This package has been deprecated and may no longer be maintained. We recommend looking for an alternative.
Still a Viking
Still a Viking? Prove it. Survive biome arenas, enemy waves and bosses solo or with friends. Shared loot, EpicLoot equipment rewards and automatic English/Russian language. Formerly DreadRifts.Changelog
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.
