RoleplayNPCs
Valheim residents with professions, home/work/social areas, relationships, distinct English/Russian dialogue, host recovery archives and daily tavern service. Playtest build.Changelog
0.9.30
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Validate the final NavMesh-to-counter step through the assigned standing point, including when native navigation snaps short of the counter.
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Validate freshly queried workplace paths with the same dry support rules used while walking, so a native route over a mortar/pestle or other furniture is rejected before dispatch. An active work errand can use its existing two bounded reroute attempts after a rejected walking step; access, support and cancellation checks remain in force.
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Nearby idle tavernkeepers and traders can recheck the counter during workplace fallback after the original route backoff, at most once every five seconds with shared scan admission. Clear the fallback only after a validated movement starts. Preserve active routines, meals, conversations, sleep, recovery and customer priority. Routing audits retain the triggering failure and next nearby check time.
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Preserve the attachment's authored scale when copying held food and tankard meshes. Fix oversized food caused by removing that scale, without creating item, collider or network objects. Includes all0.9.29 bed-exit fixes.
0.9.29
- Correct bed exit validation when a low neighbouring bed intersects the standing body projected below the attachment. A uniquely verified stationary bed can depart at its actual attachment height and descend to a clear supported exit, with native body sweeps and all existing floor, footprint, water, ward and building checks.
- If the saved bed exit is occupied, waking and reload recovery can check bounded alternatives around every side of the bed. Admission and recovery require the same unique loaded attachment proof for the bed-height departure; recovery also requires the resident still at that attachment. Missing or ambiguous fixtures grant no new collision exemption. Keep holding when every exit is unsafe.
- Covers Astrid's latest sleep-admission rejection by a neighbouring bed. Includes the previous stair-seam, synchronized pose and bath exit fixes. Exact live bed geometry and Unity navigation remain to be verified.
0.9.28
- If a saved bath exit is blocked, check bounded nearby alternatives on the saved side and level. Retain floor, native body width, water, ward, tub-footprint and supported route checks; keep recovery holding when no safe exit exists.
- Verify the loaded bath attachment before granting its transit exemption, and repair a remapped saved tub reference only after proving its current identity. Check every chair under the root so an unrelated first sibling cannot hide the bath attachment.
- Validate a bath's exit during selection and again before attachment, using the same supported native-body route required by recovery. Include actual bath recovery points, fixture identity and failed checks in exit diagnostics. Ida's audit confirms a held bath exit; its exact live geometry remains unverified. Includes the 0.9.26 stair-seam correction and 0.9.27 pose cleanup.
0.9.27
- Clear the replicated native pose flag before forgetting a completed chair, bed or sitting activity. Native animation setters can skip their network write when the local flag already matches; cleanup now explicitly commits false on the authoritative owner, including when its animation component is missing. Blocked exit recovery keeps its held pose.
- On owner initialization or idle cleanup, repair orphaned native chair/throne/bed/sitting flags left by older completed activities, only after all attachments, activity keys and pending exit holds have ended. Observers do not change authoritative pose data.
- Include replicated seat/activity keys, native pose values and actual synchronization tracking in pose audits. Gus's reported sliding chair animation is confirmed locally; these fields distinguish a replicated orphan flag from an observer-only problem. Live multiplayer animation remains to be verified. Includes the 0.9.26 stair-seam correction and 0.9.25 bed diagnostics.
0.9.26
- Correct walking support at a small floor-to-native-wood-stair collider seam. Surrounding probes can now use the same native stair slope policy as direct walking, while still requiring a complete, dry support ring at the route level. Keep the 5 cm ring height range, with a 1 mm rounding allowance only when a native stair participates. Standing, bed-exit and placement checks retain their existing rules.
- Add combined landing regressions using the actual support selector, walking adapter and seam helper at Astrid's logged world height. The 0.9.24 audit identifies this walking rejection before descent; live Unity stair movement still needs verification, and the separate assigned-bed admission issue remains open. Includes the 0.9.25 bed diagnostics.
0.9.25
- Make failed bed-detour audits identify admission, room entry or planner failure explicitly. Count standing/placement and bed-exit rejections across all 56 approaches and retain representative reasons and coordinates, rather than displaying only the last sampled failure.
- On explicit immersion audit, include bounded standing-capsule and collider evidence: exact network/source IDs, hierarchy, world bounds and bed attachment. This diagnostic build helps distinguish a neighbouring bed or a raised floor edge from the assigned source bed or a ceiling. Movement and clearance decisions retain their existing checks; Astrid's reported live issue remains unresolved pending this scene evidence.
0.9.24
- When ordinary bed approaches fail because native navigation crosses furniture, try a bounded, supported route around it on the same floor. Validate a native route to the room entry, then retain and walk the checked local corners rather than asking native navigation for the rejected final shortcut. Use the resident's measured body, floor/footprint support, territory, water and safe bed exit checks; recheck movement and turns against live obstacles.
- Include the bed detour entry, planning time and current waypoint in immersion audits. Live Unity navigation in the reported room remains to be verified.
0.9.23
- Refine a failed bed-approach search with intermediate distances and angles. The original 24 candidates can miss a narrow, usable bedside gap; the fallback checks up to 32 additional positions while retaining native paths, body clearance, support, home territory and safe exit validation. Successful ordinary searches retain their original cost and selection.
0.9.22
- Allow the native wood stair collider's upward faces reported at
normalY=0.446during walking. Keep the ordinary slope limit for other terrain/building surfaces and preserve stationary support, local floor height, liquid, native movement and collision checks. Standing, chair/bed placement and seam rules remain unchanged. - Include existing work-task scan results in Harlot audits, together with refuelling configuration, current duty, active household upkeep and its scan cooldown. This helps distinguish missing accessible stock or failed routes from scheduled sleep; it does not bypass bed, fuel-store or schedule checks.
0.9.21
- Harlots use their assigned work area without walking to or waiting at a fixed counter. Try alternative safe arrival points inside the area when its center is blocked. Fixed counter waiting remains for traders and innkeepers; Skalds use their performance place only for performances.
- During work hours, Harlots can sit, eat available meals, bathe, replenish nearby lights and converse with available residents or visitors inside their work area. Preserve actual work tasks, chair reservations, food-owner checks, public fuel stores, ward permissions and paid visits.
- Home and sleep take priority when work ends. Automatic night-time and custom sleep hours both interrupt optional routines; pending upkeep checks duty and area again before committing fuel or lighting.
- Distinguish work areas, counters and performance places in the journal and command help. Existing saved assignments and commands remain compatible.
0.9.20
- Correct walking seam fallback probes that were inset inside the character footprint. Retry a complete rotated ring when the first ray pattern coincides with a gap; keep local-height, dry-floor and body-footprint limits. Remaining rejections identify capsule radius, probe offset and the failed support check.
0.9.19
- Shorten cosmetic visits to nearby feast platters to 5–10 seconds. Keep other kitchen visits and actual cooking durations unchanged.
0.9.18
- Allow walking across small floor collider seams when eight surrounding probes within the resident's footprint confirm flat, dry support at the same height. Preserve rejection of missing spans, lower floors, furniture and submerged support. Standing and pose placement rules remain unchanged.
0.9.17
- Extend the dry-route audit with bounded all-layer rays at and around the saved failure point, including current collider layers and vertical offsets. Deeper inspection is diagnostic only and never permits a downstairs floor to support an upper-floor route. Seat denial logs include receiving peer and current chair owner IDs.
0.9.16
- Add on-demand dry-route evidence to
rpnpc_audit: first failed sample, collider and support rejection, normal, height difference, liquid level, target and report age. Retain the last runtime rejection across successful probes and audit inspection; no continuous logging or movement-policy changes. - Keep standalone personality remarks in ambient speech and player Talk. NPC conversations now select authored exchanges with connected replies instead of padding remarks with generic responses.
- Add 32 English/Russian supportive exchanges for difficult days, with the troubled resident retaining their own feelings, and a complete conversation about a missing workplace.
- Custom player Talk topics remain available. Add a matching complete exchange to make a custom topic eligible for NPC conversations; unmatched topics no longer receive generic NPC replies.
- Preserve conversation pacing, seated interaction, interruption, relationship credit and server authority. Live conversation presentation, Unity animation and multiplayer timing still require testing.
0.9.15
- Use land-only navigation for ordinary resident travel. Check dry support along bed approaches and recovery steps to avoid repeatedly walking back into water near raised homes.
- Clear cached routes after shore recovery and delay bed/work retries so a failed approach is not immediately repeated.
- Add seat reservation denial details to help diagnose residents waiting for chairs while preserving existing authority checks.
- Rephrase ordinary and relationship remarks in English and Russian for more natural conversation.
- Add regression coverage for beds outside the home radius: preserve the assignment, reject out-of-range approaches and late grants, and allow daytime activities to resume.
- Install the same version on server and clients and restart. Automated checks do not verify live Unity navigation, animation or multiplayer behavior.
0.9.14
- Play the native upper-body eating animation when a seated resident consumes a meal. The existing authenticated food-display message starts it on owner and observer clients, preserving the chair pose.
- Share the seated drink presentation lifecycle: remove gameplay events from a private clip copy and restore the controller on completion, interruption, seat loss, death or disable. Food without an attach mesh can still animate.
- Meal schedules and one-meal-per-day limits are unchanged. This does not make on-duty Astrid eligible for meals; her work-hour restriction remains a separate behavior choice.
- Includes the occupied-bed guard and previous fixes. Install on server and clients and restart. Live animation blending, food alignment and multiplayer timing require testing; Ida's obstructed bed exit remains open.
0.9.13
- Prevent players from lying in a bed physically occupied by a resident, with an English/Russian explanation. Applies to sleeping, daytime bed use and blocked wake-up exits using existing synchronized pose state.
- Empty assigned beds remain usable; bed claiming/spawn-point selection and other player attachments retain native behavior. Occupancy clears when the resident leaves.
- Includes previous fixes. Install on server and clients and restart; live multiplayer attachment timing still needs testing. Ida's blocked exit remains a separate open issue.
0.9.12
- Reserve the spawn/recall reaction's speech window so ordinary remarks, observations and autonomous conversations do not speak first or immediately replace it.
- Clear the old bubble when recalling a resident. A newer player reply or danger line supersedes a pending arrival instead of being followed by a stale reaction.
- Preserve repeated same-frame recalls, release the reservation when its line ends or expires, and cancel it on disable or authority loss.
- Includes all previous repairs. Install the same version on server and clients and restart both; live speech ordering and multiplayer display still require testing.
0.9.11
- Use the resident's actual capsule dimensions and scale for standing clearance, exit sweeps and support footprints. Fix exaggerated overhead checks while respecting the body's full width and real obstructions.
- After a validated bed exit, replace the native ground-get-up animation with an upright pose on each replica and reset clothing simulation. Blocked beds retain their lying pose; new activities take precedence. This does not add an animated climb out of bed.
- Remove unsupported tavern-employment claims from Harlot service, conversation and spouse dialogue in English and Russian, preserving existing dialogue IDs and override keys.
- Explain a missing workplace explicitly in service replies and work topics, separately from off-duty hours or travelling to an assigned workplace.
- Install the same version on server and clients and restart both. Live bed exits, clothing and multiplayer presentation still need testing; Ida's low beam may remain a real obstruction.
0.9.10
- Prevent automatic client/server ownership transfers for residents and reject client-side AI pose cleanup. This addresses repeated lying/standing during bed recovery while preserving server authority.
- Repair shared crafting animation values when the native setter skips a network update, so observers can stop cooking when a resident returns to the counter. Apply the same synchronization to work and home kitchen poses.
- Add read-only bed/seat exit diagnostics and local/network crafting values to resident state and visual reports.
- Includes all 0.9.9 roadmap repairs. Install the same version on server and clients and restart both. Independent review and 155 regression suites pass; live animation, multiplayer behavior and Ida's exact morning exit remain to be verified.
0.9.9
- Preserve and restore lying/seated poses during blocked bed and bench exits, including exact-fixture reload recovery. Require a supported bed exit before attachment.
- Use native prioritized actor replication for residents. Align fishing casts with the water, clear interrupted fishing states, and retain released rods only for their bounded animation settle interval.
- Coordinate decorative cooking with the fixture owner and enable native cooking effects for empty decorative slots. Preserve player food and inventory; refuse overlapping or expired requests.
- Play seated tankard sipping through the masked upper-body animation layer without disturbing the chair pose or triggering native item-use events.
- Keep English/Russian remarks readable with text-dependent durations and matching conversation deadlines; ordinary contact loss no longer clears a line already heard.
- Explain player/NPC serving eligibility and actual dispatch blockers in audits. After successful tavern work, queue a bounded normal return to the counter while respecting newer commitments and route limits.
- Install the same version on server and clients. Passed 153 regression suites before packaging; live bed/bench poses, fishing, cooking effects, sipping and multiplayer movement still require playtesting.
0.9.8
- Wait for the bed owner's reply before requiring an approved lease, across all professions and committed bed services. Keep the original timeout and live assignment, sleep, authority and occupancy checks; walking and sleeping still require approved leases.
- Reject chair and bed grants after the reply deadline, including grants arriving before the next AI frame.
- Prefer nearby free alternative chairs, skip occupied chairs before spending route probes, rotate failed search pages, and use a short retry after a failed search. Explicit seat-change requests interrupt optional chats through shared player-dialogue cleanup.
- Preserve the current seated pose when a replacement chair is approved but the old chair has no safe exit. Distinguish cooldown, incomplete route search, recovery and lack of alternatives in replies and diagnostics.
- Require native working heat beneath cooking stands or existing oven fuel before any cosmetic cooking task starts, and recheck heat during work. Real oven refuelling remains available while the oven is cold.
- Stop standing gestures before attaching to a chair or bed, protect attached poses from delayed gesture cleanup, and maintain the native chair animation while seated. Report the chair animation in state diagnostics and reject unsupported chair animations before attachment.
- Install the same version on server and clients; live navigation, bench exits and multiplayer verification remain required.
0.9.7
- Wait for the chair owner's reservation reply before requiring an approved seat lease. This fixes premature cancellation of Patron and other seating routines on dedicated servers.
- Keep the five-second reply timeout, live chair/territory/occupancy checks and lease validation before walking or sitting. Distinguish reply timeout from a chair becoming invalid while waiting.
- Install the same version on server and clients. Added 39 reservation lifecycle checks; live multiplayer seating still requires verification.
0.9.6
- Let all eligible professions visit client-owned stationary work fixtures for cosmetic gestures. Inventory, lighting, cooking displays and container changes retain their existing ownership and access checks.
- Allow fuel delivery to connected player-owned fires, ovens, baths and smelters through native owner RPCs. Keep server-authorized selection, real source stock, delivery range, access checks and single-use task reservations; ore loading still requires local ownership.
- Broaden serving searches to taller desktops and slightly wider chair/table gaps, preserve preferred placement spots, and accept cloth/rug coverings on raised improvised tables. Floor coverings, unsupported/occupied meal footprints, moving furniture and protected areas remain excluded.
- Refresh shared chair/barber discovery automatically after network furniture loads or is built, coalescing streamed batches instead of waiting for the 90-second fallback cache or an audit.
- Show observable, locally owned and reachable-owner fuel fixtures in audit diagnostics, and retain useful obstruction reasons when later table probes encounter unsupported edges.
- Install the same version on server and clients. Live navigation, animations and the particular reported tavern layout still need verification.
0.9.5
- Load physical terrain and native scene objects in dedicated-server areas occupied by residents near connected players, so server-owned NPCs can run their routines.
- Prepare the server's arrival area before checking spawn safety; retain floor, footprint, water and obstruction checks, bounded waits and the summoning delay. Cancel if the requester disconnects, moves away or loses admin access.
- Include new remote-area objects in every native creation/removal pass, with shared membership for overlapping players and ordinary unloading when an area is no longer occupied.
- Resolve unloaded residents by full saved ID for administrative removal and list their server records. Preserve pending payments, guard ambiguous ownership, retire recovery entries and clear matching wardrobe/bed records.
- Defer Skald registration and presentation until the world is available during login; send delayed spawn results back to the requesting administrator.
- Install this version on both server and clients. Live dedicated-server navigation, physics and multiplayer verification remains required.
0.9.4
- Confirm NPC management permissions with the connected server so listed administrators can use the settlement charter when the native client admin flag disagrees.
- Share the permission check across the charter, wardrobes, interaction wheel and NPC commands; retain live server authorization on every management action.
- Clear permission confirmation on reconnect or character/session changes, expire stale approval, and show a waiting message during the initial check.
- Install this version on both server and clients for the permission fix.
0.9.3
- Keep seated residents seated during casual Talk and mood questions across professions.
- Add 294 English/Russian dialogue lines, including Skald topics, mood/event variants and sheltered-weather remarks.
- Balance variety within fitting character/context pools, cache dialogue lookups and leave a short pause between NPC turns.
- Match weather and mood cover checks; let healthy voices recover from historical rain.
- Fix Skald receipt history after world reload and safely reconcile pending payments.
0.9.2
- Keep accepted performances and Harlot visits moving through temporary traffic; reject interrupting chats and mood questions.
- Reserve the Skald's stage for paid performances; add repeat-request and daily-limit remarks.
- Give songs acoustic music with fades; let stories keep Valheim's music playing.
0.9.1
- Take Skald payment when requested, then walk to perform; refund a failed start.
- Allow paid performances while awake outside work hours, and recover pending payments after reconnecting.
- Correct Skald route audits and keep paid walks separate from social routines.
0.9.0
- Add Skald: five songs/stories, a lyre and original music; one paid performance per day grants mood-based Inspiration.
- Let good mood improve eligible stock, metal/bait requests and Harlot Rested time.
- Price better-stock requests at 100 coins; cap goods by boss progression.
- Give spouses free shop stock, with gift dialogue.
0.8.28
- Block gameplay input while the Charter or interaction wheel is open.
- Keep patrons seated; give available Harlots nearby upkeep and rest.
- Put served food on raised desktops, stop when diners leave, and let hungry patrons eat at work.
- Let any NPC spouse offer a rare free low-tier cooked meal to a hungry seated partner at home, without needing or consuming storage. A persisted limit allows at most one gift per NPC per world day.
- Add tavernkeeper calls and exchanges; make kitchen/bath preferences optional.
- Improve safe floor exits, oven lid movement and Russian wording.
0.8.27
- Fix velocity writes during bath-exit recovery and preserve body mode during rescue.
- Find closer and offset meal spots on improvised desk surfaces.
- Show precise table-surface rejection details in the serving audit.
0.8.26
- Prioritize seated tavern guests and show specific serving refusals in the audit.
- Harlots without an assigned bed use errands/home routines and refuse paid visits.
- Remove bond debug text from the interaction wheel; shorten package documentation.
0.8.25
- Keep seated conversations stable during rain and reject overlapping seat claims.
- Check chair exits before sitting; improve routes around other characters.
- Failed workplace travel tries reachable errands or a temporary home routine.
0.8.24
- Fix saved chair/bench exit identification after reload.
- Keep covered counter work running during rain.
0.8.23
- Expand dialogue for familiarity, friendship, rivalry, personality and spouse bonds.
- Add optional English/Russian dialogue overrides and on-demand dialogue diagnostics.
- Fix tavern serving being interrupted by optional kitchen work.
0.8.20–0.8.22
- Add host recovery archives for missing residents.
- Improve seat, bed and bath exit recovery and movement interruptions.
- Expand resident voices and recovery dialogue.
0.8.0–0.8.19
- Add Fisherman, the Settlement Charter, resident journal and interaction wheel.
- Add rain shelter, workplace breaks, cooking displays and improved tavern menus.
- Add personality, relationships, wellbeing and daily seated meals.
Earlier releases
Introduced persistent residents, cosmetic wardrobes, household routines, professions, shops, work/social schedules and administrator tools.
All versions remain playtest builds. Detailed development history is preserved in the source repository's docs/CHANGELOG-history.md.
