Valheim
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Latest version
0.3.0
Last Updated
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804
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Size
670KB
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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 Continuous to Geometric.

[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.
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