**1.4.0**
 ---
 ```
 - Adds support for negative SizePerLevel, so creatures can be configured to shrink with each star
 	- Adds MinimumCreatureScale config (default 0.1), the floor a creature can shrink to. Prevents zero sized or inside-out creatures
	- PerLevelScaleBonus now accepts negative values (range is -0.5 to 2)
	- Fixes changed size settings not applying to already spawned creatures until they respawned
 - Fixes creatures at exactly the max level re-rolling their level
 - Fixes bosses between MaxLevel and MaxBossLevel being treated as over-levelled and constantly re-rolled
 - Fixes ragdolls of creatures whose prefab is not unit-scaled (lox, troll) being sized incorrectly
 - Improved HUD performance slightly
 - Improves cache eviction of HUDs slightly
 - Improves drainer effects to be modified based on how you handle the attack
	- Dodging a drainer attack will prevent the full drain effect
	- Blocking a drain attack will prevent a small amount of the effect
	- Parrying a drain attack will prevent a moderate amount of the effect
 ```

**1.3.0**
 ---
 ```
 - Adds ChancePerLevel as a loot style, which gives each drop a chance to happen that scales on the creatures level (drops amounts scale linearly)
 - Pickables are now fully supported for custom loot drops via nonCharacterSpecificLoot in LootSettings.yaml, keyed by pickable prefab name (e.g. Pickable_Turnip)
 - Improves Lootdebug logging to show more details of how loot is calculated
 - Adds ChancePerLevel as a selectable LootDropCalculationType: each drop becomes an all-or-nothing lottery whose chance grows with level (base amount or nothing), applied to creature, tree, rock, pickable and destructible loot
 - Adds PerLevelLootChanceScale config (default 0.05): under the PerLevel loot style, increases the chance a sub-100% drop occurs by this amount per level, on top of any per-drop ChanceScaleFactor
 - Improves accuracy of distance loot scaling
 - Fixes incorrect logging of tamed loot drop skips
 - EnableDistanceLootModifier Bepinex config (along with enableDistanceLootModifier in Lootsettings.yaml) now both control distance scaling fully
 - Fixes LootDropCalculationType not being applied on load (Exponential scaling was ignored until the setting was changed)
 - Improves minimap redraw conditions
 ```

**1.2.2**
 ---
 ```
 - Trims Nemesis score data to prevent unbounded history
 ```

**1.2.1**
 ---
 ```
 - Fix cache collision causing incorrect naming in multiplayer
 - New configuration (default enabled) to hide zone and rings below fog layer
 - Improves the force spawn command for Nemesis minibosses to allow usage on dedicated servers
 - Fixes Nemesis world bosses never appearing on dedicated servers
 ```

**1.2.0**
 ---
 ```
 - Adds Nemesis world-boss spawns! (disabled by default EnableNemesisRemoteSpawning)
	- Configuration allows generating world bosses from any enemy prefab
	- Custom names, custom loot tables, modify boss stats
 ```

**1.1.3**
 ---
 ```
 - Fixes a bug where Nemesis boss creation could fail and cause an NRE
 - Fixes Nemesis bosses not being removed from the potential spawn list when they are spawned
 ```

**1.1.2**
 ---
 ```
 - Adds DespawnIfNotAlerted for Nemesis spawns configuration, as an optional way to cleanup
 - Improves compatibility with mods that adjust creature health
 ```

**1.1.1**
 ---
 ```
 - Fixes support for UI scales at extremes
 - Adds configuration options to control all Boss HUD positioning
	- Configure space to top of screen
	- Configure vertical stacking or horizontal stacking
	- Configure buffer space between boss entries
 ```

**1.1.0**
 ---
 ```
 - Fixes multi-fracture rocks not spawning drops at the broken position (was always falling back to rock center)
 - Raids now wind down gracefully: when a raid ends its creatures stop hunting and wander off to despawn instead of being deleted instantly
	- New config RaidWindDownSeconds (default 60) sets how long creatures linger before the backstop runs
	- New config RaidForceDeleteStragglers (default on) force-deletes any creatures still present at the end of the window; disable to let them all despawn on their own
 - Zone decay rate is now configurable
	- New config ZoneDecayLevelsPerHour (default 0.25) sets how many zone levels decay per real hour; 0 disables decay, higher values speed it up
	- Default decay slowed (one level every 4 hours, ~12 hours for a level-4 zone) and reduced frequency 
 ```

**1.0.1**
 ---
 ```
 - Fixes monsters scaling in dungeons when not set
 - Adds a configuration to enable the previous health font (UI, UseCustomHealthFont)
 ```

**1.0.0**
 ---
 ```
- Provides a simple configuration GUI
	- Can be turned off through configuration
	- Allows tuning some of the largest system knobs that otherwise require yaml editing
- Levelup chance Generators
	- Similar to color generators, these are simple definitions which allow building out complex or large level curves
	- Define a min, max, style (linear, exponential, gaussian), and chance to configure levelup chances
	- Multiple level generators can be used to provide unique level curves
- Adds boss kill based, scaling
	- As the world's bosses are defeated (global keys), levelup chances for creatures in each biome will change
	- The highest entry is selected, and optionally influences any biomes with custom levelup chances (uses level generators)
- Zone Scaling
	- Zones fill the map, they scale independantly. Regular kills in a zone will cause it to spawn stronger enemies.
	- Zones can be seen through a togglable overlay on the minimap
- Current Zone & Distance level can be optionally shown on the minimap now
- Fixes overlapping multiple boss name/healthbars, they are now stacked vertically at their full native width (spacing configurable via BossHealthbarStackSpacing)
- Fix for rare race condition that could result in players seeing a creatures as a different level with enough latency
- Adds a simple configuration for seperately limiting boss creatures levels
- Adds two missing icons to modifier icon display style
- Fixes a bug which would cause raids to silently fail almost immediately
- Added MultiplayerEnemyMinDamageTaken which caps the damage reduction provided to creatures from multiplayer scaling (default creatures take a minimum of 20% damage)
- Fixes DropThat compatibility so DropThat's item modifiers (durability/quality/custom stacks/EpicLoot/etc.) are applied to creature loot again
	- Note: DropThat item modifiers still do not apply to SLS-handled object loot (rocks/trees/destructibles), which keep SLS's level/distance scaling
- Some spelling fixes :) no promises, my spelling still sucks.
- Performance Optimizations for the Nemesis and Raid systems
```

**0.21.0**
 ---
 ```
- Adds configuration to allow setting and changing how modifier icons/stars are displayed
	- This now updates live
	- Supports disabling all star/icon changes for modifiers (just name changes)
	- Adds many of the missing Icon style displays for modifiers (note 2 are still missing and will be added as time permits)
- Fixes a chance that the nemesis system could error during player death (now pauses correctly)
```

**0.20.7**
 ---
 ```
- Fixes Raid network serialization occasionally running into errors starting
```

**0.20.6**
 ---
 ```
- Fixes Tames not properly inheriting levels from their parents by chance
```

**0.20.5**
 ---
 ```
- Fixed drop counts not scaling in some scenarios properly
- Fixed inverted drop individual vs stacked configs, moved these configs to LootSystem Section
- Nemesis system (delete config if you want the changes)
	- Removed boss faction settings for generic attack groups and biome defender groups
	- Added player current health check
	- Added custom loot for Nemesis creatures
	- Added a treasure troll for the plains at high threat levels (very low chance)
```

**0.20.4**
 ---
 ```
- Fixed Nemesis spawns not obeying the max level
- Fixed Lootbag item drops always spawning as individual items, now uses the preference system
- Fixed Nemesis key lookups not gating events from happening
- Added additional position conditionals for Biome Defender nemesis events
	- Updated Nemesis configuration version
	- Allows Nemesis events which are not tied to score
	- Ensured that Nemesis persistent log can't grow too big
	- Fixed an issue where the Nemesis system could be too kind on newly loaded players
	- Improved Nemesis logging details
- Fixes an issue which would disable a raid when it could normally find all spawn points
```

**0.20.3**
 ---
 ```
- Increased default raid configuration size (delete your RaidSettings.yaml if you want the new default)
- Fixed an issue where creatures would not become aggressive during raids or nemesis spawns
- Adds additional fallback for raids that fail to determine spawn points
- Improved flexibility of Nemesis spawn configuration, new default configuration (delete your NemesisSettings.yaml)
	- Adds Nemesis hunters that spawn when players are in a biome that is significantly ahead of their progression
```

**0.20.2**
 ---
 ```
- Improves compatibility with Custom Raids (both SLS Raids and Customs can be active now)
- Fixes a data consistency issue with merging spawn denial groups
- Fixes a harmless but spammy error when logging to the main menu
- Sets egg quality to level 1 for quantity egg production, quality egg production still allows higher levels (and fewer eggs)
```

**0.20.1**
 ---
 ```
- Fixes Nemesis system spawning the wrong attack groups
- Added docs for Nemesis system configuration
- Retuned damage levels for the nemesis system slightly, configs will be updated to the new version automatically
```

**0.20.0**
 ---
 ```
- Nemesis System initial release (Active by default)
	- The nemesis system is a active-reactive game master that regularly monitors your gameplay and manipulates the world around you
		- Nemesis can spawn creatures, waves, minibosses, lootgoblins
		- Nemesis can downgrade or upgrade the stars of newly spawned creatures
		- Nemesis shares data with other nearby players, ensuring that a group of players gets an experience which roughly fits group average performance
- Fix for distance level calculation fallback not preferring custom bonuses
- Rewired EnableDistanceLevelBonus to specifically disable distance bonuses, not night or biome bonuses
- Adds compatibility for FiresGhettoNetworking, allowing server ownership of creature creation and modifications
- Adds a configuration option (default true) for all raids which extends their duration until the raid creatures are killed.
	- Creatures now have a maximum concurrent spawns (MaxSpawned) and a maximum number of times the spawner can fire (MaxSpawnTriggers)
- Creature setup time optimizations
- Creature damaged on frames before it is fully configured now tracks damage done instead of percentage damage done
- Fixed an edge case that could cause infinite duration raids or 30s raids
```

**0.19.5**
 ---
 ```
- Stamina and Eitr draining modifiers are now based on damage taken. Blocking is now effective against these, heavy damage creatures can completely drain your resources.
- Raid compatibility with Custom Raids
 ```

**0.19.4**
 ---
 ```
- Fixes boss music not playing when custom raids are configured
 ```

**0.19.3**
 ---
 ```
- Fix corpse sizing incorrectly, precaches corpse sizes
 ```

**0.19.2**
 ---
 ```
- Include missing assets
- Default API updates
 ```

**0.19.1**
 ---
 ```
- Improves size modification caching
- Improves shutdown transition when destroying raid objects
- Adds Key Anti-Affinity checks
- Adds configurable config polling to better support server-side live changes regardless of hosting provider
- Prevents API changes on null objects, such as already deleted creatures
 ```

**0.19.0**
 ---
 ```
- Custom Raids!
	- Adds a completely overhauled raid system
	- Concurrent raids are now supported (multiple raids can happen at the same time in different locations)
	- Raids can be configured to be triggered off Private Keys, Global Keys, and various other factors
	- Raid spawns can be heavily customized, level (and ranges of levels), modifiers, creatures etc
	- Raid announcements, durations etc can all be customized
	- Cooldown, time between raids, concurrent number of raids, max raids active on the server are all customizable
- Adds health modification change detection
- Improves creature health change application on configuration changes
- Night multiplied spawns can be configured to despawn during the day (default true)
- Improves value merging for distance_level_modifier when set specifically on a per-creature basis
 ```

**0.18.13**
 ---
 ```
- Level damage adjustment for custom damage per level settings now properly accounts for 0 stars and does not double count for higher stars
- Reduced logging for HUD changes
- Base damage modifiers are now included in logged calculations if you have DamageLogging enabled
- Improves cache rebuild when levelsettings.yaml is changed
 ```

**0.18.12**
 ---
 ```
- Updated default colorization for FallenValkyrie level 7-10 to be darker and less bright
- HUDS not showing creature modifiers in the creature name when being regenerated after moving out of range and back
 ```

**0.18.11**
 ---
 ```
- Fix for the `sls-kill-all` command to behave closer to vanilla
- Fix for infinitely high HP creatures not being killable
 ```

**0.18.10**
 ---
 ```
- Default player per level damage modifier fallback to 1
	Note: it is still not recommended to modify player attributes as it is not fully supported yet 
	if you do modify player attributes and need to revert consider running `sls-reset-player-modifiers`
 ```

**0.18.9**
 ---
 ```
- Damage calculation range fix for FireNova and PoisonNova
 ```

**0.18.8**
 ---
 ```
- Fixes per level damage not being applied correctly, race conditional
- Adds additional safety checks for Lifelink, Elemental Chaos and Fire/Poison Nova
 ```

**0.18.7**
 ---
 ```
- Volatile damage calculation safeguards
 ```

**0.18.6**
 ---
 ```
- Fixes boss modifier limit not being applied correctly (could inherit the major modifier limit instead)
 ```

**0.18.5**
 ---
 ```
- More safety checks for modifier effects
- Adds an activation sound effect for FireNova and PoisonNova
- Improves consistency of FireNova and PoisonNova damage
 ```

**0.18.4**
 ---
 ```
- Reblances levelup requirements for Evolving modifier
	- Increased requirement for creatures to level up
	- Heal creatures when they do level up
- Fixes UI cache not updating when a creatures modifiers are removed
- Fixes UI cache not transitioning from level 5 to level 6 display properly
 ```

**0.18.3**
 ---
 ```
- Fixes infinite damage redirection loop with multiple lifelink bosses
 ```

**0.18.2**
 ---
 ```
- Fix Elemental chaos config lookup
- Disable some debug logging
- Clears cache when networked creature changes are sent to prevent stale caches
- Adds additional optional logging for combat details
- Adds default config for Evolving modifier
- Fixes per-level damage modifiers not applying properly for level 0
 ```

**0.18.1**
 ---
 ```
- Fix modifier name cache reset
 ```

**0.18.0**
 ---
 ```
- Added resizing options for enemy healthbars
	- Added an option to enable health numbers on healthbars
 - Redesigns Modifier icons to all follow star designs
 - Adds new Modifiers: (Delete your modifiers.yaml if you want the new ones)
	- Fire Resistant
	- Frost Resistant
	- Poison Resistant
	- Spirit Resistant
	- Elemental Chaos
	- Evolving
	- Poison Nova
 - Improves compatibility with mods that add custom spawners
 - Fixes Zil & Thungr combo spawning too many Zils when killing Thungr
 - Nerfed lifelink significantly
 - Reduced particle visibility for distant modifiers
 - Increased the speed at which characters are deleted when they are selected for deletion
 - Adds default spawn multipliers for all mini-bosses to prevent spawn multiplying
 - Fixed a bug that would cause per player scaled drops to multiply too much
 - Fixed a potential cache collision from re-used characters
 - Fix for erratic level 1 spawning from the spawn command
 ```

**0.17.13**
 ---
 ```
 - Fix for incorrect level selection
 ```

**0.17.12**
 ---
 ```
 - Fix for incorrect level selection
 - Fix for NPE when displaying creature breeding disabled
 ```

**0.17.10**
 ---
 ```
 - Fixes biome based configurations mutating the "all" biome configuration (Thanks Warp!)
 - Ensure that custom levels beyond the default levelup can properly select the highest level (assuming it is under the global max level)
 - Removes spirit, pickaxe, and chop from damage totals used to calculate modifier bonus damage
 ```

**0.17.9**
 ---
 ```
 - Fixes creature spawn rate reduction, and allows it to properly operate up to 100% (completely removing creature from spawning)
 - Added additional safety checks for creating rings outside the valid size ranges on the map (negative rings will be ignored)
 - Modified how distance level bonus influence is applied to level calculations. It now only applies to the bonus exclusively, instead of the whole value
 ```

**0.17.8**
 ---
 ```
 - Adds a configuration (off by default) to allow bred animals to be infertile (50% chance, configurable)
 - Fixes OnePerPlayer configuration giving one more piece of loot than intended
 - Ensures trees destruction show their destruction effects
 - Isolates Async code
 ```

**0.17.7**
 ---
 ```
 - Adds a configuration (off by default) to allow bred animals a chance (5%, configurable) of gaining an additional level compared to their parents (up to max)
 - Delays minimap drawing till after configuration is synced from dedicated servers
 ```

**0.17.6**
 ---
 ```
 - Changes Egg scaling to increase productivity instead of level (configurable)
	- This means that higher level creatures will produce more eggs, but the eggs themselves will not be higher level
 - Adds a configuration option to enable force level scaling for drops which normally do not scale (trophies)
 ```

**0.17.5**
 ---
 ```
 - Fixes an issue where fish could cause stuttering when interacting with the prep table
 ```

**0.17.4**
 ---
 ```
 - New default configurations require that you delete your existing configuration if you want to use them!
	- Fixes default loot distance modifiers providing too much loot
	- Adjusts the default levelup chance to reduce high levels in the early game
	- Adjusts level distance modifiers to allow for a wider range of levels at all distances
 - Ensures per level damage modifiers are applied correctly to boss types
 - Improves resiliance to invalid configurations
 ```

**0.17.3**
 ---
 ```
 - Improves performance when used with DropThat
 ```

**0.17.2**
 ---
 ```
 - Health coalesence multiplication fix
 ```

**0.17.1**
 ---
 ```
 - Improves compatibility with Drop That
 ```

**0.17.0**
 ---
 ```
 - Initial fix for riding issues with large or extremely large Lox and Askvin
	- Changes are applied when the creature is loaded (or reloaded)
 - Improves loot drop calculations to be more explicit in how each factor impacts the total loot
 - Ensures that tamed creatures custom names are shown instead of name modifiers
 - Enables performance modifications for treebase drops, along with custom loot table definitions
 ```

**0.16.2**
 ---
 ```
 - Fixes a crash when mining Flametal
 ```

**0.16.1**
 ---
 ```
 - Improves support for rock leveling
 - Prevents potential exponential rock leveling on massive multipart drop tables
 ```

**0.16.0**
 ---
 ```
 - Performance patch support for Minerock
 - Improves compatibility between DropThat and SLS
 - Adds in loot table support for non-creature loot objects
	- Loot table dump command now supports including all of these (trees, DropOnDestroy, Minerock, Minerock5)
 - Safety checks for removing all of the colorization configuration
 - Adds a command to kill nearby creatures and prevent them from dropping loot
 - Adds documentation for existing terminal commands
 ```

**0.15.3**
 ---
 ```
 - Configuration to set ordering of name generation for creatures with modifiers
 - Updated documentation to cover how to limit and expand star levels based on distance
 - Fixes requiredModifiers not being enforced correctly and exposes configuration to set requiredModifiers per creature
	- requiredModifiers can be added to any entry in creatureConfiguration, modifiers must include their name and type eg: 
	  Boar:
		requiredModifiers:
		  Fire: Major
 ```

**0.15.2**
 ---
 ```
 - Improves max level reduction
 - Fixes level distance bonuses being applied as a multiplier instead of additive
	- distance multipliers are still available in the form of biome distance scalars, by default these are used to curb extreme distance difficulty increases for Ashlands and DeepNorth
 - Adds client side configuration to enable viewing final level calculation math and all modifiers that were applied to reach that level
 ```

**0.15.1**
 ---
 ```
 - Prevents stone level scaling from being negative
 - Fixes an issue where logs could spawn more than 2 segments on destruction
 - Fixes an issue where deleting your configuration could result in loot table errors
 ```

**0.15.0**
 ---
 ```
 - Adds loot leveling for Rocks (no size changes for rocks)
	- Levels and loot increase configurable
	- Rock levels are disabled by default (enable in the configs)
- Adds a performance patch for wood, rock and destructible drops that will combine drops to help reduce heavy load when gaining massive amounts of resources
 ```

**0.14.6**
 ---
 ```
 - Consistency improvements for delayed growth setup for bred creatures
 - Recoloring of overleveled creatures that get rerolled
 ```

**0.14.5**
 ---
 ```
 - Simplifies Modifier method setup calls
 - Ensure creature modifier prefixes are limited properly
 - Ensure creature modifiers are rolled by zowner or secondary
 ```

**0.14.4**
 ---
 ```
 - Fixes cache reset before znet has updated character level
 - Fixes level on-change running during loading
 - Fixes children exploding instead of growing up
 - Fixes Fish and Bird onchange settings running too early when connecting to a server
 ```

**0.14.3**
 ---
 ```
 - Fixes drops being left behind by creatures selected for deletion
 - Fixes spawned creatures not having their levels set correctly in some cases
 ```

**0.14.2**
 ---
 ```
 - Significantly improves cache updates for networked changes to creature modifiers and levels
 - Force rerolling of creatures above the maximum level will now also resize them to the correct size
 - Fixes a race condition where tamed breeding creature would not inherit the correct level
 - Fixes and issue where splitters would not always inherit the correct level from the parent creature
 ```

**0.14.1**
 ---
 ```
 - Fixes an issue where deterministic tree scaling would result in no wood if the tree rolled level 0
 - Added in-game size-rescaling for trees, fish, and birds, changing size configurations will now automatically rescale
 ```

**0.14.0**
 ---
 ```
 - Improves UI synchronziation for creature modifier names
 - Fixes an error when Lifelink triggers
 - Changes configuration for Trees, Birds and Fish to have their own config section
   - Trees now level up primarily based on distance to spawn/center of the world.
   - Fish size is now reduced
 ```

**0.13.0**
 ---
 ```
 - Added a configuration option to force-reroll creatures that are over the specified max level when loaded
 - Enables Map Ring redraw/removal when setting is changed
 - Added more safety checks to BossSummoner
 - Fixes an issue where characters would not get size increases
 - Re-implements character client side cache
 - Modifiers Updated (please delete your Modifiers.yaml)
	- Changes Modifier name generation to be deterministic, removes multiple prefix and postfix options
	- Updated Modifier configuration with user important details being centric
 ```

**0.12.1**
 ---
 ```
 - Logged detailed scaling changes for damage per level
 - Fix splitter not splitting when using fallbacks
 - More cache invalidation for UI related and setup changes
 - Fix size scale setting weapon sizes to zero before a creature has scale data
 - Fixed Character specific level tables not being used if a biome table was available
 ```

**0.12.0**
 ---
 ```
 - Fixes an issue where resistant creatures would be immune to damage (does not apply to creatures that have already rolled this modifier)
 - Improves modifier and level consistency across players with variable connection speeds and latencies
 - Provides more information for damage recieved and dealt modifiers, can be enabled/disabled seperately in the config (per client)
 - Changed a number of base values in the modifiers configuration, it is recommended you delete your configuration
 - Some modifiers no longer run regularly and instead are setup once, again required that you regenerate your configuration (delete Modifiers.yaml)
 - Tuning
	- Nerfed the boss modifier for resist pierce to be 25% resistance plus 2% per level
	- Buffed Lootbags to provide more loot, also makes the creature slightly higher health and move faster
	- Capped resistance modifiers at 80% resistance, nerfed default resistance values
	- Increased the delay for the boss affix summoner
	- Significantly reduced brutal speed modifiers (some old configs had these at 100%+ increases)
	- Improved fallback logic for Splitter
 ```

**0.11.8**
 ---
 ```
 - Improves cache consistency between clients
 - Provides configuration to allow tames to pass modifiers to child creatures
 - Allows configuring tame modifier inheritence
 - Ensures children maintain their modifiers when growing up
 ```

**0.11.7**
 ---
 ```
 - Asynchronous creature checks and fallback for creature setup
 - Fixes server error when attempting to build minimap rings
 ```

**0.11.6**
 ---
 ```
 - Fixes baby creatures not inheriting level when not using randomized baby levels
 ```

**0.11.5**
 ---
 ```
 - Adds safety checks when removing all level definitions
 ```

**0.11.4**
 ---
 ```
 - Expands DistanceScaleModifier to also work when applied to specific creatures
 ```

**0.11.3**
 ---
 ```
 - Fixes character specific level settings not always overriding default level settings
 - Provides a way to set force level control for specific creatures
	- Training dummy is default included in this
 - Expanded caching of short term character entries to prevent constant recalculation
 - Fixed tame level settings not being under the correct category
 ```

**0.11.2**
 ---
 ```
 - Fixes spawn levels not being set for creatures created from loot table drops
 - Fixed level not always being accounted for in loot table drop calculations
 - Set default custom loot drops for Oozers (blobElite)
	- No longer spawns 2 blobs per level, now spawns up to 6 blobs, moderately scaling by level
	- Delete your CreatureLootSettings.yaml if you want the new default
 ```

**0.11.1**
 ---
 ```
 - Fixes distance calculations for dungeons incorrectly accounting for height
 ```

**0.11.0**
 ---
 ```
 - Adds Ring drawing for spawn distance modifiers for visualization
  - This is toggleable via config, and can be shown/hidden per player from the map itself
  - Color configuration for all rings
  - Rings are automatically redrawn when configuration changes
  - Retuned all of the default distance modifiers to allow slightly more regular difficulty increases, along with much higher star levels
	- Delete your config (LevelSettings.yaml) if you want the new default
 - Fixes an error when trying to spawn null creatures
 - Improves spawning not leveling up creatures from certain spawners
 ```

**0.10.2**
 ---
 ```
 - Compatibility improvements for spawner level control when the cache can't be built
 - Improves compatibility for mods that break or remove spawner effects
 ```

**0.10.1**
 ---
 ```
 - Fixed a bug (from 0.10.0) which prevented many of the random world spawns from happening
 - Tuned level up table to have more staggered steps towards the higher levels
 - Disabled a few more optional debug logs
 - Added back in default loot table modifications for greydwarves to drop greydwarf eyes
 - "Fixed" a feature where extremely high level creatures with many modifiers would always spawn with splitter, and multiply on kills
 ```

**0.10.0**
 ---
 ```
 - Adds night-time specific configuration
	- Disable certain spawns at night, per creature/biome (disable night spawns caused by boss kills etc)
	- Modify spawn rates at night, per creature/biome
	- Modify level scales at night, per creature/biome (higher or lower chances of high level creatures)
 - Fixes a bug where creature items would be twice as big as intended
 - Adds configuration options to controll which spawners SLS controls (now defaults manual spawns to not be controlled)
	- This improves support for mods which manually spawn creatures
 - Updates default level scales to be more aggressive and increase weight further from center
 - Disabled some optional debug logging
 - Rebalances default level settings configuration
 ```

**0.9.6**
 ---
 ```
 - Fixes lifelink always applying a damage reduction, now only applies damage reduction if there is a target to redirect damage to
 - Adds: BiomeMinLevelOverride and CreatureMinLevelOverride, which will ensure creatures spawn at least at the specified level
 ```

**0.9.5**
 ---
 ```
 - Colorization configuration (allow skipping colorization)
 - API fix for colorization not applying correctly
 ```

**0.9.4**
 ---
 ```
 - Improves configurability of local player damage and health scaling
 - Fixes frost modifier effect for Linux
 - Reduced default spawn rate config
 ```

**0.9.3**
 ---
 ```
 - Limits the number of modifiers that can be applied due to star level for both modifier types, instead of individually
 - Prevents global and per creature configuration from stacking health modifiers
 - Per level damage modifications take the highest priority modifier only
 - Retuned many of the damage modifers to be less aggressive in their damage increases
 ```

**0.9.2**
 ---
 ```
- Ensures manually spawned creatures get a fair chance of modifiers
- Fixes CreatureLootSettings.yaml not being live reloaded after edits
- Added a global exclusion list for modifiers that will apply to all creatures, defaults to just TWIG
	- Delete your config (Modifiers.yaml) if you want the new default
- Fixes modifier configuration not being reloaded on startup
- Removed the immediate explosion from FireNova, it now only has the 1 second delayed explosion
 ```

**0.9.1**
 ---
 ```
 - Fixes NPE when no loot configuration is defined
 - Fixes NPE when trying to add a modifier that does not exist
 - Improves support for huge numbers of modifiers on creatures
 - Adds API functions to add modifiers to creatures
 ```

**0.9.0**
 ---
 ```
 - Partial API support, manipulation of creature levels, color, attributes, damage, damage recived
 - Reduces spawn multiplier checks during race conditions
 - Prevents UI errors when creatures have duplicated modifiers
 ```

**0.8.4**
 ---
 ```
 - Compatibility improvements for mods with weaponless characters
 - Adds a config option to limit the number of modifiers that a creature gets to its star level in addition to the max number of modifiers
 - Updated name generation to always add available modifiers
 - Added a config option to avoid spawn multiplying boss creatures
 ```

**0.8.3**
 ---
 ```
 - Compatibility improvement with mods that manipulate or add star entries
 ```

**0.8.2**
 ---
 ```
 - Fix for splitting tames not spawned tamed minions
 - NPE fix for creatures death before setup
 - Config spelling fix for LootDropCalculationType
 ```

**0.8.1**
 ---
 ```
 - Adding incompatibility with CLLC
 - Improving compatibility for spawned child creatures multiplied by biome multipliers
 - Improving multiplier compatibility for spawn command and boss spawns
 - Adding initial translations for 26 languages
 ```

**0.8.0**
 ---
 ```
 - Public release
 ```