VikingLib
Modular combat mechanics, canonical status effects, and damage calculation framework for Valheim.Changelog
All notable changes to VikingLib will be documented in this file.
[0.3.0] - 2026-11-03
Added
- Dynamic Poise Scaling: Enemy stagger thresholds now scale dynamically via a square-root health formula with customizable coefficient and outlier offsets.
- Multi-Secondary Attack Support: Weapon attack discovery now recognizes chained secondary attacks, rendering individual attack profiles in item dossiers.
- Elemental Armor Absorption: Configurable armor absorption for elemental and magic damage sources alongside physical damage mitigation.
- Decoupled Bare-Hand Combat: Unarmed strikes and crafted fist/claw weapons now maintain distinct secondary attack profiles and progression.
Changed
- Bleed Damage Model: Bleeding afflictions now support severity-gated refresh models and dual absolute/relative health caps.
- Combat Balance Defaults: Retuned baseline stagger coefficient, poise linger duration, pierce precision, and shield poise retaliation.
Fixed
- Unspawned Creature Dossiers: Resolved null reference exceptions when inspecting uninstantiated creature prefabs in the bestiary compendium.
[0.2.3] - 2026-10-29
Added
- Creature Cleave System: Introduced multi-target cleave scaling on creatures, granting full cleave capability to bosses and giants.
- Status Effect Persistence: Active Forsaken powers, meads, and potions are now preserved across logout and reconnection.
- Combat Wounded State: Taking direct physical damage temporarily reduces health regeneration to 33% for 8 seconds with custom HUD indicators.
- Project Auga UI Integration: Real-time combat and survival stats injected natively into Auga's Player panel with custom scroll drawer and quick-jump link.
- Creature & Lore Dossiers: Unlocked creature combat dossiers and martial treatises integrated into Hugin's Compendium and Auga's Bestiary.
Changed
- Modularized Phase Handlers: Decoupled default combat phase implementations into dedicated handler structures for improved maintainability.
- Skill Lifecycle Architecture: Reorganized native skill interception patches into dedicated domain modules.
Fixed
- Eikthyr Stamina Scaling: Corrected Forsaken power stamina cost calculation to grant the full intended 60% discount.
[0.2.2] - 2026-10-27
Changed
- Calibrated Stagger Durations: Refined stagger recovery windows across creature tiers (Minor foes ~2.0s, Standard mobs ~2.75s, Heavy elites ~4.0s, Bosses full 5.0s, and Player 2.0s baseline).
- Combat Dossier Formatting: Streamlined weapon tooltip layout, attack profile headers, and keybinding prompt clarity.
[0.2.1] - 2026-10-25
Fixed
- Fixed critical game startup error triggered by cooking station drop yield telemetry registration.
[0.2.0] - 2026-10-25
Added
- Universal Poise & Boss Stagger Engine: Continuous poise accumulation, uniform stagger duration, and overhead stagger meters, enabling full stagger stuns against all world bosses and giants.
- Economic Yield Engine: Configurable gathering, mining, woodcutting, cooking, and crafting bonus yield mechanics with detailed logging receipts.
- Physical Triad Calibration: Scaled Slash Bleed to 35% of post-mitigation damage, Melee Pierce Precision to +25%, and decoupled enemy physical attack stagger buildup.
Changed
- Default cleave mode changed from
ContinuoustoGeometric.
[0.1.0] - 2026-10-25
Added
- 6-Phase Combat Pipeline: Modular damage processing framework (
PreCheck,AttackerModifiers,TargetDefenses,Mitigation,Execution,PostHitProcs) supporting multi-target cleave, armor penetration, and continuous resistances. - Universal Poise & Boss Stagger Engine: Continuous poise accumulation, uniform stagger duration, and overhead stagger meters, enabling full stagger stuns against all world bosses and giants.
- Dual-Space 3-Tier Stat Architecture: Standardized mathematical engine evaluating character stats across 90+ tokens using flat bases, additive percentages, and compounding multipliers with asymptotic stamina efficiencies.
- Multi-Slice Status Effect System: Dynamic status effect architecture supporting severity-gated bleed refresh, DPS rate bounds, duration-first absorption shields, and automated stat scaling.
- Economic Yield & Environmental Engine: Configurable gathering, mining, and woodcutting drop scaling, plus detection utilities for felled logs.
- Network Serialization Protocol: Robust binary protocol maintaining byte symmetry and save-file safety for custom combat data over RPCs.
