Don't Starve Together

Don't Starve Together

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Scaling Giants
   
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Feb 4, 2016 @ 4:22pm
Dec 8, 2016 @ 1:12pm
11 Change Notes ( view )

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Scaling Giants

In 1 collection by den
Den mod collection
24 items
Description
Scale Giant difficulty based on # of players

Currently only HP is scaled. See config options.

Changelog:

1.0:
Initial Release.

1.1:
Fixed a typo in Deerclops settings.
Added percent scaling mode.

1.2:
Fixed: Giant hp now scales dynamically. This means the max hp will change based on players entering/leaving, not just how many players were around when it first spawned.

Added: Giants heal when players enter or leave to prevent cheesing the scaling mechanic.
Added: Option for announcing when a giant is spawned.

1.3:
Fixed PlayerCheckTask crash when a boss dies.

1.4:
Changed: Giant scaling only applies when there is more than 1 player present.

1.5:
Fixed: 1.4 changes working properly between scaling modes.

1.6:
Fixed: Scaling in percent mode now accounts for players properly.

1.7:
Added: Minotaur is now subject to giant scaling.

1.8:
Added: Boss loot can now optionally scale up. Each player grants an extra roll of the vanilla loot table. Drop chances of each item are unaltered.

1.9:
Fixed potential crash with scaling loot. Maybe fixed the boss spawn crash in multiplayer. Needs more testing.

1.10:
Added: Bee Queen support.
Added: Toadstood support.
36 Comments
Lorant The Almighty Jan 10, 2022 @ 9:20am 
could someone make a mod that adds boss summons? you know, things that spawn in giants, but only when the criteria are met. (the deerclops summon can only be used during winter, bearger during autumn, etc...) I am a terraria player who recently picked up dst, so my idea might be seen stupid by others. i am not asking the uploader of this specific mod to make this, maybe someone who knows how to do stuff like this wil find my comment.
jupiterLILY Aug 11, 2018 @ 9:07am 
Could we have the option to scale them down to original Don't Starve values as well as scaling up?

Phoenishua May 28, 2018 @ 9:28pm 
If there is only one player, is the health of the bosses set to base Don't Starve levels or Don't Starve Together levels (DST already increases health by 100-1000%)
den  [author] Dec 9, 2017 @ 9:38am 
I've actually just came back to DST, so if anyone still subbed to this thread has suggestions on what needs added I'll try to get it done.
Cactus Based Cola Dec 29, 2016 @ 9:25am 
Has this been updated to cover Klaus as well? Or would scaling his health be difficult since he has that unique script of reviving after his first death and enraging at the death of his deer?
den  [author] Dec 13, 2016 @ 11:49am 
@calculuschild: That seems like a reasonable idea. The healing was originally implemented to discourage everyone but 1 person logging out to get a low HP boss, and this was especially important to avoid with loot scaling.

@Deku Scrublord: I'll implement @calculuschild's suggestion about health calculations and see how that plays. Currently the 'Scale Giants?' option stops the mod from attaching the scaling component to bosses at all. I'll change this so that the 'Scale Giants?' option will instead make the health scaling system always think there is 1 player.
calculuschild Dec 13, 2016 @ 6:37am 
@Deku Scrublord: I think that's the reason he added the boss healing to begin with. You could get your group and beat up the boss for a bit, then have all but one person log out and the boss immediately loses 5000 health and dies.

@denoflions: I think it might make more sense to check when a person logs in/out what percent health the boss is at before updating the health, then set it to the same percent based on the new health scale. So if Deerclops is 50% dead, and a new person joins or someone leaves, his max health still changes, but only heal him or damage him enough to keep him 50% dead. That way if you have 8 people all fighting Dragonfly and suddenly 7 log out, the last person still has to do the same amount of damage by himself he would have done as part of the 8-man team.
Deku Scrublord Dec 12, 2016 @ 5:24pm 
I've run into a few problems with this mod.

When a player joins or leaves the game, bosses will fully heal, even when near death. This can effectviely make bosses invincible if players come and go often enough, which is common on public servers.

A more fair system would be to heal and damage bosses based on the mod's settings. If the mod is set to a static increase of 1000 HP per player, bosses should instantly heal 1000 HP when a player joins and instantly take 1000 damage when a player leaves.

Another thing I noticed is that if 'Scale Giants' is set to 'No', the mod is disabled and any other options, like the loot scaling and base HP values, will not work.
den  [author] Dec 11, 2016 @ 11:53am 
@dpslem: I'm not sure I understand the question. If you're talking about the default HP values, they are vanilla DST values unless otherwise stated; like Dragonfly defaults to Nerfed (8k).
dpslem Dec 11, 2016 @ 1:37am 
thank you for making great work! There are minor questions, what the default criteria are. together or single