Valheim
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0.9.1
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Changelog

0.9.1

  • Changed: Kaioken key is now Q (Shift+Q turns it off) instead of Y; existing configs still on Y move to Q, a key you remapped is kept.

0.9.0

  • Added: scouters — headgear that reads battle power up to a limit, in eight tiers from flint to bloodgold and four lens colors; hovering one shows your punch damage, block armour and ki costs. Idea by NathanBakker and MisterMusashi.
  • Changed: battle power is only shown while wearing a scouter — for creatures, other players and your own number under the minimap.
  • Added: SSJ God heals at least 1 health per second, even with no food (adjustable with HealthRegenMinimum).
  • Fixed: typing a map marker name no longer triggers the mod's keys. Reported by MisterMusashi.
  • Changed: battle power ignores damage that only hits trees, rocks and buildings, so Trolls, Stone Golems, Lox, Asksvin and Morgen show a lower number, and an axe or pickaxe no longer counts as a strong weapon.
  • Changed: creature battle power counts every attack a creature has and poison only for the damage it actually deals, so wolves, seekers and the charred read higher, blobs and leeches lower, and each biome's common creatures read stronger than the previous biome's.

Scouter model: "Scouter - Dragon Ball Z" by Yanez Designs, CC BY 4.0, modified.

0.8.0

  • Added: runestones — reading the lore runestones around the world can teach you new abilities, learned by each character on their own. For now they teach the ki attacks, which bosses no longer unlock. Idea by NathanBakker.
  • Added: Kaioken — five tiers (x2 to x20) learned from the runestones, switched on over any form for more power, movement speed and melee attack speed at a cost of stamina, and of health when pushed past your limit. Kaioken skill, trained by dealing damage with Kaioken on.
  • Added: a Kaioken group on the radial menu, next to Forms, to pick any learned tier or turn it off.
  • Changed: existing characters lose the Ki Blast, Kamehameha and Kienzan and must learn them again from the runestones.
  • Removed: the MinPowerLevel setting from forms, ki attacks and flight (it was never used).

0.7.0

  • Added: Kienzan, a new ki attack unlocked by Bonemass — charge a spinning disc over your head, then throw it through every enemy, tree and rock in its path (pierce damage).
  • Changed: form mastery no longer slows to a crawl at higher levels (mastery XP settings moved to "3 - Transformations" and reset to the new defaults).
  • Added: SSJ God takes 25% less blunt damage.
  • Fixed: the flight key now work while running (holding Shift).
  • Fixed: Power Level and SSJ God can be used in raiseskill/resetskill (as PowerLevel and SSJGod).
  • Fixed: bear traps, frost and tar now slow flight too, so flying no longer escapes a trap (adjustable with MovementDebuffStrength in "5 - Flight").

0.6.0

  • Changed: new aura when charging ki and when transforming;
  • Fixed: the Kamehameha no longer stops at the water surface; it now hits enemies underwater.
  • Added: punches and ki attacks break trees, rocks and ore; the stronger you are, the harder the material you can break (based on BP).
  • Added: ki attacks break harder materials than punches (based on BP).

0.5.1

  • Changed: the Kamehameha reaches a full charge in 4 seconds instead of 5.
  • Changed: hovering in place while enemies are alerted nearby now costs 3x ki instead of 2x.
  • Changed: aim flight is now the default; Alt+F switches to classic flight. Characters that already picked a mode keep it.
  • Changed: a kill now restores half of your ki bar and a parry a quarter;
  • Fixed: you can no longer gain altitude while charging ki in flight; rising or diving now interrupts the charge.
  • Fixed: you can no longer charge ki while charging a Kamehameha.

0.5.0

  • Added: the SSJ God, a fourth form, unlocked by defeating Moder. It hits a little harder than SSJ2 and a little softer than SSJ3, and what it buys instead is staying power: less ki drain, half the combat surcharge on punching, blocking and taking hits, and passive healing that ticks three times as often and keeps going through Wet, Cold and Freezing.
  • Added: aim flight. Alt+F switches between classic flight and flying where you look, up and down included.
  • Fixed: you can now take off while swimming; you pop out of the water and start flying.
  • Fixed: going through a portal or a dungeon entrance no longer drops your form or your flight.

0.4.3

  • Fixed: on a server, players now use the server's config instead of their own.
  • Fixed: changes to the server's config apply live, without a restart.
  • Fixed: typing in the build menu's search field no longer triggers the mod's keys.
  • Fixed: flying over a creature no longer ends the flight.

0.4.2

  • Changed: fighting inside a form costs far less ki. A form used to charge its whole power multiplier as a surcharge on every punch, block and hit taken; it now charges a fifth of it (CombatFormKiShare 1 → 0.2), so a 4x form lands 2.5x the damage per point of ki. Mastery still clears the surcharge at level 100.
  • Changed: form mastery levels much more slowly — XP per point of damage went from 0.25 to 0.0125, and the per-hit cap from 25 to 1.25. The boss catch-up bonus for older forms now climbs to x4 instead of x2 (MasteryXpBossMultiplierMax). Flight and Power Level are unchanged.
  • Changed: existing config files are moved to these values on load even if you had tuned those keys — they are one balance pass, and half of it is worse than none. The log says what your old values were.

0.4.1

  • Changed: form mastery and the flight skill now level at half the speed. Mastery XP per point of damage, dealt and taken, went from 0.5 to 0.25 for every form (and the per-hit cap from 50 to 25, so it still bites at the same damage), and flight XP went from 0.15 to 0.075 per metre. Power Level is unchanged. Existing configs are updated on load, even if you had tuned these keys yourself — the log says what your old values were.
  • Fixed: parrying the training dummy (T.W.I.G.) now gives ki, like any other parry. A parry that fails — no stamina left, or staggered by the hit — still gives nothing.

0.4.0

  • Changed: ki is now the fuel for fighting, not a tax on existing. Holding a form used to cost the same whether you were crossing the map or trading blows, which pushed everyone into standing still to charge ki before they could play. The drain is now small (1 / 2 / 3 per second for SSJ / SSJ2 / SSJ3, down from 5 / 10 / 15) and the cost moved to what you do inside the form: punching, blocking, taking hits and firing ki attacks. Living in a form is cheap; fighting in one is what costs. Thanks to everyone who wrote this up in the issues.

  • Changed: a form charges a surcharge on every combat cost, and its mastery pays it off. At mastery 0 a form with 4x power costs 4x the ki per action — the same damage per bar as base form, so what the form buys you there is the bigger hit, not efficiency. At mastery 100 the surcharge is gone and the whole multiplier is profit. Tune with CombatFormKiShare and MasteryFormCostReduction.

  • Changed: form mastery now trains by fighting inside the form, from damage dealt and taken, instead of by seconds spent transformed. Standing around transformed — or flying — no longer trains anything. MasteryXpPerDamageDealt and MasteryXpPerDamageTaken replace MasteryXpPerSecond.

  • Changed: the flight skill now trains by distance flown, not time airborne. Hovering in place pays nothing, and flying out and back pays for both legs. XpPerMeter replaces XpPerSecond.

  • Changed: early flight is no longer a grind wall. The base cost went from 5 to 3.5 ki/s, and the skill discount is now linear instead of back-loaded (KiSkillCurve 2 → 1), so level 25 already flies 24% cheaper instead of 4%.

  • Changed: transforming now makes flying cost more, not just go faster — the surcharge matches the speed the form gives, and fades to nothing as you master that form (FormKiShare).

  • Fixed: blocking and taking hits got cheaper the stronger you were, and transforming made it worse — in SSJ3 a block stopped over three times more damage for the same ki. Those two costs no longer take the punch's power discount (DefenseKiCostPowerReduction), and their rates were recalibrated (BlockKiCost 0.5 → 0.3, DamageTakenKiCost 1 → 0.6).

  • Changed: hovering in the air is no longer cheaper than flying, and hovering while something hostile is alerted nearby now costs double (HoverKiMultiplier, CombatHoverMultiplier, CombatHoverRange). Hanging out of reach while a boss cannot touch you was the one thing the mod was actively paying you to do — it cost half price. Flying in combat is untouched: diving, circling and pulling out is air combat, and that is the point. Only holding still is charged.

  • Changed: your existing config file is updated to the new balance automatically. Keys you never touched are moved to the new values; keys you tuned yourself are kept, and the log says which. The balance keys of this rework are the exception — they are overwritten either way, because half of this rework is worse than none of it, and the log tells you what your value was so you can put it back. Two keys are reset even though their default did not change — KiCostPowerReduction and MasteryFormCostReduction — because the formula around them did, and a number tuned against the old one no longer means what you meant by it.

  • New: a radial menu for your forms and your ki attacks. Two groups sit in the game's own wheel, next to consumables, weapons and emotes, so the mod costs you no extra key. Forms show their ki drain, attacks show their ki cost, and picking an attack selects it — you still fire it with your own key, after you aim. Only what you have unlocked shows up, with its own artwork; the old keys keep working.

  • Changed: dropping back to base form is now Z, and stepping one form down is Shift+Z. They used to be G, which current Valheim versions also use to open the radial menu. If you already have a config file, yours keeps G until you change it — new installs get Z.

  • Changed: new artwork for the skill icons — Power Level, Flight and the three Super Saiyan forms. They now carry a transparent background, so they sit on the skill wheel and the HUD without the black square around them.

  • Fixed: SSJ2 and SSJ3 no longer spam Light was null! This should never happen! into the log.

  • Everyone must update: players on 0.3.x can't join a 0.4.0 server.

0.3.0

  • New: gain ki by fighting well. A successful parry gives the ki cost of 2 punches, and landing the killing blow on a creature gives 4. Both scale with your power, like the punch cost. Only with ki on; tamed creatures and players give nothing. Tune with KiOnParryPunches and KiOnKillPunches (0 turns each off).
  • New: the ki blast explodes on impact, hitting everything within 2 m for full damage — buildings included (ImpactRadius, per attack; the Kamehameha stays at 0). To make up for it, its damage went down 10% (DamageBase 10 → 9, DamageFromPower 0.04 → 0.036). Servers with an existing config keep the old damage until those two lines are updated.
  • New: the flight skill now softens falls. With ki on, fall damage drops with your flight level, up to 80% less at level 100 (FallDamageSkillReduction). Turning ki off takes the protection away.
  • Changed: transforming now shows in your power rating. SSJ reads 2x your base form, SSJ2 3x and SSJ3 4x. Before, the form only showed through the armor and punch it adds, and since it gives no health, SSJ read about 1.3x. Your base-form number is unchanged. Tune with RatingFormShare (0 hides the form, 1 is the full multiplier).
  • Fixed: with ki on, equipping a weapon no longer inflates your power rating. The number used to add the weapon's damage on top of the ki punch bonus, a hit that never happens: the bonus only applies to unarmed strikes. With ki on it now reads the unarmed punch plus the bonus; with ki off it still reads the equipped weapon. Expect the number to drop if you carry a weapon.
  • Fixed: charging the Kamehameha now holds you in place. On the ground you can no longer walk or run while charging; in flight you hover still, with no climbing or diving. Aiming stays free. You can't block or attack while charging. Jumping or dodging on the ground drops the charge without firing.
  • Fixed (multiplayer): other players' ki blast and Kamehameha impacts now show in the attack's color, without smoke. They used to show as the game's raw purple, smoky explosion.
  • Everyone must update: players on 0.2.x can't join a 0.3.0 server.

0.2.0

  • Other players' power rating now shows under their health bar, the same way enemies' does. Each player computes their own number and shares it over the network, so what you see on a friend matches the number under their minimap. Like the enemy number, it only shows while your own ki is on.
  • Everyone must update: players on 0.1.x can't join a 0.2.0 server.

0.1.3

  • Transformation mastery XP bonus from bosses is now capped at x2. A form still trains faster once the world has killed a boss past the one that unlocked it, but it no longer climbs to x3, x5 and beyond as more bosses fall. The new MasteryXpBossMultiplierMax key (per form) sets the cap; 1 turns the boss bonus off.

0.1.2

  • Fixed (multiplayer): other players' ki blasts and Kamehameha now show the configured color, size and trail on your screen. Before, only the shooter saw the custom look; everyone else saw the raw projectile from the base game. Every player needs this version for the fix to show.

0.1.1

  • HUD power label is now BP: (Battle Power) instead of PB:, on both the player readout and the enemy nameplate.
  • Fixed: hitting with a vanilla weapon no longer trains Power Level. Only punches and ki attacks pay XP for damage dealt; damage taken still pays regardless. The new XpWeaponFactor key brings weapon XP back for anyone who wants it.

0.1.0

First public release.

  • Ki as a resource, with regeneration and a HUD bar.
  • Flight.
  • Unarmed combat scaling with power.
  • Ki attacks: Kamehameha and ki blasts.
  • Super Saiyan transformations gated behind the game's bosses.
  • Power level readout on the HUD and over enemies.
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