Valheim

0.1.23

  • Sample Ashlands candidates in the southern cap instead of wasting attempts at other latitudes.
  • Add versioned terrain preparation for newly reserved Ashlands arenas: persist a level foundation and clear the lava mask inside the arena footprint.
  • Allow shallow shore edges and uneven ground while retaining dry-centre, deep-water, biome, location, untouched-sector and player-property checks.
  • Commit the site reservation before preparing the new foundation; prepare terrain one tile at a time.
  • Stop searches after 90 seconds or the candidate limit, report exhaustion and add a server-validated retry with a different candidate sequence.
  • Preserve existing fortress protection and existing arena terrain rules.
  • No tests or game launches. User verification is required before publication.

0.1.22

  • Separate saved-fortress recovery from new placement: no clearance or terrain levelling on recovery.
  • Wait for native world loading before reconciling saved objects; retain support roots during startup.
  • Restrict site clearance to recognized natural obstacles, excluding player provenance, structures, containers and loose items.
  • Stop new placement over structures/containers before terraforming; remove automatic relocation outside the footprint.
  • Persist site preparation completion to prevent repetition after interrupted placement.
  • Recover surviving packed objects only, without resetting live furniture to an outdated manifest.
  • Wait for physical fortress supports before restoring cargo; suspend local wear while recovering missing supports.
  • Preserve Russian/English translations and update placement messages.
  • Compiled against Jotunn 2.30.1. No tests or game launches; publication awaits user verification.

0.1.21

  • Remove the global world-spawn lock while waiting for the expedition handshake.
  • Allow native spawn when a saved expedition has no prepared checkpoint; keep progression and membership for background arena preparation.
  • Preserve the known arena death countdown and wait for arena ground before deferred travel.
  • Log native-spawn fallback and rate-limit handshake error diagnostics.
  • Build against installed Jotunn 2.30.1; no game launches or tests.

0.1.20

  • Separate the two fortress gates into independent saved network states.
  • Create exactly two stationary controls per gate, one on either side; each pair operates only its own gate.
  • Derive control anchors from the fortress template and validate server-side proximity to the requested gate.
  • Preserve legacy shared gate state as the initial fallback for existing fortresses.
  • Show localized open/close action text for the selected gate.
  • Compiled only. No tests or game launches.

0.1.19

  • Replace placement rejection for ordinary vegetation, rocks, drops and structures with bounded post-commit clearance.
  • Move containers, items, equipment stands, supported production devices, vehicles, gravestones and portals outside the site while retaining native object data.
  • Preserve ward, player and expedition/fortress-overlap protection; stop with an explanation if furniture cannot be moved safely.
  • Remove the seven-metre terrain-height rejection. Persist a per-vertex foundation datum on native terrain compilers; retain normal terrain operations relative to the foundation and clear vegetation paint.
  • Update English/Russian placement instructions to disclose automatic clearing and structure removal.
  • Compiled with zero warnings/errors. No tests or game launches.

0.1.18

  • Preserve placement rejection messages instead of overwriting them with a terrain-preparation notice.
  • Reuse persisted terrain compilers; report waiting, preparation errors and successful completion.
  • Add same-world packing and relocation of supported furniture, player structures, chest contents and loose items within the fortress footprint, retaining native objects instead of copying inventories.
  • Add a saved cargo manifest, native-object reconciliation and recovery paths. Block unsupported objects and remote-owned live containers rather than forcibly taking ownership.
  • Document multiplayer, cross-world, bed, timer and mod-compatibility limits. The new relocation paths have not been verified in game.
  • Bundled screenshots remain unchanged; public README image hosting is still pending.
  • Compiled only, with zero warnings and errors; no tests or game launches.

0.1.17

  • Lowered service veil tops to prevent colour in upper window slits.
  • Removed decorative runes and uneven outlines; repositioned icons and captions.
  • Fit caption width to the visible opening before wall occlusion checks.
  • Included arena combat imagery and clearly labelled arch concept art.
  • Compiled only; no tests or game launches.

0.1.16

  • Added five-second teammate rescue, battle reports and personal expedition perks.
  • Infernal equipment now rolls Legendary 100%, Mythic 80% and Ancient 50%; removed its Epic guarantee.
  • Added the cyan shop arch: gear, personal coin payment and shared-resource exchange for every participant.
  • Added unique Charred Fortress blueprints, native geometry without the central tower or hostile/loot objects, terrain preview/levelling, operable gates, and owner pylon controls for moving and packing.
  • Added durable fortress transfer reconciliation, including prepared operations from inactive expeditions.
  • Updated English and Russian strings and release documentation.
  • Compiled only; no tests or game launches.

Changelog

0.1.15

  • Batch server tick/request mutations into background atomic writes; delay acknowledgements until both durable copies complete.
  • Reuse committed wave tickets and native actor tags instead of saving the full expedition at each enemy arrival.
  • Bound the native warehouse grid to 48 slots per page without a capacity limit. Keep Take All and Stack All operating across pages.
  • Permit independent transfers while applied receipts await a shared character checkpoint; coalesce short bursts while retaining reservation and receipt recovery.
  • Fill service arches using the entire black-backing footprint. Stop profile rays at its front face instead of sampling masonry behind it; accept wide lower openings.
  • Keep dim service icons during combat, suspend nearby effects when the player is far away and cache stationary caption occlusion checks.
  • No tests, game launches or FPS measurements. Native character disk/cloud checkpoint stalls remain possible.

0.1.14

  • Replace per-drop collection messages with one persisted round summary after loot settles; retain immediate warehouse credit during combat.
  • Capture new environmental item drops within the active arena; persist an exclusion flag on player-discarded items. Preserve unidentified pre-update drops.
  • Replace loot's four full-world scans per second with native sector queries around occupied arenas. Track only expedition ballistas instead of two additional full-world scans per second.
  • Index loot receipts and deserialize each new drop only once; disable capture components after publication and cap simultaneous flight effects at twelve.
  • Update native warehouse rows after the prepared transfer is applied, retaining server reservation until durable commit. Skip unchanged paginated snapshots and reuse unchanged item objects on row updates.
  • Remove map regeneration and achievement synchronization from inventory receipt checkpoints. Preserve native character writes, cloud checks and backups; log slow checkpoints at most once every thirty seconds.
  • Cache successful terrain checks for two seconds and eliminate duplicate preparation calls.
  • Avoid arena ambient-music lookup through uninitialized biome data, contain retries and suppress repeated exception floods. Initialize all particle velocity axes in the same curve mode.
  • Production compilation only; no automated tests, game launches, gameplay verification or FPS measurements.

0.1.13

  • Render service labels after world post-processing to prevent Swamp blur; hide labels behind walls, from the rear and while inventory/menu windows are open. Occlusion covers the full text bounds.
  • Fit each recessed arch veil and rune border to the native stone opening; keep particles inside the lower opening.
  • Replace the shared warehouse chest with a purple service arch using the same unlimited native inventory and stored items. Personal rewards keep their chest.
  • Grant participants 10 minutes of native Rested at each new round. Preserve longer effects; repeated state updates and reconnects do not refresh the timer.
  • Keep all ballista protections for players, summoned and tamed creatures.
  • Production compilation only; no automated tests, game launches or gameplay verification.

0.1.12

  • Add green upgrade, gold repair and red healing veils inside the existing entrance-side arches; replace the forge and healing pylon. Services are disabled during combat.
  • Add a six-slot ballista shop. Each shared expedition upgrade costs 100 carried Coins and persists across levels and biomes.
  • Install purchased native ballistas on six upper wall mounts, three per side. They fire during combat with automatic ammo and a four-second cooldown.
  • Target only expedition enemies; filter projectile impacts to protect players, summons, tamed creatures and non-enemy objects.
  • Extend durable inventory receipts with slot reservations and idempotent coin payment, including reconnect recovery.
  • Add English/Russian service and shop labels.
  • Compile only: no automated tests, game launches or gameplay verification.

0.1.11

  • Send authenticated monster drops directly to shared storage during combat; retain atomic credit/removal ordering and the flight effect.

  • Continue under the DreadRifts name, retaining save and plugin identities.

  • Replace Infernal Mountains skeleton slots with drakes/cultists; add regular Infernal and rare Viking Plains lox.

  • Track cleared progress and allow party travel to replay levels or the next frontier between battles.

  • Allow difficulty edits during combat, with persisted per-wave spawn stats and a lowest-used difficulty snapshot for boss rewards.

  • Add an interactable green healing pylon for use between battles.

  • Apply authoritative warehouse row changes after transfers, reuse decoded items, and reject mixed-version listings.

  • Move server warehouse and consolidation saves off the render thread behind a mutation barrier; retain durable acknowledgement ordering.

  • Avoid serializing the whole minimap for every item in a transfer sequence; refresh at most once per 30 seconds in transfer saves, without suppressing ordinary saves.

  • Update Russian and English text. Compile only; no automated tests, game launches or performance benchmarks.

0.1.10

  • Rename the visible mod to Still a Viking? and add the approved skull-and-rift icon to the package and arena menu.
  • Update the hammer category, gate/key display names and HUD branding.
  • Keep the existing plugin GUID, assembly name, save paths, prefab identities and network identifiers to preserve continuity with DreadRifts.
  • Include the automatic Russian/English localization from 0.1.9.
  • Compile only; no automated or gameplay tests run.

0.1.9

  • Add Russian and English localization, selected independently from each client’s Valheim language; use English for other languages.
  • Localize arena menus, readiness circles, storage labels, tooltips, progress and server notifications on the receiving client.
  • Refresh the arena interface when the game language changes; preserve native Valheim and EpicLoot item localization.
  • Build only; no automated or gameplay tests run. Not published.

0.1.8

  • Show the recorded biome and checkpoint level when attempting to withdraw from a warehouse locked after defeat, including Take All.
  • Consolidate compatible stored resources incrementally, including existing single-unit coal drops. Preserve reserved entries and custom item data.
  • Normalize irrelevant durability when comparing non-durable stackable items.
  • Replace new boss material rewards with genuine EpicLoot Epic equipment plus independent Legendary/Mythic bonuses at the agreed difficulty rates.
  • Select weapon/armor bases from EpicLoot's configured tables for the completed arena biome; Ancient remains a distinct, excluded rarity.
  • Add versioned, once-only equipment grants to existing personal boss-reward records. Preserve existing items and defer unavailable generation without marking it complete.
  • Build only; no game tests or automated tests were run.

0.1.7

  • Replaced the custom warehouse window with Valheim's native chest interface, tooltips, drag-and-drop and stack-splitting dialog.
  • Storage rows grow automatically with the contents; no fixed storage slot cap.
  • Fixed withdrawals requiring an empty slot when compatible carried stacks still had room.
  • Added partial deposits and withdrawals, keeping the remaining quantity in storage and preserving native item metadata.
  • Added native Take All and batched Stack All actions; deposits onto compatible stored stacks consolidate when possible.
  • Reused unchanged decoded items and skipped rebuilding unchanged contents during refresh.
  • Kept authoritative server storage, item reservations and durable character receipts before commit.
  • Production compilation only; gameplay tests were not run at the user's request.

0.1.6

  • Replaced the package icon with the approved glowing rift and crossed axes.
  • Added a chest-style warehouse window with item icons, quantities, item selection, drag-and-drop, Shift-click and double-click stack transfer.
  • Added separate warehouse and character inventory grids with scrolling; storage has no fixed slot cap and only a bounded visible window is transferred/rendered.
  • Preserve native item payloads, including quality, durability and enchantment data.
  • Removed redundant character reloads and the extra save after commit acknowledgement. Native save success remains mandatory before warehouse commit.
  • Quick resource deposits prepare one stack per frame and save up to eight receipts together; commit requests are processed one per frame.
  • Cached receipt decoding and item previews, avoided repeated bulk-transfer UI rebuilds and unnecessary committed-transaction rewrites.

0.1.5

  • Fixed endless arena preparation after digging or terrain damage.
  • The server now re-levels damaged arena ground even when its terrain compiler already carries the arena preparation marker.
  • Included checkpoint support in the repair decision so damage beneath the arrival point can recover too.
  • Repair reuses the existing reserved arena and replicated native terrain data without resetting expedition progress.

0.1.4

  • Added native arena music: ambient preparation, continuous wave combat music and biome boss themes in round 10. Uses installed clips and the game music volume.
  • Reduced resurrection waiting time from 120 to 60 seconds.
  • Added ally spectator view instead of the death blackout, with left/right arrow target selection and an arena overview when no ally remains.
  • Clearing a wave or completing a round with a surviving ally releases fallen participants from the remaining resurrection wait.
  • Preserved server authority, checkpoint spawning and existing inventory/skill protection.

0.1.3

  • Restricted the new enemy counts, star progression, elite proportions and faster arch releases to Meadows and Black Forest.
  • Restored the previous combat balance for every later biome.
  • Kept automatic loot collection and physical readiness circles in all biomes.

0.1.2

  • Added physical party readiness circles with a three-second countdown; leaving cancels readiness immediately.
  • Start battles and advance after victory without interface confirmation. Arriving at a new arena requires fresh entry into its circle.
  • Automatically deposit enemy loot into shared storage after victory, preserving native item data and enchantments. Personal carried items and personal rewards remain separate.
  • Added brief visual loot streams toward the warehouse.
  • Set solo Viking enemy totals for rounds 1–9 to 10/15/20/25/30/35/40/45/50; preserved difficulty and party scaling.
  • Increased starred enemy proportions and arch release speed through the rounds; retained defence, elite and boss encounters.
  • Preserved existing active combat spawn budgets when upgrading a save.

0.1.1

  • Added the authored stone gate shell and its construction icon.
  • Separated opening the outside gate from entering the arena. Each player enters by walking into the rear rift with a valid key for that gate.
  • Kept the doorway and front vestibule freely walkable in both directions.
  • Replaced the separate wooden arena exit portal with a matching, permanently open gate behind the arrival checkpoint.
  • Added an individual return route through the arena gate without requiring a key, available between levels.
  • Oriented arrival toward the arena and protected arrival, return and respawn from immediate repeated transfers.
  • Kept arena services clear of the return gate, including on saved layouts.
  • Included expedition trials, the central next-level circle, shared warehouse controls and personal rewards.
  • Prepared the early-release package with English and Russian instructions.

The latest gate-route validation passed on Valheim 1.0.12. Full multiplayer playthrough and complete progression balance testing remain in progress.

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