Valheim
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1.2.10
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Changelog

v1.2.10

Update notice: Updating from 1.2.9 — nothing to do. The new [Guard Sprint] config section is added automatically with its defaults.

  • NEW Guard Sprint — sprint immediately while blocking, with a shield, a weapon, a tool, or your bare fists. Vanilla blocks sprinting entirely while guarding (your normal walking/jogging speed is unaffected); PPR lifts that at a fixed speed penalty depending on what you're blocking with, applied (and removed) the instant you start/stop guarding — no ramp-up or ramp-down.
  • NEW Speed penalty (configurable) — Buckler-class shields 0%, Normal-class shields 10%, Tower-class shields 20%, anything else (weapon/tool/fists) 0%.
  • NEW Guard-sprint running stamina drain is multiplied by a configurable amount (default ×1.1), on top of whatever vanilla would already drain (Run skill, equipment, status effects, other mods).
  • NEW Requires Blocking skill 20+ by default to guard-sprint (configurable, 0 = no requirement).
  • NEW Leg animation sync (configurable, capped) while guard-sprinting, to reduce foot-sliding — and shield sub-class force-override lists for modded shields that get misclassified.
  • NEW The settings screen and in-game text now follow the game's language (Korean/English).
  • Compatibility (Valheim 1.0.20) Rebuilt against the game's real 1.0.20 DLLs.

v1.2.9

Update notice: Updating from 1.2.8 — your existing Back Shield / Auto-Equip Shield assignments are kept as-is, nothing to do. Updating from 1.2.7 or earlier — see the v1.2.8 notice below.

  • NEW Back + Auto-Equip — wheel-click cycling now has a 4th stage: Normal → Back Shield → Auto-Equip Shield → Back + Auto-Equip Shield → Normal. A shield assigned to Back + Auto-Equip plays both roles at once: it's worn on your back (with the back guard and movement speed penalty) while it's in your inventory, and automatically equipped to your off-hand the moment you draw a one-handed weapon — then goes back to your back when you put the weapon away. Shown with a split badge (left orange "B" / right teal "A"), also reflected in the item tooltip.
  • CHANGED Role rule clarified: each role (Back, Auto-Equip) is still held by only one shield at a time. Assigning Back + Auto-Equip to a shield takes over both roles from whichever shields held them. If another shield later takes just one of those two roles away from a Back + Auto-Equip shield, the shield keeps the other role. Cycling a role away always hands it back to whichever shield held it immediately before.

v1.2.8

Update notice: The old automatic "last-used shield" tracking is gone. After updating, your Back Shield and Auto-Equip Shield will show as unassigned — open your inventory and wheel-click each shield once to re-assign it. All other settings are kept. One setting was renamed ([Auto Shield Equip] (Enable) Auto-Equip Assigned Shield, was (Enable) Auto-Equip Last Shield) — only that one setting resets to its default (on) once, since BepInEx identifies settings by their name.

  • NEW Shield Assignment — wheel-click (middle mouse button by default, configurable) a shield in your inventory (including the hotbar row) to cycle its role: Normal → Back Shield (orange "B" badge) → Auto-Equip Shield (teal "A" badge) → Normal. Each role is held by only one shield at a time — assigning a role to a different shield moves it there, and if that shield later cycles the role away, it's handed back to whichever shield held it just before. Shown as a badge on the inventory and hotbar slot, plus a line in the item tooltip. The assignment is saved on the item itself, so it survives relogging and moving the shield through chests. ([Shield Assignment] — Assign Key default Mouse2, Show Role Icons default on)
  • CHANGED Back Shield Guard and Auto Shield Equip now use the shield you've explicitly assigned above, instead of automatically tracking whichever shield you used last.
  • NEW The movement speed penalty of the shield currently worn on your back is applied to your character, same as if it were held in hand.
  • Compatibility (Valheim 1.0.17) Rebuilt against the game's real 1.0.17 DLLs.
  • Compatibility Confirmed working with AzuExtendedPlayerInventory 2.6.3's extended main inventory, including its added rows — its separate equipment/quick-slot panels are a different slot system and aren't covered by shield assignment. Safe to use alongside other mods that also react to the middle mouse button — PPR only reacts when the hovered item is a shield.

v1.2.7

Update notice: The plugin ID changed to LJS.PPR, so a new config file LJS.PPR.cfg is created and your previous PPR settings are not carried over — please set them again once (the old PPR config file in BepInEx/config can be deleted). Mod manager users (Thunderstore Mod Manager / r2modman / Gale): just update, old files are replaced automatically. Manual install users: delete the old PPR.dll (and the folder that contains it) from BepInEx/plugins before installing this version, or two copies will load at once and effects will be doubled or break.

  • NEW Auto Shield Equip — switch to a one-handed weapon with an empty off-hand and PPR automatically re-equips the last shield you used. ([Auto Shield Equip] (Enable) Auto-Equip Last Shield, default on)
  • NEW Back Shield Guard — while your last-used shield is in your inventory but not in hand, it's shown on your back and passively blocks attacks that land from behind, using the same block-power math as a normal front guard. ([Back Shield Guard], default on — includes rear cone half-angle and back-worn shield position/rotation offsets)
  • NEW Guard Durability — when a guard (vanilla front block/parry or the back guard above) actually reduces incoming damage, skip your armor's durability loss and/or your blocker's own durability loss, per category. ([Guard Durability] — armor protection on by default; blocker categories Weapon/Tool on by default, Shield off by default/vanilla-like)
  • NEW Equip Motion Cancel — instantly equip/unequip items in the categories you enable, skipping vanilla's equip queue animation and progress bar; also applies to hiding/showing hand items with the Hide key (R), including vanilla's own automatic use of the same function (e.g. auto-hiding weapons while swimming). Equip sounds/effects and vanilla's equip conditions (e.g. can't swap mid-attack) are unchanged. ([Equip Motion Cancel] — master toggle + one toggle per category: Shield/Helmet/Chest/Legs/Cape/Utility/Trinket/Weapon/Tool/Hide-Show, all on by default)
  • NEW [Debug] (Enable) Verbose Log — off by default; turn on and send your LogOutput.log if you're reporting a bug.
  • Stability (Valheim 1.0.16) Rebuilt against the game's real 1.0.16 DLLs instead of a "publicized" reference, so illegal access to non-public game members is now caught at build time instead of crashing the game at runtime; fixed the access-level issues this uncovered (including a vanilla method overload that gained a parameter in 1.0).
  • Stability Every patch is isolated behind a shared exception guard — if one feature hits an unexpected error (including a future game update changing something this mod touches), only that one feature logs an error and turns itself off for the rest of the session; player loading, monster AI, and the rest of the mod keep working normally.
  • Stability AnimationSpeedManager (used for the counter attack's speed boost) is now merged directly into this mod's own DLL instead of shipped as a separate file, so it no longer depends on any other mod being present or on a particular load order.

v1.2.6

  • Added a dedicated diagnostic report file (PPR-freeze-report.txt, created next to PPR.dll only if the infinite loading issue actually occurs) to make it easier to report and help track down the cause. No gameplay changes.

v1.2.5

  • FIX Fixed another rare cause of the intermittent multiplayer infinite loading issue — in certain timing situations the Perfect Parry effect could fail to clean up completely, which could eventually lead to the same freeze as before.

v1.2.4

  • FIX Blocking a ranged attack too late (outside the parry timing window) no longer triggers a reflect — it's now handled as a normal block, just like it should be.
  • Added extra logging around parries and damage reduction, so it's easier to see what happened in your log file.

v1.2.3

  • Added diagnostic logging to help investigate a rare intermittent multiplayer infinite loading issue. No gameplay changes.

v1.2.2

  • FIX Resolved an intermittent infinite loading issue in multiplayer, caused by a leftover parry effect that wasn't cleaned up properly

v1.2.1

  • FIX Projectile reflection now works against all ranged attack types (arrows, rocks, trolls, magic) — previously failed due to mod compatibility issue with Impetus
  • FIX Reflection no longer errors when other mods patch Projectile.Setup with null item checks
  • NEW Greydwarf rock (Aoe-type projectile) reflection support added
  • FIX Look direction fallback to transform.forward when GetLookDir() returns zero vector

v1.2.0

  • NEW Perfect Parry VFX color customization via hex code in config (default: #4DB8FF blue)
  • NEW Vanilla vfx_blocked suppressed on perfect parry — replaced with custom-colored version of the same effect; normal parry still shows original white vfx_blocked
  • NEW Projectile reflection on Perfect Parry — 3× attacker's original damage (configurable)
  • NEW Projectile reflection on Normal Parry — any successful block reflects at 2× (configurable)
  • NEW Reflected damage uses attacker's pre-block damage as the base value
  • NEW Reflection direction follows player look direction
  • NEW Ranged No Stagger — ranged attackers are not staggered when projectile is blocked or reflected
  • FIX Normal Parry Reflect now works independently of the Perfect Parry enable toggle
  • TWEAK Default counter input window: 1.0s (was 0.6s)
  • TWEAK Default counter animation speed: 2.0× (was 2.5×)
  • TWEAK Default VFX Y offset: 1.25 (was 2.5)

v1.0.0

  • Initial release
  • Perfect Parry detection with configurable timing window (default 0.1s)
  • Counter attack triggered by secondary attack within counter window
  • Counter animation speed multiplier
  • Damage reduction during counter window (default 50%)
  • VFX effect above player head on successful parry
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