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More Map Variations

Creator: Dragonblade9630
Updated:23/03/2026 22:55:25
1.0GB
Verified by McAfee SECURE
Authentification
Trusted by 200,000,000+ Users

About this Mod

Adds much more variety to Nightreign Maps — currently expands Castles, Field Bosses, and Night Bosses.
!! DISCLAIMERS - PLEASE READ THESE !!
- The Forsaken Hollows DLC is ABSOLUTELY required for our mod.

-Please do not use Mod Managers or Auto-Mergers with our mod, they do not work.

-No support will be provided in the comments, especially for merging mods.
We’d like to keep the comments section open for bug reports and feedback. 

If you need help:

The ?ServerName? Discordis an excellent resource where you can find answers to any questions or help you may need. There are MANY modders there—including all 5 members of our team—ready to assist with any issue. It's also much easier to have a back-and-forth conversation there than in a comments section.



Social / Community Stuff:
Our Community DiscordNow live! Join us to share feedback, report bugs, discuss, and find people to play with.

For anyone who wants to go above and beyond to support this project:
Team Daybreak’s Patreon

No pressure, of course — we're here making mods for fun and for the community. Downloads, endorsements, and just having fun are already more than enough!
But for those who do, you'll get access to an exclusive channel with sneak peeks in our Discord!



What does this mod do?
It's all in the title: Adds more variation to the Nightreign Map, with new castle layouts, field bosses, and night bosses.

In total, this brings:
- The number of possible Field Bosses has changed from 22 to 87.
The number of possible Castle Variations from 3 to 24.
- The number of possible Castle Basement Bosses from 7 to 28.
-The number of possible Night Bosses reduced from 35 to 54.
-Normalizes Night Bosses so all expeditions work similarly to Heolstor Expo, with nearly the full range of options available for ALL expeditions.

For a better look at the new content, check out our 2.0 Update Release Trailer!




Setup & Installation:
Install ModEngine 3. Download the me3_installer.exe file and run it.
2. Download this mod and extract the files. They can be placed anywhere EXCEPT your actual Steam game folder.
3. Make sure Steam is running.
4. Open More Map Variations. 3. It will start Nightreign in offline mode with the mod enabled.

OPTIONAL: Seamless Co-op Installation
Download Seamless Co-op.
2. Drag the SeamlessCoop folder into the "mods" folder. You don't need nrsc_launcher.exe, so you can ignore it.
3. Open More Map Variations.me3. It will start Nightreign with Seamless Co-op activated.

Reasons to install Seamless Co-op
1) Seamless Co-op enables ALL Everdark Bosses, all the time, offline, even solo
2) Seamless Co-op enables Deep of Night, offline, including solo.
3) If you have friends, Seamless Co-op lets you play the mod together.
4) If you don't have friends, that's too bad—but now I'm your friend. Problem is, I don't have time to play the mod with you since I'm busy making it. So go find another friend too.


NOTE:
We do not recommend using this mod with any mod managers. 
No one on the team has any real experience with them. We cannot provide any support for them.
They also tend to cause issues, especially when using them for multiple mods, and that's a can of worms we cannot help you untangle.
They also certainly cannot and will not magically merge two mods together for you. That is not their intended purpose.


Q&A:

A: Can this mod be used online? / Will I get banned?
A: No, you definitely can't use it online. You'd get banned even if it worked. But it works with Seamless Co-Op as long as everyone's using it.


Q: Does it work with (Insert Other Mod Here)?
A: No idea. If it wasn't made by our team, we'd have no way of knowing.

A: Are there plans to make a More Variations mod for [this other idea]?
A: Yes, probably. We plan to touch as much of the game as we can. It's just going to take time. See the Roadmap Section near the bottom for more details.


Q: What bosses / castles does this mod add?
A: They'll be listed below, in spoiler text, in case anyone wants to be surprised.


**Field Bosses:**
**Spoiler:**  
Show

Demi-Human Swordsman
Red Wolf (Sword-Wielding Variant)
Misbegotten Crusader
Runebear
Polar Runebear
Great Red Bear
Hollow Manservant (Pot Variant)
Hollow Manservant (Saw Variant)
Frenzied Duelist (Hammers)
Rotten Duelist (Axe)
Perfumer & Pages
Sanguine Noble & Bloodbane Albinaurics
**Curseblade**
Skeletal Gladiator (Fredrick from Revenant, essentially)
Bloodhound Knight
Godrick Knights
Cuckoo Knights
Leyndell Knights
Redmane Knights
Haligtree Knights
Mausoleum Knights
Cleanrot Knight
Fire Knight Captain
Black Knight (Hammer)
Black Knight (Twinblade)
Crucible Knight (Ordovis)
Crucible Knight (Siluria)
Crucible Knight Duo
Death Knight (Twin Axes)
Death Knight (Longhaft)
Night's Cavalry Duo
Abductor Virgin Duo
Watchdog (Staff, Magic & Frost)
Watchdog (Sword, Lightning)
**Watchdog (Sword, Fire)**
Valiant Gargoyle
Godskin Apostle
Godskin Noble
Godskin Duo
Inquisitor Duo (Jori and Fatty)
**Bloodfiend Pack**
Divine Beast Warrior (Lightning)
Divine Beast Warrior (Wind)
Divine Beast Warrior (Ice)
Divine Bird Warrior
Divine Beast Dancing Lion
Rotten Miranda Blossom
Frenzied Miranda Bloom
Glintstone Miranda Blossom
Giant Wormface
Carian Knight Troll
Putrid Avatar
Rotwood Tree Spirit
Nokstella Dragonkin Soldier
Phantom Dragonkin
Fallingstar Beast
Glintstone Dragon Smarag
Borealis the Freezing Fog (Now with 90% more visibility!)
Decaying Ekzykes
Ghostflame Dragon (Added to Base Map)
Ancient Dragon
Commander Niall
Corvian Knight (Rapier)
Corvian Knight (Claws)
Outrider Knight


Castle Formats:
**Spoiler:**  
Show

-Kindred of Rot Castle (Kindred and Servants of Rot)

-Duelist Castle (Gravewardens and Rotten Duelists)

-Messmer Castle (Messmer Soldiers, Fire Knights, and newly arrived Black Knights!)

-Fire Monk Castle (Regular & Blackflame Monks, Fire Prelates & Thorn Sorceresses)

-Raya Lucaria Castle (Battlemages, Sorcerers, School of Graven)

-Haligtree Castle (Cleanrot Knights, Haligtree Knights, Haligtree Soldiers)

-Nox Castle (Maidens, Swordstresses, Monks)

-Divine Castle (Horned Warriors, Divine Beast Warriors, Divine Bird Warriors)

-Ancestral Castle (Normal & Putrid, Followers & Shamans)

-Bloodfiend Castle

**Inquisitor Castle (Torchbearers, Jori-Mages, and the Big Lads — Go ahead, hate me all you want)**

-Albinauric Castle

-Monkey Mansion (Mixed Demi-Humans)

-Stoneskin Castle (Alabastor / Onyx Lords & Starcallers)

-Bloody Castle (Sanguine Nobles, Bloody Albinaurics, and a Putrid Flesh)

Beastman Castle

-Misbegotten Castle

-Creature Castle (A mix of status effects and the worst monsters in the game.) (This one—yeah, I’m sorry. I was experimenting and put way too much work into it to scrap it, lol. But hey, SOMETHING had to be worse than Trolls, right?)

-Omen Castle (Omens, Perfumers & a Special Surprise Lurker...)

-Godskin Castle (Blackflame Monks, Blackflame Thorn Sorceresses, Godskin Nobles & Apostles)

-Stone Castle (Imps, Watchdogs & Gargoyles)


Castle Basement Bosses

**Spoiler:**  
Show

-Frenzied Duelist

-Rotten Duelist

Death Knight

-Outrider Knight

-Corvian Knight

-Elder Lion

Bloodhound Knight

-Misbegotten Crusader

Inquisitor Caster

-Skeletal Gladiator (Mad Pumpkin Head)

-Watchdog (Fire, Lightning, and Ice Variants)

-Black Knights (Hammer and Twinblade Variants)

-Fire Knight Captain

-Curseblade

-Cleanrot Knight

-Crucible Knight (Tree & Axe Variants)

-Hollow Manservant


Night 1/2 Bosses:
**Spoiler:**  
Show

Replaces regular Dancing Lion with the Death Blight Variant.
This is to distinguish it from the Field Boss. Basilisks are not included.

Replaces Ancient Dragon with Lichdragon Fortissax, while making Ancient Dragon a Field Boss.

Adds the following:
Commander Gaius
Dragonslayer Armor
Fire Demon
Glintstone Dragon Adula
Ghostflame Dragon
Godfrey, First Elden Lord
Golden Hippopotamus (Porcupine Variant)
Malenia, Blade of Miquella
Maliketh the Black Blade
Manus, Father of the Abyss
Messmer the Impaler
Metyr, Mother of Fingers
Midra, Lord of Frenzied Flame
Regal Ancestor Spirit
Rellana, Twin Moon Knight
Rennala, Queen of the Full Moon
Romina, Saint of the Bud
Slave Knight Gael
Starscourge Radahn


Known Issues / To-Do List:
To be honest, keeping this updated for the current release is insane, given how popular the mod is.
Will resume updating this list when things calm down a little and it's feasible to do so. Thanks for your patience.


Roadmap:
Next Major Milestone:
More Evergaol Variations

Future Milestones/Plans:
Apply new Night Bosses to Great Hollows Temples

More Shifting Earth Variations

Implement Great Hollows Castle based on Kevin's independent work.
Check out his mod in the meantime!

More POI Variations (Ruins, Cathedrals, Forts, Forges, Marshes, etc.)

More Event Variation

Proper OSTs to match added creatures
Requires the commission of CMI(Custom Music Injector), made for Elden Ring, now coming to Nightreign. Tool currently in development!



**Credits:**
**The Daybreak Team:**
Dragonblade- Team Lead
BlablaEvent Scripter & Programmer
TerraMagPort Design Team
Vivid / Mrsakana- Port Design Team
GodfreyEnemy AI & Fight Design
Kevin- Map & TAE Specialist



Thanks to TheFifthMattfor helping me brainstorm and learn how to go about starting something like this.

Thanks to FloppyDonutsFor the DS3 Manservant ports!
He's a hugely talented modder and a great friend. Thanks for letting me use this!


Changelogs:


Version 2.0.5:
**Spoiler:**  
Show

More Map Variations Changelog:
-Fixed a (possibly vanilla) bug where Bloodbane Albinaurics could spawn underground at certain circle locations when appearing as heralds before the Lord of Blood fight.
-Fixed some Dragonslayer VFX that were missing.
-Fixed some visual issues with Corvian Knight ripostes.
-Fixed an issue where some basement bosses could spawn with golden eyes, causing an extremely unbalanced rune drop rate.
-Removed the ability for dragons to spawn as a field boss in the ravine, for "feelsbadman" reasons.
-Potential fix for sound issues in co-op for Hollow Manservants. Please let us know if this issue is still happening on 2.0.5.

**SOTE/DS3 Weapons Mod Changelog:**
-Fixed Dual Straight Sword L1 Chains ending early
-Fixed Shadow Sunflower Blossom being usable at Level 7 instead of Level 10
-Fixed Smithscript Daggers being replaced by Smithscript Cirques in Dormant Powers
-Fixed Inquisitor's Fire Girandole using Ledo's Hammer's Moveset
-"X On Charge Attacks" passives now apply to most weapons
-DS3 Great Hammers overridden by Raider's Moveset now get their full R1 chains.
-New weapon types are now properly labeled in the menu.
-Fixed new weapon types guarding instead of attacking when in your left hand
-Removed some leftover entries in item tables that caused certain weapons to appear too frequently.
-Fixed some weapons having the incorrect AttackIndex, causing them to occasionally miss hits
-Added a potential fix for dormant powers dropping incorrect item rarities (Notable examples: Astel/Borealis not always guaranteeing a Legendary)
-Fixed Messmer's Spear having Arcane Scaling
- Dual Jumping Attacks should now work properly on DS3 weapons
-Reduced stamina cost for Friede's Scythe's AoW
-Ringed Knight Straight Swords now combo like in DS3
-Twin Princes Greatsword AOW now chains like in DS3
- Added hero idle blends to Ledo's Hammer, Farron Greatsword and Dane's Footwork as a test
-Ledo's Hammer R2s are no longer overridden by Raider's moveset.
-New weapons (within standard weapon types) are now (at least partially) influenced by the "Dormant Power Aids Discovery" relics.
-New weapons have a slightly reduced drop rate
-Aquamarine Dagger AOW cancel now works properly when dual-wielded
-Removed Euporia's new effects and readjusted its damage
-Reduced damage of Ringed Knight Paired Greatswords and adjusted stamina cost.
-Increased damage of Witching Hour Slash
-Increased stamina cost for Sellsword Twinblades and added recovery to final L1 attack.
-Reduced stamina cost of Gotthard Twinswords and added recovery to the final L1.
-Added recovery to Onikiri and Ubadachi's Final L1
-Reduced damage for hand-to-hand combat weapons
-Added falloff and reduced damage/revive damage of the Repeating Crossbow, but it now works with skill attack power passives
-Demon's Scar now uses its DS3 follow-up animation.
-Reduced status application and added damage falloff to Fan-Shot
-Initial Standard Attack now works on DS3 Dual Attacks
-Reduced damage for Great Katanas
-Made Fume Knight Greatsword's scaling closer to that of similar Nightreign weapons
- Fixed a bug where Stamp (Overhead) skill would launch enemies instead of pancaking them, despite matching the animation.
-Fixed Farron Greatsword passive not hitting through invulnerability.
-Fixed Twin Princes Greatsword's effect sometimes being replaced by Divine Beast Warrior's elemental declaration effect.
-Reworked Twin Princes Greatsword's legendary skill to spawn 3 projectiles that home in on the nearest 3 enemies.
-Reduced the brightness of projectiles spawned by the Twin Princes' Greatsword to make them less blinding upon appearing.
-Onikiri and Ubadachi can now be buffed.
-Crow Quills can now use their skill while one-handed.
-Crow Quills projectile damage reduced, hitstop removed.
-Increased the damage of Gael's Greatsword.
-Added some new talismans (Two-Handed Sword, Blessed Blue Dew, Aged One's Exultation, & Fine Crucible Feather Talisman)


Version 2.0.4:

**Spoiler:**  
Show
-Fixed issues with the Rotten Duelist's grabs so that night trails now appear and a perfect dodge correctly charges the ultimate gauge.

- Ensured the Skeletal Gladiator can no longer bleed.

-Changed one of the NPCs in the Bloodfiend Pack field boss to a Sacred Spear Bloodfiend.

-Removed the chance for certain basement bosses to spawn with Golden Eyes.

-Albinauric Archers in the castle now properly ride their direwolves.

-Fixed a bug in Duelist Castle where enemies mutated too frequently during Deep of Night.

-Adjusted mutation chances of NPCs in various other castles that were not similarly bugged, but may have been unbalanced.

-Fixed a bug in Duelist Castle where Vulgar Militia would not drop runes or a weapon if mutated.

-Adjusted rune acquisition rates for various castle variants to better match their difficulty levels. Some increased, some reduced.

-Reduced dormant power drops in Ancestral Castle, Fire Monk Castle, Battlemage Castle, Creature Castle, Albinaurics Castle, Rot Castle, Misbegotten Castle, Nox Castle, and Haligtree Castle.

-Increased the rarity value of a dormant power in Divine Beast Castle. This castle was also among those that received a buff to rune gain.

-Fixed a bug where Jori could aggro from too far of a range in Inquisitor Castle.

- Added a few new non-elite filler enemies in Creature Castle, outside the courtyard.

-Reduced the HP and aggro range of Gargoyle NPCs in the Stone Castle Courtyard Challenge.

-Reduced enemy count in Beastman Castle.

- Reworked scaling for Beastman enemies in Beastman Castle.

-Reduced HP and scaling for the Crucible Knights in the basement boss encounter.

-Reduced HP and scaling for the Crucible Knight Duo Field Boss enemies, but not for their solo counterparts.

-Removed necromancy from Giant Silver Tears to prevent Revenant from getting crushed by her own massive balls.
• This is because their attacks always deal Friendly Fire damage, regardless of which team they're assigned to.

-Reduced the spread of Manus's Dark Bead attack to make it easier to dodge.

-Renamed Leyndell Knights Field Boss to match Royal Army Knights in camps.

-Fixed an issue with Gael's Grab where contact would grant invulnerability for the rest of the expedition. Hopefully fixed for real this time.

- ACTUALLY fixed Radahn this time. Let’s hear it for fix attempt number 5, right? Details are:
• We reworked how he selects a target for his meteor attack. It's now more consistent than the old method, but not foolproof.
• So, we ALSO incorporated a failsafe. If Radahn attempts his normal meteor attack and FAILS, he will instead pivot into a brand new animation.
• This new animation depicts a meteor attack that falls straight down from directly overhead.
• Added a ground landing indicator when he descends.
• This isn't the cleanest fix, but it'll prevent softlocks. We'll have a more elegant, permanent solution in a future update.

- On the Compatibility Patch, fixed an issue where dormant powers were sometimes missing a drop slot.

-On the Compatibility Patch, fixed an issue where legendary drops from Astel and Borealis in the Mountaintops were occasionally non-legendary, despite being guaranteed.


Version 2.0.3:
**Spoiler:**  
**Show**

-Fixed a bug where the Night 1 or Night 2 boss could occasionally appear in a Divine Tower on the Great Hollows map. This duplicate caused events to trigger early, leading to a Night Boss spawning prematurely on Day 1, which could prevent the match from progressing between days.
-Fixed a bug where Gaius could become immune to damage after being riposted.
-Fixed a bug where Ironeye's Mark could not be properly applied to Corvian Knight, Fire Demon, or Outrider Knight.
-Fixed several scaling oversights in Messmer Castle. Black Knights have had their HP and scaling increased. Non-elite Fire Knights have had their HP and scaling decreased.
-Tweaked Radahn's meteor to fix a potential softlock where he could not return to the arena due to terrain. A more comprehensive rework of this phase transition is on the way.
-Fixed a bug where certain enemies in Nox Castle were not dropping runes.
-Fixed a bug where players grabbed by Slave Knight Gael would become invincible for the remainder of the match.
-Fixed a bug where the ultimate charge effect failed to activate after a successful perfect dodge against Slave Knight Gael's grab attack.
-Tweaked Malenia so she is no longer staggered by light or medium attacks, hopefully making her a bit less trivial to deal with.


**Version 2.0.2:**
**Spoiler:**  
Show

-Improved Corvian Knight riposte animations.
-Fixed a number of visual issues, including the riposte animation, for the Fire Demon.
-Improved the AI of the Black Knights throughout the mod, especially the twinblade variants. Some remaining issues will be addressed soon.
-Fixed a bug regarding the AI of a Horned Warrior in Divine Castle.
-Fixed a bug regarding the AI of the Misbegotten Crusader in Misbegotten Castle. He will now perform his holy-based attacks correctly.
-Fixed a scaling bug for creatures in Beastman Castle and Misbegotten Castle. Their health is now reduced.
-Adjusted HP values for various NPCs in Inquisitor Castle.
-Fixed a bug where Divine Bird Warriors in Divine Castle were not dropping runes.
-Removed a duplicate Black Flame Thorn Sorceress in the Godskin Castle.
-Fixed a bug where Fallingstar Beast (Field Boss) had an excessively long tether range from its spawn point.
-Fixed a bug where Godskin Noble had more health than intended in the Godskin Duo Field Boss fight.
-Adjusted HP values for the Crucible Duo Field Boss Fight to reduce their tankiness.
-Fixed a bug where Messmer's and Romina's grab attacks did not play the correct animation.
-Fixed a bug where the Putrid Avatar Field Boss was not playing the intended OST.


Version 2.0.1:
**Spoiler:**  
Show

-Fixed a bug where the Slave Knight's OST would continue playing after skipping his Phase 3 transition.
-Fixed a bug where nameplates were mismatched between Godskin Apostle, Godskin Noble, and Dragonkin Soldier.
-Fixed a bug where the initial breath attacks for the Divine Beast Dancing Lion were not behaving as intended.
-Fixed a bug where the Ancestor Spirit field boss incorrectly used the new attacks from the Regal Night Boss variant.
-Fixed a bug where Fortissax did not consistently replace Ancient Dragon as a Night Boss in all instances.
-Fixed a bug where pink elite Kindred of Rot enemies had 1 HP and did not drop items.
-Fixed a bug where Divine Bird Warriors in the Central Castle could be attacked by other enemies.
-Fixed a bug where the Depraved Perfumer from the Perfumer Caravan Field Boss could damage his allies.
-Fixed a bug where Decaying Rancor Dragon had lower health than intended.
-Fixed a bug where some mutated non-elite NPCs in Deep of Night would have their weapon drop replaced with a dormant power loot orb.
-Fixed a bug where some Nox Castle NPCs would not drop loot when mutated.
-Fixed a bug where Divine Beast Warrior field bosses had too short a leash, causing them to teleport back to their spawn point prematurely.
-Fixed a bug where the Executor's deflection failed to deal stance damage to Corvian Knights.
-Fixed a bug with Rellana's phase transition attack, and added a night-enhanced visual to her enhanced attacks.
-Updated the name of the Night's Cavalry Duo to clarify that they are intentionally fighting without their horses. Also slightly increased their health.
-Disabled Metyr's black hole attack, as it made her unsuitable as a Night Boss. Also disabled her summoning attack, which was not functioning properly from the start.
-Reduced the HP of the Red Bear field boss.
-Added a riposte animation to the Dragonslayer Armor fight, and fixed a bug where he could be staggered out of his phase transition animation.
-Properly added phase two to the Starscourge General. 
- Improved some of Messmer's attacks on uneven terrain.
-Fixed some AI issues and animation issues with certain Black Knight encounters, both as field bosses and castle elites. Some issues still remain to be fixed later this week.


Version 2.0.0:
**Spoiler:**  
Show

**General:**
-Debuted our first update as a team, instead of one person struggling to make it all work alone. Please welcome Blabla, Terra, Godfrey, and Kevin to Team Daybreak!
- Implemented a check to ensure all players own the DLC. Due to the nature of some changes, the mod now **absolutely requires** all players to own the Forsaken Hollows DLC. As a result, the roundtable will not allow you to proceed with an expedition unless you have it, and will prompt you to purchase, download, and install it before playing the mod. We appreciate your understanding, as this allows us to deliver much more robust content.
-Expanded seeds available in non-Deep of Night expeditions
-Normalized Deep of Night Expeditions so the chance of DLC Seeds / Non-DLC Seeds are equal. All Nightlords should also now have an equal chance of rolling.
-Fixed a plethora of bugs caused by material and sfx files, including some DLC POI assets and certain spell effects / boss attacks not displaying correctly.



Castles:
-Fixed multiple bugs across castle formats, including spawn issues, AI issues, sense distances, walk path errors, and more.
-Added red eyes to all castle elite enemies that drop loot.
-Improved balance and rewards across castle variations.
-Added the possibility of mutation (red enemies) in Deep of Night to main castle enemies and castle basement bosses
-Removed Red Wolf (Sword) from the Basement Boss pool
-Removed Hollow Manservant (Saw) from the Basement Boss pool now that Pot Variant can properly phase transition
- Added Outrider Knight and Corvian Knight to the Basement Boss pool
-Removed Elder Inquisitor's ability to teleport as a basement boss to prevent AI crashes and out-of-bounds issues in confined spaces.
-Added new NPCs to many castle layouts originally based on "Troll Castle," ensuring enemies spawn in the courtyard.

Please note that in some cases—such as Creature Castle or Stone Castle (which aren't new to this update, but I feel I should mention them directly)—this courtyard fight may function as a challenge encounter or mini-boss.

We consider this something of an experimental feature, but please note that castle runes and rewards are always balanced to exclude this courtyard challenge fight. If you'd rather skip it, you can still earn a full castle's worth of rewards by completing everything else. Or, if you're feeling bold, take on the challenge for extra fun and extra loot!



Field Bosses:
-Complete rebalancing overhaul of Field Bosses, including the addition of a new difficulty tier. While the base game features three Field Boss tiers, we now have four—splitting the non-formidable bosses into two levels of scaling and rewards. Examples of non-formidable bosses in this higher difficulty tier from the base game include the Royal Revenant and Grafted Scion.
-Reorganized Field Bosses to ensure proper map marking as formidable or non-formidable, and to increase the difficulty of encounters on Castle Rooftop.
-Rebalanced rune rewards and scaling effects, and fixed bugs where some bosses were assigned incorrect values.
-Removed certain Field Bosses that were excessively overpowered for their intended role, including Godfrey, Romina, Fortissax, and others.
-Removed Adula as a Field Boss to make her feel unique and special as a Night Boss, and to avoid having two Glintstone Dragon Field Bosses (the other being Smarag).
-Added three new field bosses: Outrider Knight, Corvian Knight (Rapier), and Corvian Knight (Claws)
- Added new moves to field boss versions of Crucible Knight (Sword) and Crucible Knight (Spear).
-Fixed AI issues for Abductor Virgins, Troll Knights, Death Knights, Hollow Manservants, and more.
-Removed Elder Inquisitor's teleportation ability as a Field Boss.
-Actually fixed issues with Field Bosses having too large of a patrol range in some cases, for real this time.
-Fixed a bug where some field bosses / entourage creatures would appear as phantoms in multiplayer and only be targetable by the session host.
-Changed the boss spawn point on the Great Hollows Map near the Great Church, where only a Ghostflame Dragon or a Death Bird could appear, into a proper, fully functional field boss spawn location.
-Changed the music to be more fitting for most field bosses. We can still only use the tracks that are already in the game, so this was a challenge - See our "Roadmap" section for more details on future plans for this.



**Night Bosses:**
-Unlocked Night Bosses: All expeditions now function like Heolstor's expedition. Any Night Boss may appear in any run, for any Night Lord.
-Replaced Ancient Dragon with Fortissax
-Added 9 new Night 1 Bosses
-Added 11 new Night 2 Bosses, including Fortissax
- Added Death Blight attacks to Divine Beast Dancing Lion Night Boss, to set it apart from the Field Boss. Basilisks sold separately.
- Added new night-empowered attacks to Midra, Messmer, and Romina
-Enhanced many of Rellana's attacks
- Added unused attacks for Maliketh and Malenia
-Added visual night trails and audio cues for enemy grab attacks on new night bosses
-Added support for proper staggers from Ultimate Arts to all new night bosses.
-Properly implemented the ultimate charge on perfect dodge mechanic for all new night bosses



Version 1.2.0
**Spoiler:**  
Show

-Fixed the rare issue where Field Bosses would fail to spawn on maps that include Godfrey, Niall, and O'Neill as options.
-Fixed an issue where bosses could pick up lost runes
-Allowed added Field Bosses to appear as red variants in Deep of Night
-Fixed Siluria Animations.
-Corrected an issue where a small number of bosses had an excessively long "leash" range from their spawn point, causing them to detect players from far distances and pursue them farther than intended.
-Rebalanced the health, rune rewards, and resistances of many added creatures. Keep the balance feedback coming!
(Note - This affected field bosses and basement bosses. A rework on added castle creatures is coming in the next update.)
-Fixed an issue where some enemies could not be grappled using The Wylder's Character Skill. Let us know if any still aren't working.

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