Metalbound
Metalbound is a work-in-progress Mistborn-inspired mod for Valheim. Detect nearby metal, lock onto an anchor, launch yourself through the world, throw recoverable coins, and fire coins as fast piercing projectiles.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 Lockhold 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
Zand 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
Fallhit 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
Spacewhile 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
BtoQ.
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
Bby 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.
