Valheim
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1.1.2
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Changelog

1.1.2 — In-game settings panel and safer default

  • New in-game panel, opened with the console command bossgate_config. Everybody can open it and see the Overview: how every boss stands today (unlock day, defeated or not, can be summoned or not). The settings are shown only to an admin with devcommands on: in single player and on a hosted game, the host; on a dedicated server, a player in the server's admin list (checked again by the server on every request). Players also see the Portal items table, counted with the server's progress mode (world, or their own kills with personal progress). Players see no settings and no save buttons.
  • Same look as the OdinBet panel: pages on the left (Overview, Unlock days, Progression, Portal items, Server), one card per setting with its explanation, default and range, an ON/OFF button or a slider + number field, and "In practice" lines that say what the value does in the game today (e.g. "Today is day 12: Bonemass unlocks in 8 day(s). Until then players see: ...").
  • Smart checks: grey "no effect now" notes, orange warnings (e.g. a boss that unlocks before an earlier one while the order is not forced, the master lock being on, kicking off) and red errors that block saving.
  • Overview table: every boss with its trophy icon, unlock day, whether it is defeated (world, and you with personal progress on) and whether it can be summoned today. Portal items table: each group of items with its icon, the bosses that release it and whether it is released today. Both follow the values being edited, before saving.
  • Quick plan on the Unlock days page: fills the days every 5 / 10 / 20 / 30 days (Eikthyr on day 0) or sets them all back to 0, as a draft.
  • Changes are a draft until Save and apply, which shows a summary first. Then they take effect at once for every player (no restart): the server writes its .cfg and sends the new values to everyone. Also: Undo / Default per setting, Page defaults, Discard changes and Reload .cfg. Every change is written to the server's log with the admin's name.
  • Boss trophies and item icons come from the game itself; names follow the player's language. A boss or item without an icon in the game shows a "?" (the trophies found in the game are written once to the log, to find the missing one).
  • Ultimate SCM integration: the panel is registered in Ultimate Server Configuration Manager for players and admins (SCMPanel.Register("bossgate_config", false)): players get the Overview and Portal items, admins with devcommands every setting. Without Ultimate SCM the command works on its own.
  • Every text of the panel is translated in the 15 languages (plugins/Translations/<Language>.json, new Ui_, Page_, S_, D_, Ex_, W_, Tb_, St_ and E_ keys).
  • The server's config message now ends with the panel protocol number (appended last, same protocol): older clients and servers keep working together; a client on an older server is told to update the server to use the panel.
  • KickClientsWithoutMod is now true by default (it was false). Servers that already have a BossGate config file keep the value saved in it.

1.1.1 — Boss progression, portal items and personal progress

  • New optional setting RequirePreviousBossDefeated (section 3 - Progression, default false): a boss can only be summoned after all the bosses before it in the progression order (Eikthyr, The Elder, Bonemass, Moder, Yagluth, The Queen, Fader, Kall Fimbulbringer) have been defeated in the world. Example: Kall cannot be summoned while any of the other seven is alive; The Queen cannot be summoned while Eikthyr, The Elder, Bonemass, Moder or Yagluth is alive. Eikthyr is never affected.
  • It works together with the unlock days: the boss must be unlocked by the day and the previous bosses must be dead (also when the boss has no unlock day). The Queen's Sealbreaker door and hive seat follow the rule too. LockAllBosses still wins over everything.
  • Uses the same boss-kill records as the portal rule (world global keys, already synced by the game to every client).
  • New on-screen message "Defeat the previous bosses first." (center of the screen); the offering is not consumed. New translation key msg_previous_boss in the 15 languages.
  • New optional setting PortalItemsRequireBossKill (section 4 - Portals, default false): ores, metals and other items the game blocks from portals can go through once the boss of their biome has been defeated in the world (The Elder: copper/tin/bronze, Bonemass: iron, Moder: silver and dragon eggs, Yagluth: black metal, The Queen: mechanical spring and Dvergr extractor, Fader: flametal and charred cogwheel, Kall Fimbulbringer: gold). Hildir's quest chests are released once the miniboss that guards the chest and the boss of its biome have been defeated (Brass: Brenna + The Elder, Silver: Geirrhafa + Moder, Bronze: Zil & Thungr + Yagluth). The full table is in the README.
  • With the setting off nothing changes: portals behave exactly like vanilla.
  • The rule only releases items the game already blocks and that are on the list; every other item keeps the vanilla behaviour, and one still-blocked item keeps the whole inventory from teleporting.
  • Items the game never lets through any portal (not even with the world setting that allows every item) stay blocked: the rule never overrides that.
  • The inventory follows the rule: the "cannot teleport" mark is hidden on items the player can already take through a portal.
  • New optional setting PerPlayerProgress (section 3 - Progression, default false): personal progress. When true, a boss only counts for the players who took part in killing it in this world (hit it, or were within 40 m when it died); kills in other worlds never count. Applies to the progression rule, the portal items and Hildir's chests. Kills are recorded even while the setting is off. New Harmony patches on Character.OnDeath, Game.Start and InventoryGrid.UpdateGui, each applied on its own.
  • Kall Fimbulbringer counts as defeated only when the whole fight is won (defeated_frozenking_p3).
  • Server-controlled and synced like the other settings (tagged scm:live, so it can be changed in-game with Ultimate Server Configuration Manager). The new values (portal rule, progression rule, personal progress) are appended to the existing sync message with the same protocol number, so 1.0.0 and 1.1.x clients and servers keep working together (an older side treats the new rules as off).
  • New Harmony patch on Inventory.IsTeleportable, applied on its own like the others: if it fails, only a warning is logged and the rest of the mod keeps working. Errors in the rule keep the vanilla portal behaviour.
  • Settings saved by earlier 1.1 test builds under another section are moved to their new section automatically (the value is kept).
  • The config is grouped by topic: 1 - General and 2 - Boss Unlock Day are unchanged from 1.0.0 (existing values are kept), the new settings are in 3 - Progression and 4 - Portals.
  • README: new Boss progression, Portal items and Personal progress sections, new settings in the tables and new known limitations.
  • Small optimizations: boss/item name hints are prepared once at startup instead of on every check, the Sealbreaker check no longer searches the boss list on every door, and the dungeon-entrance diagnostic log (and its Harmony patch on Teleport) was removed.

1.0.0 — First release

  • Per-boss unlock day (0 = disabled, up to 9999), entries numbered in progression order (1 - Eikthyr ... 8 - Kall Fimbulbringer), for Eikthyr, The Elder, Bonemass, Moder, Yagluth, The Queen, Fader and Kall Fimbulbringer (Deep North final boss).
  • Master lock LockAllBosses (default false) that blocks every boss on every day.
  • Translated on-screen message (center of the screen, not the text chat) when an offering is blocked, in 15 languages. The master-lock message is generic ("Boss summoning is not possible right now."). The offering is not consumed.
  • Config defined by the server: clients ignore their own .cfg and use the server's values. The server sends them when a player joins and again whenever a setting changes while the server is running.
  • Optional KickClientsWithoutMod (off by default).
  • Settings are tagged scm:live, so Ultimate Server Configuration Manager shows them as LIVE: an admin can change them in-game and every connected player gets the new rule instantly, without relogging or restarting the server.
  • Known limitations are listed in the README (client-side check, .cfg edited by hand is not watched, recognition by altar names).
  • No external dependencies.
  • The Queen: the Infested Citadel's Sealbreaker door and the hive seat offering (3 Seeker soldier trophies) follow her unlock day. Fader: bells can be placed, activating the altar is blocked.
  • Each Harmony patch is applied on its own; a failing patch only logs a warning.
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