This page was last updated on 24 June 2022, 3:19PM
Changelogs
Version 1.1.2
Added more logical checks to the NPC script to ignore modifying damage from unusual sources, including the 'killall' console command.
Version 1.1.1
Sirens are no longer effected by speed modifiers.
Added "IsAlive()" as a logic-check for applying speed bonuses, which seems to have fixed the troll decapitation bug.
Version 1.1
Implemented a way for this mod to tell whether or not "Ultimate Enemy Scaling" is also installed to provide better scaling.
Version 1.0
1.0 release - out of Beta!
Renamed mod to "Dynamic Enemy Stats and Speed" so its easier to tell what it does from the title
Removed custom DLC files - those are no longer needed. Mod is done through scripts only.
Re-worked size scaling and dynamic stats. Now enemies are simply given -3 to +3 levels and stats are simply based on their level
Changed min/max size scaling from 16% to 15% (and 9% for "large" NPCs)
Removed randomized attack speeds. Attack speeds are still modified but now its strictly based on the monster species. No randomization.
Changed the minimum level difference requirement for "HIGH LEVEL" and "DEADLY LEVEL" enemy bonuses. Since this mod effects NPC levels by -3/+3, I've applied a 4 lvl offset to trigger those NPC bonuses.
Version 0.9b
NPCs using the "LargeSpider" ability are immune to becoming smaller - they can only become larger.
Version 0.9.6
Implemented native compatibility with Ultimate Enemy Scaling. No other changes at this time.
Version 0.9.5b
Mod should now correctly ignore all Bosses and cut-scene NPCs
Consolidated several scripts into the "local" folder rather than getting the npc.ws file all messy. This is a technical change and users won't notice any difference.
Re-wrote scripts which handle size randomization to be more efficient and simple.
Size and speed modifiers are now applied via the vanilla "AddLevelBonus" function rather than the "OnSpawn" function.
Version 0.8b
Min/Max NPC size has been changed from -20%/+20% to -16%/+16%, due to some NPCs interacting with terrain/environments abnormally beyond 16%.
The following NPCs are immune to being smaller than default, they can only become larger:
stats.HasAbility('mon_wolf_alpha')
&& !stats.HasAbility('mon_wolf_alpha_weak')
&& !stats.HasAbility('mon_nekker_warrior')
&& !stats.HasAbility('mon_rotfiend_large')
&& !stats.HasAbility('mon_ghoul_stronger')
&& !stats.HasAbility('mon_katakan_large')
&& !stats.HasAbility('mon_greater_miscreant')
&& !stats.HasAbility('mon_waterhag_greater')
&& !stats.HasAbility('mon_gryphon_stronger')
&& !stats.HasAbility('mon_fogling_stronger')
&& !stats.HasAbility('mon_lamia_stronger')
Version 0.8.2b
No gameplay changes in this version. Only technical changes have been made to scripts to accommodate the latest version of my other mod "Vigor". If you use Vigor and True Monsters together, please make sure both mods have been updated.
Version 0.8.1b
Fixed an issue where NPC size and speed modifiers stacked beyond intended values.
Speed modifiers are no longer applied to NPCs if the NPC's HP is 10% or lower. The idea is they're weakened and cannot move faster.
"Momentum" from an NPC's attacks are reset if the NPC takes damage. The idea here is that you've disrupted their momentum.