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Viking Revival 1.1.2 - native death candidate

This release candidate replaces the 1.0.x living-at-1-HP model. Live two-player verification is still pending.

A fatal eligible hit now runs Valheim's normal death method: ragdoll, inventory transfer to the tombstone, death penalties and effects. Revival delays automatic respawning while the server's revival window is open. The dead player can choose Respawn now at any time or Wait for rescue. The window still expires normally; waiting does not reset it. Missing/denied authority falls back to native respawn.

Friends use E to loot a tombstone normally and hold R near the fallen player to revive. T cycles available healing meads and No potion. These are separate configurable shortcuts. Default durations: minor 8 s, medium 5 s, major 3 s, no potion 16 s. No potion always takes twice the server-configured minor duration and restores minor-mead health. Mead modes require and consume one matching item; No potion consumes nothing. Release, range loss, rescuer damage or disconnect interrupts revival.

Revival restores the same avatar. It never copies inventory out of the tombstone or restores a pre-death inventory snapshot. Looted items stay with their looter; unlooted items stay in the grave. Native death penalties have already occurred and are not undone by revival. Valheim's death world modifiers remain authoritative, including keep-inventory and empty-inventory grave behavior.

Install for a coordinated test

Stop the server and all participating clients. Install BOTH VikingRevival.dll and VikingRevival.Core.dll from BepInEx/plugins/VikingRevival in the package. Replace previous copies, leaving only one copy of each DLL per installation. Install BepInExPack Valheim 5.4.2351 and Jotunn 2.30.2 or newer. Use this exact candidate on the server and every client; Jotunn compatibility checks require matching patch versions. A public 1.0.3 client is incompatible with this candidate.

Manual users merge the package's BepInEx folder into the target game/profile. Mod Manager users can import the Thunderstore ZIP as a local mod. Start once to generate configuration. Existing config is preserved; the new Revive and CycleRevivalOption keys default to R and T. Old CycleMead, GiveUp, Crawl multipliers and RequireHealingMead entries are obsolete.

No teammate proximity check is used when opening the revival window: solo and distant players can wait, choose Respawn now, or let the timer expire. Rescuers must still be within 2.5 m by default. PvP remains disabled by default; drowning and scripted deaths keep their existing exclusions.

Evidence and limits

Community and support

Join JustQOL | Valheim Mods on Discord for Viking Revival and Viking Codex support, announcements, bug reports, and suggestions. The invite never expires and has unlimited uses. Use viking-revival-support for setup help, or bug-reports for reproducible issues. Include your mod and Valheim versions, server/client setup, other mods, reproduction steps, and relevant BepInEx errors with private information removed.

Verification

Read docs/VERIFICATION-1.1.2.md and docs/TESTING.md. Automated tests execute rules and linked production hook bodies against controlled boundary doubles, inspect installed game metadata, and validate packages. They do not prove live Unity ragdoll visuals, actual network transport, loot contents or native respawning. Publishing does not update an already running game. Restart the server and every client after installing this version.

Build with scripts/collect-references.ps1 using an installed game/BepInEx/Jotunn, then scripts/build.ps1 -Dotnet <SDK executable>. scripts/package.ps1 creates Manual, Thunderstore and Source ZIPs. Private references and game/framework DLLs are excluded.

Revival window (1.1.2)

Every eligible death now has a 60-second window by default, including repeated deaths. No nearby teammate is required to enter the window. Choose Respawn now at any time, wait for a rescue, or respawn when time expires. Existing death-type exclusions still apply.

An active, valid hold R revive freezes the remaining countdown, including the short inventory-confirmation step. Releasing R, moving out of range, taking damage or disconnecting resumes the saved remainder. Missing hold heartbeats release the pause after at most 1.25 seconds; they cannot freeze the timer indefinitely. Rescuers still need to stand within the configured revive range.

The old stock 75/45/25-second timer configuration migrates automatically to 60/60/60. Deliberately customized values are preserved; server owners can set BleedoutSeconds, SecondKnockdownSeconds and ThirdKnockdownSeconds to 60. The server controls these rules. All clients and the server need gameplay version 1.1.2 and a restart.

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