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Raid Maker

Your own base raids, gentle by default: undead, Black Knights, kalphites or demons attack your base in waves, with a champion at the end.
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Description

Base raids your way, gentle by default.

Now and then a warband turns up at your base: undead, Black Knights, the Umbral Sands or demons. They come in waves, with a champion at the end. Turn it up, turn it down, or start one yourself. New in 1.1.0: an optional boss at the end, off by default because it can smash wooden building pieces.

Thanks to oDeathStiX for sparking the idea: they asked if raids from other regions could come to their base. In the base game a raid on your base is always the enemies of your own area (at my Bramblemead base it is goblins). I tried to point the game's own raids at other regions and it cannot be done: a raid that is not tied to a region simply never fires. So this mod brings its own raiders. If you would rather have zombies roaming the wild in other regions than raiding your base, oDeathStiX has a mod for that: Zombies In Starter Regions (Nexus Mods, linked below).

It starts gentle on purpose: the default is about one raid every 45 minutes you spend at your base, two small waves and one champion. If you want more, it is all on sliders.

What it does

  • Raids start on their own while you are at your base, meaning near a bed you have claimed. By default about every 45 minutes on average, and never two raids closer than 20 minutes apart.
  • Or start one yourself: Esc > MODS > Raid Maker > Start a raid now. It starts when you close the menu.
  • Waves and a champion: by default 2 waves of 3 raiders, 25 seconds apart, and one tougher champion in the last wave.
  • An optional boss at the end (new in 1.1.0, off by default): undead raids end with a zogre, Black Knight raids with a blue dragon. A boss can smash wooden building pieces, including your claimed bed. Read "The boss at the end" below before you turn it on.
  • They come from outside: raiders appear on walkable ground about 25 m from your bed, using the game's own navigation map, then head for you.
  • They match your area: raiders spawn at the power level of the area your base is in, like the game's own raids, or at a level you pick from 1 to 12. The level really changes them: a level 2 zombie had 120 health against 60 at level 1.
  • They are the game's own creatures: they fight like any other enemy, drop their normal loot and give XP.
  • The game's raid horn plays when a raid starts, with its own volume slider.

The four armies

A raid picks one of the armies you have turned on. Each one can be switched off in Mod Menu.

  • Undead: skeletons, zombies and Rotsworn. Champion: a Rotsworn Marauder. Optional boss: a zogre.
  • Black Knights: melee, ranged and two-handed knights. Champion: a Flaming Black Knight. Optional boss: a blue dragon.
  • Umbral Sands: kalphites and Kot'Haar. Champion: a Kalphite Guardian.
  • Demons: hellhounds and lesser demons. Champion: the demon Delrom, twice as tough as the rest.

The boss at the end (new in 1.1.0, off by default)

Warning: a boss can smash your wooden buildings. Regular raiders damage buildings too (see Good to know), but a boss is much worse. In my test, one zogre attack hurt every wooden piece within about 10 m of it at once.

  • One zogre ground pound took a large wall to 68%, a large foundation to 84% and a bedroll to 79%. Within about a minute, 10 of the 14 pieces within 25 m of my bed were destroyed, including the bedroll I had claimed.
  • With no claimed bed, Raid Maker starts no new raid until you claim another one.
  • The blue dragon did less damage in my test: its wing buffet took a wall to 70%, and nothing was destroyed in the 73 seconds I watched.
  • That was one test for each boss, and I only checked wooden pieces. I can't tell you what it does to stone or metal.

I could not stop it. I tried several ways and found nothing that protects walls, floors and foundations, so the boss is off by default. If you turn it on, fight it away from things you care about.

How the boss works:

  • When it comes: once the last wave and the champion are dead, a note says "A zogre is coming!" (or "A blue dragon is coming!") and the boss shows up about 6 seconds later. The raid ends with "Raid defeated!" when the boss is dead.
  • Which armies: undead raids bring a zogre and Black Knight raids bring a blue dragon. Umbral Sands and Demons raids have no boss yet.
  • Health: in the game these bosses have full health at any level (4200 for the zogre, 4000 for the blue dragon), which is far too much for an early base. So the boss starts with part of it, scaled by the raid level (your area's level, or the Raider level you set): about 8% at level 1 (a zogre starts at about 350), about half at level 5, and full health from level 10.
  • Loot and XP: a boss is the game's own creature, so it drops its normal loot and gives XP. In my test a level 1 zogre gave 119 XP and 5 loot items, and a level 1 blue dragon gave 72 XP and 6 (dragon teeth, blue dragon scales, dragon blood, dream shards, skin and upgrade shards).
  • Walking away works as before: about three times the base size from your base for a minute, and the raid ends with "The raiders gave up and left." The boss is removed too.

How a raid goes

  • It starts with the horn and a note near the bottom of the screen, like "An undead horde is attacking your base!". The first wave arrives a few seconds later.
  • Each new wave shows "Wave 2 of 2" and so on.
  • It ends with "Raid defeated!" when the last raider is dead. With the boss on, the boss is the last one.
  • If you walk away from your base (about three times the base size, for a minute), or the raid runs for 15 minutes, the raiders give up and the ones still standing are removed.
  • If you die mid-raid, the raiders take what they came for and leave. You respawn right at your bed, so otherwise they would just beat you down again. You can turn this off.
  • If you quit mid-raid, the raiders are gone when you load back in. They are never written into your save.

Settings

All live in Mod Menu (Esc > MODS > Raid Maker), or in config.txt in the mod folder:

  • Raid Maker on: on by default. Off stops raids and removes any raiders still alive.
  • Start a raid now: a button. You need to be near a bed you have claimed.
  • Minutes between raids: 45 by default (2 to 240). About how often a raid comes while you are at your base, in real minutes, on average.
  • Shortest gap: 20 minutes by default (0 to 240). Never two raids closer together than this.
  • Waves: 2 by default (1 to 6).
  • Raiders per wave: 3 by default (1 to 10).
  • Seconds between waves: 25 by default (5 to 120).
  • Champion in the last wave: on by default.
  • Boss at the end: off by default. Undead raids end with a zogre and Black Knight raids with a blue dragon, once everything else is dead. It can smash wooden building pieces, including your claimed bed, so read the warning under "The boss at the end" first. In config.txt it is Boss = true.
  • Raider level: 0 by default (0 to 12). 0 = match the area your base is in, like the game's raids. 1 to 12 = always that level (1 is early game, about 10 is end game).
  • Undead / Black Knights / Umbral Sands / Demons: all on by default. Which armies can come.
  • Spawn distance: 25 m by default (10 to 60). How far from your bed raiders appear.
  • Base size: 60 m by default (20 to 150). How close to a claimed bed counts as being at your base.
  • Raid ends if you die: on by default.
  • Show messages: on by default. The note when a raid starts, for each wave and when it ends.
  • Raid horn: on by default.
  • Horn volume: 250% by default (0 to 400%). 100% is the game's normal level, which I found too quiet.
  • Detailed log: off by default. Extra lines in UE4SS.log for troubleshooting.

Dedicated servers (new in 1.2.0)

Raid Maker runs on a dedicated server. The server does the raids, so that is where it has to be installed.

  • On the server: install Raid Maker there. Raids then come to every player who is at a bed they have claimed. One raid runs at a time on the whole server. The settings are the server's config.txt. The server reads it again every 10 seconds, so you can change them without a restart.
  • On your own game (optional): with Raid Maker installed you also get the raid messages and the horn, and "Start a raid now" in your Mod Menu asks the server for a raid at your own bed. Without it you still get the raids, just with no warning. Show messages, Raid horn and Horn volume are your own; every other setting is the server's.
  • PlayerStart in the server's config.txt (on by default): turn it off if players should not start raids themselves.
  • If the server does not have Raid Maker, the button tells you so after 5 seconds and nothing else happens.
  • The raid belongs to the player whose bed it is: the raiders walk to them, and "Raid ends if you die" is about them.
  • The server needs UE4SS. A dedicated server does not load it the usual way; ask your host, or see my other server-ready mods for how I set mine up.

Tested on my own dedicated server with one joined player: started by button and at random, both waves, a won raid, a death, the mod switched off mid-raid, and both refusals. Not tested yet: two players at the same time, and the boss on a server.

Install

  1. Install UE4SS for RSDragonwilds (free, from the UE4SS for RSDragonwilds page on Nexus Mods).
  2. Drop the RaidMaker folder into RSDragonwilds/Binaries/Win64/ue4ss/Mods/
  3. Optional: Mod Menu for the in-game settings and the Start a raid now button. Without it, everything is in config.txt.

On Game Pass: use the BE version of UE4SS with the SCO signature, the normal build does not load there. Game Pass also installs the game under Binaries/WinGDK/ instead of Binaries/Win64/, so the RaidMaker folder goes in RSDragonwilds/Binaries/WinGDK/ue4ss/Mods/. If you install with Vortex, check that is where it ended up.

To uninstall, delete the RaidMaker folder.

Good to know

  • Raiders damage your buildings. This page used to say they do not. That was wrong, and I am sorry for it. When I tested it properly, with my character standing still inside the base, all four armies damaged building pieces: an undead raid destroyed my bedroll and two large walls, Black Knights and demons destroyed walls and floors, and the Umbral Sands swarm took a wall down to a quarter of its health. If your claimed bed is destroyed, no new raid can start until you claim another. The optional boss does even more (see the warning under "The boss at the end").
  • The game's own raids still happen. This mod adds raids, it does not replace or change the vanilla ones.
  • Archers keep their distance. Skeletal archers and ranged knights hang back, so you may need to walk over to finish a raid.
  • A boss can wait outside your walls. When I sat behind my walls, a zogre stood outside for about 3 minutes without attacking, and a blue dragon stayed outside for over 2 minutes. The 15 minute limit still ends the raid.
  • Solo, host, or a dedicated server. In co-op, only the host's copy runs raids, and on a guest it does nothing. For a dedicated server see "Dedicated servers" above.
  • Nothing changes your save by itself. The mod itself never touches items, XP or buildings, and raiders are never saved into your world. What to watch: raiders and the optional boss attack your building pieces, and that damage is saved like any other.
  • Light on performance. It looks for your claimed beds at most once a minute, so a bed you just claimed counts within a minute. Random raids wait while a menu is open.
  • Not sure it is running? UE4SS.log shows a line starting with [RaidMaker] loaded v1.2.0, and a line when each raid starts and ends.

Tested on RuneScape: Dragonwilds 1.0 in solo, on a world with a base in Bramblemead. Regular raids (tested on 1.0.0): raids started both at random and with the Start button, every raider spawned on the navigation map, raiders took the area's power level, and every raid ended with "Raid defeated!", with no errors. All four armies raided, a fixed raider level (6) made them several times tougher, walking away ended the raid and removed the raiders, dying and quitting mid-raid were tested, and a 17 minute session with my other mods had four raids and no errors. The boss (1.1.0) on the same base: a zogre at raider levels 1, 2, 3, 4, 6 and 10 and a blue dragon at 1, 6 and 10, loot and XP from real kills, walking away during a boss fight, dying or turning Raid Maker off while a boss was alive, quitting to the menu with a zogre alive (no raiders in the save afterwards), and ten boss raids back to back with no errors. The damage numbers above come from one test for each boss, on wooden pieces. Not tested yet: co-op, controller, Game Pass, a base in another region, stone or metal pieces against a boss, and a boss when you stand at the foot of a cliff (my test there was inconclusive).

Credits and links: idea sparked by oDeathStiX on Nexus Mods. Their mod Zombies In Starter Regions (Nexus Mods) adds roaming zombies to other regions.

Raid Maker Team

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