


While I haven't personally played with all of the mods listed below yet, I am sure they are compatible and should go well with my changes:
The purpose of this mod is to balance various combat options provided to the player in Valheim without straying too far from developers' original intent and vision of the game. All of the changes are meant to remedy problems identified by me (or pointed out in discussions) while playing the game as normal. Changes themselves are a result of well thought out (or so I would like to believe) decisions made after extensive testing, research (inside and outside of the game), and comparisons of found key balancing factors between available strategies.
TL;DR Why use tower shields if regular ones are objectively better - and why consider either in the first place, if bows solve problems both faster and safer? So these are the first two issues addressed by the mod.
The first change that allows for negative stamina values provides players with an option to perform actions that require certain amounts of stamina without meeting their stamina cost requirements - at the cost of longer time needed to wait for stamina to recover afterwards, of course. The effect this has on general gameplay however is rather negligible, and serves more as another tool in stamina management during combat rather than a nerf or a penalty. For example, if you have ever found yourself in a situation where you were just a few points of stamina short to follow a parry with an attack... That should happen significantly less often now.
Allowing for zero movement during any weapon's special attack felt like an odd design choice to me, severely limiting those attacks' usability. Locking character's movement/rotation during recovery frames of attacks provides a slightly better feel while using certain weapons. As for rotating the character with camera/mouse movement... With vanilla's restrictions on character's rotation during attack animations or block arcs, it felt like a missing feature. While lack of it could be solved by e.g. blocking and forcing the character to rotate in the direction the player's aiming, it felt awkward and resulted in having to fight own character's movements rather than the environment's.
Changes to stagger damage values on weapons (described in more detail in 1.7.0 changelog) make combat less reliant on staggering enemies and make stunlocking enemies significantly more difficult. To make up for the overall lower stagger damage values (at least for most attacks), the timer after which enemy's "stagger bar" recovers has been increased. So while more hits are now needed to stagger an enemy on average, there is also more time available between attacks.
Newly introduced damage modifiers and changes to existing ones are meant to reward more tactical positioning in co-op and incentivize more varied playstyles depending on weapon type used. Damage on staggered enemies was reduced for most weapons. In general:
New armour formula shares some properties with the original, like e.g. needing armour rating equal to half the incoming damage to reduce it by 50%. But it doesn't reduce damage taken by 75% while the armour rating is exactly same as incoming damage, but by 66,(6)% instead. For damage equal to half the armour rating - that's 90% damage reduction, rather than around vanilla's 94,7%. And for damage quadruple the amount of armour... That's now 33,3% damage reduction, rather than just 25%. In short: incoming damage values significantly below player's armour rating value are reduced less, and those significantly above - more. This change should both turn early game opponents into a slightly bigger threat, and adjust the difficulty for use with mods such as Creature Level and Loot Control - https://www.nexusmods.com/valheim/mods/495 The likelihood of surviving a 2-star or 5-star enemy hit is higher, and damage received from no-star or early game opponents slightly more threatening.
The differences between regular and tower shields within the base game serve only to effectively turn the latter into " the worse of the two" at best. The additional block power of tower shields simply does not make up for their movement speed penalty and inability to parry, at least past the wooden tier of equipment. In the first place, though, there are simply not enough differences to provide tower shields with their own unique identity within the game.
Through changes introduced by the mod tower shields trade their ability to parry for a unique mechanic of blocking additional damage beyond their standard block power, at the cost of additional stamina. Additionally, there is lowered stamina cost when blocking, as well as extra "stickiness" to the opponent on top of the already existing bonus to block power. All of that at the cost of the significant -20% movement speed penalty from vanilla. The end result is a new, more defensive playstyle available exclusively to tower shield users.
The change that allows the player's stamina to dip into negative values (from the "5. 1. General" section) is to prevent the player from blocking bigger hits for significantly lower stamina costs when at low stamina. In worst case scenario, when blocking a particularly strong hit while at low stamina, player may end up waiting for their stamina up to about 8 seconds (or up to 4 if the player has the Rested buff). Player is unable to perform any actions that require stamina while it's negative.
This change also allows performing actions that require certain amounts of stamina without meeting their stamina cost requirements - at the cost of longer time needed to wait for stamina to recover afterwards, of course. The overall this has on general gameplay however is rather negligible, and serves more as another option in stamina management during combat rather than a nerf or a penalty. For example, if you have ever found yourself in a situation where you were just a few points of stamina short to follow a parry with an attack... That should happen significantly less often now.
Changes below are meant to further differentiate between the two types of shields and to slightly reduce the effectiveness of the regular ones:
While a subjective matter, in my honest opinion a successful parry in Valheim is slightly too easy to achieve, especially considering it's a reward with no risk attached to it. Compared to other games that offer the parry mechanic, there are no startup frames before the parry nor recovery frames after it, where the player would be left vulnerable. In vanilla, if you time your parry improperly, most of the time you will just end up blocking the hit instead of parrying it. And I believe that's perfectly fine and in the spirit of Valheim, where the player is hardly ever penalized. However, I believe that even after the change parrying still remains a perfectly viable tactic that's not too punishing, but the reward is slightly harder to achieve. For me personally, that makes pulling off parries more satisfying than before.
There are three main issues I have found with bows in their previous state:
The first change is obviously meant to address the first issue. You can no longer avoid the enemy's attacks by simply backpedaling while drawing a bow. You will now have to either dodge roll or time your shot with the enemy's attack to knock them back during their animation. I believe that makes for a much more engaging gameplay.
On the upside, you may also draw your bow during the roll animation. While not intended by me and it's a peculiarity that exists within the base version of the game, I believe it makes for an additional fun mechanic that might find use after this particular change.
The second and third issues are a direct result of how the bows scale with their corresponding skill. In the case of other weapons, each level in their respective skill increases their damage by 1% and lowers their attack stamina cost by 0.5%. Similarly, in the case of bows, their damage is increased by 1% per level. However, stamina cost remains the same, and it's draw time that is reduced instead. Not by 0.5% per level, but 1%. Leveling the skill leads to 100% draw time reduction at maximum. This discrepancy leads to superior scaling of bows with their skill compared to that of other weapons. The draw time reduction affects both the bow's ability to deal damage and the cost of shooting with one. And at 100% draw time reduction, since you no longer need to spend time drawing the bow, there is also no stamina cost to speak of whatsoever.
By changing the formula used to calculate bow's draw time both issues are fixed. In base version, each bows' skill level after the previous one is more of a damage increase (and stamina cost decrease), with the difference between levels 99 and 100 being the most significant. After the change, this progression is linear instead. Bows function similarly at lower levels to how they used to in vanilla. But once you get closer to level 100, they are now more in line with other weapons.
Battleaxes might be the weapon type that requires the most careful positioning, and might be the most difficult to use properly overall. Reduction in its movement speed penalty to be on par with Atgeirs should help a skillful player in this regard. But even outside of game balance's viewpoint it didn't make much sense to me for a weapon that weighs as much as an Atgeir and doesn't seem that much more unwieldy to slow down the player twice as much.
The new chain mechanic is to address the issue of weapon's surprisingly low DPS without removing its main drawback that constitutes part of the weapon's uniqueness. And the increased turn speed both partially makes up for that same drawback and turns continuous chaining of attacks into somewhat of a viable strategy in certain scenarios. Jumping before the first attack for additional mobility, just like with hammers, might still be recommended - even if somewhat silly.
Various other tweaks/new features were considered during development, including increased attack speed of the first attack, introducing "super armor" mechanic that reduces stagger/knockback and possibly damage taken during first or subsequent attacks animation, faster movement during animation, and so on. In the end, we've decided that the changes implemented make it the most fun to use while retaining its unique aspects, but feel free to offer your insights and further suggestions in the comments section.
Issues I've found with sneak in vanilla game:
In short, sneaking at lower levels feels futile, but sneaking's effectiveness scales rather well with level. So I've decided to speed up the progression to enable the melee stealth playstyle earlier. The reduction to base value of sneak attack damage is to balance out the additional reward granted on a successful sneak attack, but also to lower the effectiveness of sneak archery at early stages of the game.
Modifying AI's detection formula and putting more emphasis on environmental conditions rather than sneak level was one of the considered solutions, but I have opted not to alter vanilla's system fundamentally yet and playtest more before deciding to make more drastic changes. However, it is highly probable such a change may appear in future updates.
Here follows a list of features planned for future updates of the mod:
Vortex Installation This mod supports installation through Vortex.
Manual Installation Extract the downloaded archive in a temporary location. Then move the .dll file to your Valheim installation location BepInEx/plugins folder.
Vortex Uninstallation If the mod has been installed using Vortex, you may also use Vortex to uninstall it.
Manual Uninstallation Remove files installed during manual installation.