods 2.0.1 is available on the Stardew Druid discord server as the last stable release for SDV 1.5.6
IMPORTANT: 1. In multiplayer, only the host can trigger some progression critical quests, including introductions to NPCs and challenges. This is to prevent NPC duplication amongst other things. 2. This mod is known to conflict with mods that make changes to the farmer animation/draw cycle, such as fashion sense. If the mod crashes when attempting to trigger a quest event, set 'disable cast hands' to true in the config to disable the cast/trigger animation and avoid potential conflicts.
----------------------------------------- CASTING LOCATIONS ----------------------------------------- Stardew Druid attempts, when possible, to detect appropriate maps for casting, namely outdoor locations and mineshafts. No interior locations, except the Greenhouse in limited capacity, enable the player to reach the otherworld to cast rites. Some expansion mods may have exterior maps with names and properties that Stardew Druid is unable to detect, such as "Expansion_cliffside_resort". DeepWoods mod is the only Map expansion mods that Stardew Druid has optimised for at this stage. As expected Winter is a sad time for Rite of the Earth due to seasonal changes to Tree, Crop and Grass behaviour. Note: Enabling "Cast Anywhere" in configuration will enable rite casting in any location. Have tested, and can confirm, will spawn trees on the beach.
----------------------------------------- TOOL - RITE Behaviour ----------------------------------------- Any of these four tools (Pickaxe, Axe, Hoe, WateringCan) or any Melee Weapon (Including Scythe) must be selected in toolbar to perform a rite (cast) Some of the main questlines offer melee weapons that are each aligned with a druidic theme Forest Sword will always activate Rite of the Earth regardless of what blessing has been chosen with the Effigy. This will be true for other weapons reference or gained in quests for new rites.
----------------------------------------- Progress List ----------------------------------------- ** Denotes companion and challenge quests that can only be activated by the Host in multiplayer
Weald: 0. Companion quest - discover new NPC "The Effigy" in the farmcave (where Demetrius sets up his experiment) ** 1. Quest to retrieve a weapon attuned for Rite of the Weald 2. Effect: Explode weeds and twigs. Greet Villagers, Pets and Animals remotely, once a day 3. Effect: Extract foragables from large bushes, wood from trees, fibre and seeds from grass and small fish from water. Might spawn monsters. 4. Effect: Sprout trees, grass, seasonal forage and flowers in empty spaces. 5. Effect: Increase the growth rate and quality of growing crops. Convert planted wild seeds into random cultivations. 6. Effect: Shake loose rocks free from the ceilings of mine shafts. Explode gem ores. Charge up with a passive buff that adds a stamina drain to your attacks. 7. Challenge quest for RotWeald **
Mists: 8. Quest to gain weapon attuned to Rite of the Mists 9. Effect: Strike warp shrines once a day to extract totems, artifact spots to dig up items, and boulders and stumps to extract resources. 10. Effect: Strike scarecrows, campfires and lightning rods to activate special functions. Villager firepits will work too.. 11. Effect: Strike deep water to produce a fishing-spot that yields rare species of fish, strike lava to create walkable terrain. 12. Effect: Strike enemies for massive damage. Charge up with a passive buff that triggers healing mists on attacks. 13. Effect: Strike candle torches to create monster portals. Only works in remote outdoor locations. 14. Challenge Quest for RotMists **
Stars: 15. Quest to gain weapon attuned to Rite of the Stars 16. Effect: Summon meteors. Charge up with a passive buff that adds extra burst damage and knockdown to your attacks. 17. Challenge Quest for RotStars ** 18. Challenge Quests for Hidden threats to the valley ** 19. When at least one of the hidden threats are defeated, Effigy may be recruited on the farm as a gardener
Fates: (Requires quarry bridge repaired) 19. Companion quest - Discover new NPC "The Jester of Fate" ** 20. Quest to gain weapon attuned to Rite of the Fates 21. Effect: Warp move ability. Hold the rite button to teleport to map exits/entrances based on the direction you are facing. 22. Effect: Perform Magic tricks for villagers 23. Effect: Use Solar and Void essence to power farm machines 24. Effect: Create gravity wells to harvest crops and stun enemies. 25. Effect: Perform warp strikes on dazed enemies. Charge up with a passive buff that provides a momentary invulnerability shield on attacks. 26. Challenge Quest for RotFates ** 27. Jester may join you on your adventures. During idle moments Jester may rubup against animals or villagers to provide soft friendship points and tick the daily petted/talked-to game checks. 27. Companions will offer a rotating list of quests at secondary difficulties.
Ether: 27. Quest to gain weapon attuned to Rite of the Ether ** 28. Effect: Transform into a Dragon for one minute. 29. Effect: In dragon form, Leftclick/UseTool/Action to fly. 30. Effect: In dragon form, Rightclick/Check/Special to breathe fire. 31. Effect: In dragon form, fly over water to land on the surface, Rightclick to dive for treasure 32. Effect: In dragon form, search large maps for treasure indicators, Rightclick to collect. Provides a specialised journal update. 33. Challenge Quest for RotEther ** 34. Companion quest - Discover new NPC "Shadowtin Bear", who will be immediately available for recruitment. Shadowtin will pick up forageables and dig up artifact spots during idle moments **
Post-Ether content: 35. Companion quest "At the Beach" that focusses on Effigy ** 35. RotWeald Effect: Wisps 36. Companion quest "Jesters in the Night" that focusses on Jester ** 36. ChargeUp Effect: Chaos. Charge Stars then Mists, or vice versa, for a unique combat effect 37. Everything unlocked. **COMING SOON** Companion quest that focuses on Shadowtin!
----------------------------------------- CONFIG FILE ----------------------------------------- GMCM has been integrated
Rite Buttons "riteButtons" is a list of keybinds set to MouseX1, MouseX2, Keyboard.V and LeftShoulder - Holding the specified control will increase the range of the mechanic, up to ~7.5 tiles radius. - Keybinds can be changed in mod configuration after installing
----------------------------------------- Action Buttons "actionButtons" is a list of keybinds set to MouseLeft, ControllerX and Keyboard.C This OPTIONAL configuration does not override or edit in-game keybinds for the action controls, instead it just enables the mod to detect when the action/use tool button has been pressed. This is useful in the case that the action button is mapped to a non-conventional input, such as a special button on non-standard controllers or gaming mice.
----------------------------------------- Special Buttons "specialButtons" is a list of keybinds set to MouseRight, ControllerY and Keyboard.X This works exactly as above but for the special function.
----------------------------------------- Journal Button is a list of keybinds set to K This OPTIONAL configuration will open the Stardew Druid journal from the game world.
----------------------------------------- Disable Cast Hands Stardew Druid employs a 'pause and play single frame animation' for the farmer sprite when the rite button is used to trigger Druid events. This can be disabled to improve compatibility with mods that manage or modify the farmer sprite.
----------------------------------------- Slot Attunement "slotAttune" Rite casts will be based on selected slot in the toolbar as opposed to weapon or tool attunement. Slot 1 Weald, Slot 2 Mists, Slot 3 Stars, Slot 4 Fates, Slot 5 Ether. Overrides patron selection and weapon attunement. These options can be further configured in the customData.json file that comes with the mod
----------------------------------------- Slot Freedom "slotFreedom" (requires Slot Attunement) Invalid tool selections will be ignored when slot-attune is active. This enables the player to cast a rite without a proper tool selected in the inventory bar. Proceed with caution!
----------------------------------------- Auto Progress "autoProgress" The mod will load the next lesson/quest at the start of each in game day, without the need to approach any of the quest NPCs.
----------------------------------------- Set Progress "setProgress" Can be used to override the mod state on game load. -1 is the default for no effective change. See the progress list above.
----------------------------------------- Monster Difficulty "monsterDifficulty" Various modes to make mod-spawned monsters harder or easier to handle
----------------------------------------- Meteor Behaviour "meteorBehaviour" Adjust the risk/reward setting that governs meteor behaviour, including targetting, damage and coverage.
1. Prioritises Monsters, Stone Nodes and utilises a regular spatial pattern for optimal coverage. Normal damage. (default) 2. Monsters, Pattern, 1.1x damage 3. Stone Nodes, Pattern, 1.1x damage 4. Pattern only, 1.25x damage, 33% chance for large meteor 5. Completely random, 1.6x damage, 50% chance for large meteor
----------------------------------------- Adjust rewards (Percentage) "adjustRewards" Adjust monetary rewards that are provided on quest completion.
----------------------------------------- Maximum Damage "maximumDamage" Some spell effects have damage modifiers that consider player skill levels, druid level (mod progress) and applied enchantments. Enable to apply max damage everytime. The damage shown is roughly the amount applied to monster health by one Stars:Meteor hit.
Maximum Damage (when enabled) = 250
Calculated damage (when disabled, default) 5 * Combat Level ~ 50 at end game + 2 * Mining Level ~ 20 at end game + 2 * Foraging Level ~ 20 at end game + Farming Level ~ 10 at end game + Fishing Level ~ 10 at end game + 3 * SD Druid Progress level ~ 120 at end + 25 if selected tool is enchanted + 25 for Fighter Profession + 25 for Brute Profession = ~250-300 at end game, with more or less depending on Levels and SD Druid Progress
----------------------------------------- Colour Preference "colourPreference" Determines the colour of the sprites used to animate transformations
----------------------------------------- Cardinal Targetting Disables isometric (6 way) targetting for transformation effects. Might look a little misaligned with the transformation animations."
----------------------------------------- Auto Consume system When enabled allows automatic consumption of listed items from the inventory when attempting to cast Rites with critically low stamina These options can be further configured in the customData.json file that comes with the mod
Slot Consume "slotConsume" Enables auto consumption of any edible item in the top 12 slots of the inventory, prioritising left to right
Roughage "consumeRoughage" Autoconsume usually inedible but often inventory-crowding items: Sap, all TreeSeeds, Slime, Batwings, Red Mushroom, Taro Tuber.
----------------------------------------- Cast Anywhere "castAnywhere" Disables the Map-based cast restrictions so that any rite effect can be cast anywhere. Proceed with caution!
----------------------------------------- Reverse Journal "reverseJournal" Reverse the order in which Stardew Druid journal entries are displayed. Default: oldest to newest. Enabled: newest to oldest.
----------------------------------------- Ostentatious Hats "partyHats" Enable to put cute hats on some mod-spawned monsters. Cosmetic effect only.
----------------------------------------- Disable/Enable effects 1. Disable seed harvest from grass, disable Effigy crop seeding 2. Disable fish harvest from nearby water 3. Disable tree spawning and growth upticks 4. Disable grass spawning
Ether ----------------------------------------- TransformFree FlyFree Sweep Attack12 Fire Breath5 (per tick)
========================================= DRUID LEVELLING ========================================= Many of the Weald and Mists effects scale with mod progress so they remain viable and balanced at all stages of the playthrough Druid Level = Quest Level / 5
Weald ----------------------------------------- Explode WeedRadius: 3 + DruidLevel (max 8) TreeDebris (Timber): 1 + RNG based on DruidLevel + professions RockfallDebris (Stone): 1 + RNG based on DruidLevel + professions Spawn Forage/FlowerRadius: 2 + Druid Level (max 6), which inherently increases chance to spanw Spawn ArtifactChance: 200 - Quest Level Charge:Sap EnergyDrain: 2 + (DruidLevel * 3)
Mists ----------------------------------------- ScarecrowRadius (Watering): 2 + DruidLevel (max 8) Lightning RodUses per day = DruidLevel (min 2) LavaRadius: DruidLevel (max 4) SmiteTarget Limit per Burst: DruidLevel / 2
----------------------------------------- MULTIPLAYER ----------------------------------------- Mod is stable for multiplayer for the entirety of the content up to the conclusion of Rite of the Ether.
----------------------------------------- COMPATIBILITY AND SAVE DATA ----------------------------------------- Custom data model stored in save files - only affects the mod, so won't impact any save files after uninstalling/installing Enable and Disable the mod with confidence on any of your save files Stardew Druid is stable with most popular mods, including - Expansions like SVE, ES and RSV (for now it is not optimised for the custom content) - DeepWoods - NPC Adventures - Immersive Farm - Farmcave mods - That modular gameplay alternative mod - All the major frameworks including SpaceCore, Content Patcher, etc
If there is a mod compatibility issue, come onto discord and log a ticket!
----------------------------------------- OPENSOURCE ----------------------------------------- Opensource repository https://github.com/Neosinf/StardewDruid GNU GPL 3 License
Please note there is an exception to the license that covers all original artwork (pixel art) that is packaged with the mod.