This page was last updated on 09 April 2025, 5:35PM
Changelogs
Version 5.1
Added damage to Gryphon/Basilisk/Cockatrice/Melusine (contract Siren) scream. Many thanks to Arkwulf for the tests!
Added Yrden slow down for Noonwraith/Nightwraith when they are under the influence of Silver Dust.
Armored Arachas is now invulnerable to attacks from behind.
Version 5.0
The mod has been completely moved to a scripting base - no more XML editing.
A lot of new changes for different monsters, as well as a correction of old changes. Just read the description.
Version 4.04.1
Added the werewolf health regen buff from FCR3 by Andrzej Kwiatkowski as it didn't carry over into nextgen, thanks to Xanderr0 for pointing it out
Nerfed the gravehag tongue poison status attack. Aside from poison it now does knockback and stun effect instead of the previous blindness. This should mean that even if golden oriole nullified the poison effect, the knockback and stun still allows her to get a hit in - giving you a good reason to try to counter/cut off her tongue as you are often told in loading screen tips.
Removed the dlc folder.
Version 4.03.1
Updated for game version 4.03.
Made it so a Grave Hag's tongue attack is poisonous (and then some) but not its claws, thanks to Akatoshka7.
Version 1.9
Added igni vulnerability to noonnightwraiths as it was in the bestiary description of Jenny O'the Woods and the White Lady, as spotted by Akatoshka7.
Version 1.8
Added fire immunity to Archgriffins (volcanic griffin) as per the Opinicus description: "He knew neither Igni nor bombs dealing fire damage would have any effect against this fire-loving creature.", as spotted by Akatoshka7.
Version 1.7
Hotfix. Added the scripts that were missing from update 1.6.
Version 1.6
Added poison effect to Endrega Workers as they are described as venomous in their bestiary description and golden oriole is listed as a vulnerability.
Version 1.5
Damage over time effects no longer automatically pause health regeneration in monsters. Ex: in the vanilla game, if a werewolf had 50 health regen and you applied a 60dps bleed effect, its health regen would get paused and it would lose 60 health every second. Now both the health regen and the health dot get applied together, so the result is that werewolf ends up losing 10 health per second. Overall this is a large nerf to the player's DOT effects against regenerating enemies to keep the pressure on during those fights.
Added bleed effect on-hit to katakans as it was in the bestiary description for the monster hunt katakan. This change also affects garkains and fleders as they use the same "weapon" as katakans so in the end all non-dettlaff vampires end up having the bleed effect on-hit.
Arbitrary change: non-bruxa/alp vampires now also have the ability to "feed" off their enemy's blood by healing for 10% of the damage they cause (feeding on the blood from the wounds they cause). Its primary goal is to create a more meaningful interaction between vampires, blood, and the black blood potion which in vanilla is no more useful against most vampires than it is against necrophages (as it reflects 15% or more of the damage geralt receives it works as a counter for the vampiric 10% healing ability).
Arbitrary change: reduced the mod-added fleder essence regen from 70 (monster hunt katakan) to 30 (werewolf base regen) as it is described as a weaker variety of vampire, rather than a boss monster, and fleders can even show up in a group (cage au fou, protofleders in elder cave).
Arbitrary change: reduced the mod-added garkain essence regen from 70(monster hunt katakan) to 50 (regular katakan). They are described as being more powerful than fiends, yet you only really face them during the night of long fangs quests and possibly several in a row at that: a sequence where you can easily run out of supplies to counter regenerating enemies. So hopefully giving them regular rather than monster hunt vampire essence regen is enough to not make the player feel like he needs to go back to a store and stock up on items rather than just be more careful during those fights.
Arbitrary change: Alpha Garkain (monster hunt) essence regen set to 90. (highest base regen accounted for).
Version 1.4
Undid the addition of SlowDownFrostEffect to Eredin's sword. Slowing down Geralt makes combat more annoying and there are no alchemical items that counter that frost slowdown effect. And making one of them counter it in a different mod (ex: blizzard) would have even required changing a potion description from vanilla. Instead the Eredin fight will be made less anticlimatic by speeding up Eredin with the Faster Fatties mod.
Version 1.3
Removed the addition of werewolf essence regen to BigBadWolf (not exactly a contract monster) since at the point in the game where you fight him the player has no access to shops where he could easily acquire the ingredients needed for the alchemy items to properly fight a regenerating enemy, and if in trouble would have to revert to a much earlier save in order to first obtain them.
Removed the addition of werewolf essence regen to lesser werewolf in case some of its varieties already had some other regen ability and further stacked it when in neardeath/rage mode.