Valheim
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ElusiveFlame77-Metalbound-0.20.3
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Changelog

0.20.3 - New package artwork

  • Replaced the Thunderstore cover icon with a square crop of the supplied Valheim city screenshot.

0.20.2 - Thunderstore release presentation

  • Updated the Thunderstore description to introduce Metalbound as a Mistborn-inspired Valheim mod.
  • Reorganized the feature overview by metal power and supporting system for easier reading.

0.20.1 - Pewter movement adjustment

  • Increased Pewter's default run and jog speed bonus from 20% to 30%.
  • With the default 1.75x flare multiplier, flared Pewter now provides a 52.5% speed bonus.

0.20.0 - Coppercloud and contextual reserve bars

  • Added a separate persistent Copper reserve, Copper wheel toggle, and Copper HUD bar.
  • Burning Copper reduces the player's enemy-detection visibility factor by 65% by default.
  • Added Copper Mistings (Smokers) to the equally weighted Misting awakening pool.
  • Added a cauldron recipe producing 5 Copper Vials from 2 Copper and 2 Honey.
  • Updated the Allomantic Tincture recipe to require a Copper Vial and refill all five reserves.
  • Arranged all five burnable metals around the wheel with ammunition in a separate row below.
  • Reserve bars now appear only while their metal is burning or while the wheel is held.

0.19.3 - Pewter poison resistance

  • Burning Pewter now prevents 75% of incoming poison damage by default.
  • Poison resistance is configurable from 0% through 95%.
  • Flaring strengthens the resistance through Pewter's normal flare multiplier, capped at 95%.

0.19.2 - Larger Tin enemy glows

  • Increased Tin enemy sensory glows to 1.6x their previous size by default.
  • Added a configurable Enemy glow scale setting from 0.5x through 4x.
  • Increased the bright center of both on-screen and off-screen enemy glows.

0.19.1 - Slower Tin burn

  • Reduced Tin's default reserve drain from 1.0 to 0.25 per second.
  • A full 120-point Tin reserve now lasts about eight minutes normally or roughly 137 seconds while flaring.

0.19.0 - Metal flaring

  • Added a configurable Caps Lock hold key for flaring currently burning metals.
  • Flaring gives Iron and Steel 1.6x force, Pewter 1.75x bonuses, and Tin 1.5x senses by default.
  • Flaring applies a configurable 3.5x reserve-consumption multiplier.
  • Flaring brightens metal lines without directly increasing movement-wind effects.
  • Changed the default movement-wind intensity to the Michael profile's tuned value of 0.1014084.

0.18.3 - Tin sensory glow

  • Replaced busy enemy lines and subtle off-screen indicators with pulsing gold sensory glows.
  • Enemy glows render in screen space through walls, terrain, trees, and mist.
  • Off-screen enemy glows clamp to the appropriate screen edge, preserving direction awareness.
  • Glow size and intensity increase as enemies approach; projectile warnings remain red.

0.18.2 - Tin awareness and focus

  • Added configurable focused vision while holding Z and burning Tin.
  • Added gold screen-edge indicators for nearby hostile creatures outside the camera view.
  • Added pulsing red warnings for fast projectiles traveling toward the player.
  • Kept all awareness and zoom effects local to the Tin-burning client.

0.18.1 - Tin enemy sensing and wheel layout

  • Added configurable Tin sensing for nearby hostile creatures using pulsing gold lines.
  • Arranged Tin, Steel, Pewter, and Iron around the wheel in a circle.
  • Moved Coin, Bronze Nail, and Iron Nail selection into a separate row below the metals.

0.18.0 - Tin senses

  • Added a separate persistent 120-point Tin reserve and fourth reserve HUD bar.
  • Added Tin burning to the radial wheel with a configurable 1-point-per-second default drain.
  • Burning Tin adds local low-light vision, native Wishbone-style hidden-object sensing, and local Demister fog clearing.
  • Added Tin Mistings (Tineyes) to the equally weighted Misting awakening pool.
  • Added a cauldron recipe producing 5 Tin Vials from 2 Tin and 2 Honey.
  • Updated the Allomantic Tincture recipe to require one Tin Vial and refill all four reserves.

0.17.4 - Coinshot cooldown adjustment

  • Increased the default shared Coin and Nail firing cooldown from 0.3 to 0.5 seconds.

0.17.3 - Coinshot cooldown

  • Added a shared configurable 0.3-second default cooldown between successful Coin and Nail shots.
  • Missing ammunition or Steel reserve does not start the cooldown.

0.17.2 - Temporary nail tethers

  • Bronze and Iron Nail projectiles now stick to non-character surfaces for the current session.
  • Stuck nails are braced against both Push and Pull, creating temporary player tethers.
  • Embedded nails remain ordinary recoverable items and can still be picked up.
  • Stuck state intentionally does not persist through a world reload or server restart.

0.17.1 - Downward anchor settling

  • Coins and nails fired sharply downward stop rolling when they make a valid ground impact.
  • Extended loose-ammunition Push/Pull physics to Coins, Bronze Nails, and Iron Nails.
  • Braced ammunition moves the player; unsupported ammunition receives the Allomantic force instead.

0.17.0 - Coinshot ammunition

  • Added selectable Coin, Bronze Nail, and Iron Nail ammunition to the metal wheel.
  • Added configurable default piercing damage of 10, 18, and 28 respectively.
  • Coinshots consume one unit of the selected vanilla inventory item.
  • Added the selected ammunition type to the Allomancy HUD indicator.

0.16.9 - Delayed awakening notifications

  • Delayed awakening notifications briefly after respawn so Valheim's initial spawn messages no longer overwrite them.
  • Leaves subsequent vanilla status messages, including Rested notifications, unaffected.

0.16.8 - Centered awakening notifications

  • Changed Misting and Mistborn awakening notifications to Valheim's large orange/yellow center-screen message style.

0.16.7 - Reliable awakening notifications

  • Deferred both Misting and Mistborn awakening messages until the local player has respawned and the HUD is ready.
  • Replaced the timing-sensitive spawn hook with a persistent notification handled by the normal update loop.

0.16.6 - Lerasium message wording

  • Changed the post-Lerasium respawn message from "surge" to "burn."

0.16.5 - Lerasium awakening message

  • Expanded the Lerasium Bead inventory description.
  • Added a one-time upper-screen power-surge message after respawning from Lerasium consumption.

0.16.4 - Lerasium description

  • Changed the Lerasium Bead inventory description to "Something stirs within?"

0.16.3 - Misting awakening feedback

  • Increased the default chance for an Unawakened character to become a Misting on death from 3% to 8%.
  • Added the centered message "You feel something burning inside you." when a Misting awakens.

0.16.2 - Lerasium Bead

  • Renamed the player-facing Lerasium Nugget item to Lerasium Bead.
  • Kept the existing internal prefab identifier so saved items remain compatible.

0.16.1 - Lerasium chest chance

  • Increased the default chance for a newly generated world chest to contain Lerasium from 0.5% to 3%.

0.16.0 - Misting awakening and Lerasium

  • Added persistent Unawakened, Iron Misting, Steel Misting, Pewter Misting, and Mistborn character types.
  • Existing characters with prior Metalbound reserve data migrate to Mistborn automatically.
  • New Unawakened characters have a configurable 3% Misting-awakening chance on each death.
  • Misting results are permanent and equally select Iron, Steel, or Pewter.
  • Added locked-metal wheel states and ability, vial, HUD, and landing-roll access checks.
  • Added the Lerasium Bead custom consumable; consuming it causes death and permanent Mistborn awakening.
  • Added a configurable 0.5% owner-authoritative Lerasium chance to newly generated world chests.
  • Chest loot is added during default-content generation and is not rerolled when reopening a chest.

0.15.8 - Tiered landing rolls

  • Removed the landing-roll popup message.
  • Landing rolls can now trigger after a fall of any height.
  • Rolls reduce fall damage by 50% through 10 metres, 40% above 10 through 16 metres, and 30% above 16 metres.
  • The 30% reduction is a permanent minimum for successful rolls, including falls above 22 metres.
  • Changed Pewter's default fall-damage reduction from 80% to 65%.
  • Pewter and landing-roll reductions combine multiplicatively when both are active.
  • Added configuration for roll tier height, tier distance, reduction per tier, and minimum reduction.

0.15.7 - Buffered landing rolls

  • Added a configurable 0.6-second input buffer for valid airborne landing-roll presses.
  • Increased the default ground-detection window to 1.1 metres.
  • Added five-point foot-area ground detection for slopes, rocks, stairs, and building pieces.
  • Added a ground-contact fallback that activates the buffered roll immediately before fall damage is calculated.
  • Revalidates the 8-metre fall limit when the buffered roll activates.

0.15.6 - Fall-damage hook fix

  • Corrected Pewter and landing-roll protection to target Valheim's explicit Fall hit type.
  • Scales Valheim's generic fall-damage field instead of incorrectly looking for blunt damage.
  • A 100% Pewter reduction now reduces the actual fall hit to zero.

0.15.5 - Pewter fall resistance

  • Burning Pewter now prevents 80% of fall damage by default.
  • Pewter's general physical resistance does not stack on the same fall hit, keeping the reduction at exactly 80%.
  • Successful eligible landing rolls still take priority and cancel fall damage completely.
  • Pewter fall-damage reduction is configurable.

0.15.4 - Quick landing roll

  • Tightened the default activation window from 1.5 metres to 0.9 metres above the ground.
  • A successful eligible landing roll now cancels fall damage instead of halving it.
  • The native roll begins immediately when Space is pressed inside the valid window.

0.15.3 - Allomantic landing roll

  • Hold Allomancy and press Space while descending near the ground to perform Valheim's native dodge roll.
  • Successful timing halves fall damage when the total fall distance is 8 metres or less.
  • The ground window, maximum eligible fall, and damage multiplier are configurable.
  • Protection is owner-local, single-use, and expires shortly after activation for multiplayer safety.

0.15.2 - Straight loose-coin flight

  • Replaced gradual loose-coin acceleration with configurable straight-line velocity.
  • Push sends an unbraced coin directly away from the player; Pull sends it directly toward the player.
  • A held force transfers to the player immediately when the coin becomes braced.
  • Claims network ownership before changing a coin's velocity to reduce multiplayer correction and snapback.

0.15.1 - Hidden wheel cursor fix

  • Removed the camera-capture override that could make Valheim display its normal cursor.
  • Explicitly keeps the operating-system cursor locked and hidden while the metal wheel is open.
  • The virtual tethered selector remains visible and interactive.

0.15.0 - Pewter and separate reserves

  • Added Pewter to the metal wheel.
  • Burning Pewter continuously consumes Pewter reserve and provides configurable movement speed, jump force, stamina efficiency, physical damage, physical resistance, carry weight, and knockback resistance.
  • Split the persistent reserve into independent Iron, Steel, and Pewter reserves.
  • Legacy character reserve values migrate safely into all three new reserves.
  • Added three single-metal vials that completely refill their matching reserve.
  • Reworked Metallic Tincture into an Allomantic Tincture that completely refills all reserves.
  • Added cauldron recipes for Iron, Steel, and tin-silver Pewter Vials.
  • Added right-click wheel refilling and three compact reserve bars.

0.14.5 - Virtual wheel selector

  • Removed the operating-system cursor from the metal wheel.
  • The tethered selector now moves virtually from raw mouse input while the real cursor stays locked and hidden.
  • Metal toggling and wheel-specific attack suppression remain unchanged.

0.14.4 - Tethered wheel selector

  • Added a visible tether from the wheel center to a mouse-driven selector.
  • Active metal boxes now glow bright blue; inactive boxes return to a dark empty state.
  • Hovered metals receive a distinct selection outline.
  • Character attacks are suppressed while the metal wheel is open, so selection clicks do not attack.

0.14.3 - Wheel cursor capture fix

  • Prevented Valheim's camera from re-locking the cursor while the metal wheel is open.
  • Reinforced cursor unlocking during late-frame and UI rendering.
  • Normal camera capture resumes when the wheel closes.

0.14.2 - Wheel default

  • Changed the default metal-wheel shortcut from B to Q.

0.14.1 - Clickable metal wheel

  • The wheel now unlocks and displays the cursor while held.
  • Click Iron or Steel to toggle it immediately; releasing the wheel key only closes the wheel.
  • Opening the wheel no longer blocks normal attacks.

0.14.0 - Metal wheel

  • Added a configurable radial metal wheel, opened with B by default.
  • Move the mouse left for Iron or right for Steel, then release the wheel key to toggle burning.
  • Steel now gates Push and Coinshot; Iron now gates Pull.
  • Added active-metal HUD indicators and blocked attacks while the wheel is open.
  • The wheel does not pause or slow time, preserving multiplayer compatibility.

0.13.2 - Full-reserve tinctures

  • Each Metallic Tincture now completely fills the metal reserve, regardless of the configured maximum.
  • Removed the obsolete partial-refill configuration setting.

0.13.1 - Speed-responsive wind

  • Wind streak density, length, brightness, and velocity now scale with player movement speed.
  • The effect responds equally to Push and Pull movement.

0.13.0 - Movement wind

  • Added configurable procedural wind streaks while Push or Pull moves the player.
  • Removed the repetitive sound played when entering Metalbound mode.
  • Other target, coin, tincture, and reserve feedback sounds remain available.

0.12.2 - Tincture recipe balance

  • Changed the cauldron recipe to produce five Metallic Tinctures.
  • Increased the recipe's Iron requirement from one to two.
  • Coal, Honey, and reserve restored per tincture remain unchanged.

0.12.1 - Reserve capacity

  • Increased the base maximum metal reserve from 100 to 120.
  • New characters now begin with 120 reserve.
  • Renamed the capacity configuration keys so existing 100-point configs migrate to the new defaults.

0.12.0 - WIP sound feedback

  • Added vanilla sound cues for Metalbound-mode activation and target locking.
  • Added distinct coin-throw and Coinshot launch sounds.
  • Added refill-shortcut drinking feedback and an empty-reserve warning sound.
  • Added sound enable and volume configuration options.

0.11.0 - WIP tincture

  • Added the Metallic Tincture custom consumable using a vanilla bottle appearance.
  • Added a cauldron recipe producing three tinctures from Iron, Coal, and Honey.
  • Added normal inventory consumption to restore reserve.
  • Changed the refill shortcut to consume a tincture instead of raw Iron.
  • Added Jötunn as a required dependency.

0.10.0 - WIP reserve prototype

  • Added a persistent, character-specific 100-point metal reserve.
  • Added configurable ongoing costs for metal sight, locked targets, Push, and Pull.
  • Added a configurable per-shot Coinshot reserve cost.
  • Added a configurable refill shortcut that consumes one vanilla Iron.
  • Added a compact reserve bar and empty-reserve feedback.

0.9.0 - WIP

  • Added configurable metal pushing and pulling.
  • Added automatic metal detection from build-piece recipe ingredients.
  • Added faint metal-source lines and emphasized target/lock lines.
  • Added sustained target locking while Push or Pull is held.
  • Added throwable, recoverable coin anchors.
  • Added direction-aware loose and braced coin physics.
  • Added controlled-descent fall-damage protection.
  • Added configurable, straight-flight Coinshot projectiles with piercing damage.
  • Added configurable keyboard shortcuts and attack suppression during Metalbound mode.

This is the first packaged friends-and-testers build.

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