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Changelog

0.21.14 - Admin level command and smaller ability effects

  • Added an admin console command. Server admins and the host can press F5 and enter oathbound_level set 30 PlayerName, or add/remove a number of levels, to change a player's active class level. Leave out the name to change your own. If the new level is too low for the talents already bought, that class's talents are refunded.
  • Rogue can now equip the grappling hook. It does not count as a bow for any class rule or talent.
  • Class ability, Call the Spear, Skystrike and defense effects are now half their previous size, with smaller lights. Warcry's shockwave and lightning now shrink too.
  • The admin command needs 0.21.14 on the server. Everything else is client-side, and 0.21.x servers remain compatible. Replace both Oathbound DLLs together; save format remains 7.

0.21.13 - Skystrike impact visual

  • Added a small spark burst and brief warm-gold glint when Valkyrie's Skystrike triggers on an airborne melee hit.
  • The cue follows Skystrike's existing cooldown. Damage, knockback, talent effects and save data are unchanged; no extra sound or camera shake is added.
  • Includes the Rogue paired-weapon, camera scrolling, companion and hotkey fixes from the previous releases. Replace both Oathbound DLLs together; 0.21.x servers remain compatible.

0.21.12 - Rogue weapons and camera scrolling

  • Fixed Rogue incorrectly refusing paired knives and paired axes, including Skoll and Hati and Berserkir axes. Paired weapons remain equipped after class changes. Heavy two-handed weapons, fist weapons and shields remain restricted.
  • Fixed camera zoom jitter when scrolling the Oathbound class panel or spell selector. Menu scrolling and normal camera zoom continue to work.
  • Includes the companion dismissal, distance-based summon audio and hotkey fixes from 0.21.11. Replace both Oathbound DLLs together. Existing progress and custom keys carry over; 0.21.x servers remain compatible.

0.21.11 - Dismiss companions and hotkey fixes

  • Added Dismiss companion (K) for Hunter's wolf, Dragonsworn's whelp and Warlock's summoned undead. Rebind it in Settings > Controls > Keyboard & Mouse.
  • Dismissed wolves and whelps stay away through portals, class changes and relogging until called with B. Health and cooldowns are preserved. Warlock summons can be raised again with their normal spells.
  • Hunter and Dragonsworn summon sounds now fade with distance and are silent beyond 30 metres.
  • Fixed live hotkey changes in BepInEx Configuration Manager being overwritten by the previous Controls binding. Config reloads and modifier changes now update the active binding too.
  • Update both Oathbound DLLs together and remove older duplicate installations to avoid missing-method errors from mismatched files. Save format remains 7; existing progress and custom keys carry over. This client-side update retains 0.21.x server compatibility.

0.21.10 - Separate companion keys and smoother scrolling

  • Hunter and Dragonsworn companion actions now have separate, individually rebindable keys: companion order (H) sends the wolf or whelp at the enemy under your crosshair, call companion (B) calls, recalls or resummons it, and heal companion (J) casts Field Mending or Warm the Scales. The single shared key picked between these by crosshair and crouch and often did the wrong one. No key falls back to another action. A custom [Hunter] CallCompanion binding now applies to the companion order.
  • Set Upon no longer appears on the Hunter HUD before it unlocks at level 6.
  • Mouse-wheel scrolling in the class list and zooming in the talent web now move a full step per wheel notch instead of about a twentieth of one, and the third-person camera no longer zooms while the Oathbound panel is open.
  • All changes are client-side. Update both Oathbound DLLs on every client; updating the server is recommended but 0.21.x servers accept 0.21.10 clients. Save format remains 7; existing class progress, talent purchases and custom keys carry over.

0.21.9 - Combat clarity, Hunter balance and siege spawning

  • Added one host-controlled equipment setting: [Equipment] RestrictionsEnabled. It defaults to true; set it to false to remove class weapon, shield and armour restrictions. Restart the world/server after changing it. Ability and talent weapon requirements still apply.
  • Reduced Valkyrie spear shimmer, glow and impact effects, and removed the launch smoke that obscured aiming.
  • Casting animations now allow movement for spells and class abilities. Normal weapon attacks remain blocked during the spell release window.
  • Siege enemies and commanders now use vanilla terrain, biome, slope, player-distance and player-base spawn exclusions, with an additional check against placed structures. Sieges withdraw if no valid spawn sites can be found.
  • Hunter's Set Upon teleport-and-bite order now unlocks automatically at Hunter level 6. Calling and recalling the wolf remains available from level 1; the HUD shows the unlock requirement.
  • Update both Oathbound DLLs on every client and server. Save format remains 7; existing class progress and talent purchases carry over.

0.21.8 - Shared EXP and burning kill credit

  • Added optional shared EXP: enable [Progression] SharedExperience on the host/server to give the full monster reward once to every contributing player, including companion damage credited to its owner. Default is off. Restart the world/server after changing it.
  • Fixed native fire and spirit burning kills losing player EXP credit, including when shared EXP is off. The most recent accepted burn application owns the burn; extinguished or expired burns cannot claim later environmental deaths.
  • Shared rewards exclude spectators and zero-damage hits, survive monster simulation ownership transfers and ignore duplicate receipts. Final-blow talent bonuses remain exclusive to the killer.
  • Validated on Valheim 1.0.15 with 8,288 core checks and twelve two-player network scenarios covering actual deaths, burn credit in both ownership directions and shared EXP on/off.
  • Update both Oathbound DLLs on every client and server. Save format remains 7; existing class progress and talent purchases carry over.

0.21.7 - Cast while moving and stronger Warlock scaling

  • Fixed spell casting, class abilities, the spell selector and wolf/dragon companion orders being blocked while movement, sprint, crouch or other unrelated keys were held. Explicitly configured modifier keys are still required.
  • Kept rebound controls synchronized when Valheim rebuilds its input settings.
  • Warlock spell potency now gains 4% per class level after level 1, matching Mage and reaching 4.16x at level 80. This applies to Siphon damage, skeleton health and damage, ward absorption and Wither's attack reduction.
  • Raised the network limits for Siphon and wards to support the stronger scaling. Wither remains capped at 60% against ordinary enemies and 30% against bosses.
  • Existing skeletons refresh their stats as their owner progresses, preserving their current health percentage. Summon counts, spell costs and cooldowns are unchanged.
  • Update both Oathbound DLLs on the server and every client. Save format remains 7; existing class progress and talent purchases carry over.

0.21.6 - Spell menu and summon controls

  • Fixed the spell selector repeatedly opening and closing while its key is held.
  • Fixed keyboard and mouse rebind translation, including number-pad keys and the separate number row, using Valheim's native key mapping.
  • Casting a skeleton summon at the limit now replaces the oldest bound skeleton after the new summon succeeds. Failed placement keeps the existing summon.
  • Added free Unsummon and Teleport Summons to Me commands for Warlocks with a learned summon. Recall preserves summon health and only affects the caster's own skeletons.
  • Clarified Anvil Guard: battleaxe damage reduction remains active outside the timed stagger-immunity window.
  • Includes the previously private 0.21.5 skeleton health/damage scaling with Warlock class level, refreshed stats for existing summons, thirteen defense branches, defensive effects and level-80 cap.
  • Update both Oathbound DLLs on the server and every client. Save format remains 7.

0.21.5 - Defense branches and visible protection

  • Added four defensive talents to every class: 79 nodes per tree and a level-80 cap. Existing purchases are retained.
  • Finite defense pools scale with maximum health, defense rank and class level. Mage retains its Eitr shield; Monk earns Flow Guard through fist/claw hits without spending stamina.
  • Added class-themed ready, impact and break effects, plus brief wolf-sharing and whelp-interception links.
  • Removed Moder's spawn, alert and death announcements from the summoned whelp while retaining the real boss's announcements.
  • Included Monk fist and Warlock class-level potency scaling, and corrected the controls menu so all three Oathbound bindings fit in two columns.
  • Save format remains 7. Update the server and every client together. Multiplayer validation for the new defenses and effects remains open.

0.20.1 - Working ability keys and the Jotunn update

  • Fixed the class ability (H), spell selector (B) and companion key ignoring presses in 0.20.0. Oathbound now reads the action names registered by Jotunn. Existing custom bindings carry over.
  • Includes the Valheim 1.0.15 startup compatibility fix and the networked Oathstone with a local fallback, addressing known mod-startup and missing-class-access failures.
  • Jotunn 2.30.1 is required alongside BepInEx on the server and every client. Mod managers install the declared dependencies; the Windows all-in-one includes them. Manual standalone users must install Jotunn separately.
  • Jotunn handles input registration, server configuration sync, prefab registration and multiplayer compatibility messages. Oathbound presents the three Jotunn-backed actions as native rows in Settings > Controls > Keyboard & Mouse and mirrors rebinds into the existing config entries.
  • Thirteen classes, each with 75 nodes, twelve capstones and six forks. Since 0.18.1: Highlander specialises in heavy greatsword hits and executions; Breaker replaces Raider with battleaxe Fracture, stagger and Sunder; experimental Dragonsworn adds a dragon-tear unlock and a whelp whose altitude powers a frost dive.
  • Monk gathering now earns tool tiers with class levels and trains the fist skill. Rogue may carry bows and pickaxes; Monk may use claws. Blood moons also tint siege storms red.
  • Progression uses save format 7. Older formats refund spent talent points once, preserving class EXP and levels; Raider progress becomes Breaker progress. Format-7 saves are not refunded again. Back up before upgrading or downgrading.
  • Install 0.20.1 on every participant. Jotunn rejects differing minor versions; patch-only differences may be accepted, so update everyone to receive this key fix.
  • Work in progress: physical-keyboard confirmation, the new multiplayer integration and Dragonsworn's in-game companion review remain open. Compatibility and balance are not guaranteed across other mod combinations.

0.20.0 - Breaker, and the library underneath

  • The Monk's bare hands carry their own hardness. The gathering strike no longer counts as a tool of whatever tier the target asks for. A fist is worth one tool tier from the first level and another every five Monk levels, so the trees, stone and copper the class gathered on day one stay in reach and the harder stone and ore wait on the levels that earn them. A target above the figure meets the game's own refusal, exactly as it would for a tool that is too soft. Gathering also trains the native fist skill, at a quarter of what a landed hit on an enemy pays, so the hands that fell the tree keep learning from it.

  • Highlander and Raider are rebuilt from the ground up, because both were copies of Berserker, and Raider becomes Breaker. Not close relatives - copies. All three trees carried the same 75 nodes in the same six branches with the same fork topology, and every numeric value in all three was identical to the byte: the same 35% third-hit crit, the same 12-damage bleed cap, the same 20 knockback, the same 3-health Bloodsurge. A normalised comparison of Highlander against Raider found nothing but renamed strings. Their abilities were the same too: Reaping Arc and Ravager's Arc were Whirlwind's 3.5-metre, five-target, 30-damage, 15-second ring under two other names.

    The copied kit was designed for paired axes - the fastest, shortest-reach, block-less weapon in the game - and it fitted a greatsword and a battleaxe badly. Each class now has its own verb, and neither reads Berserker's chain, bleed or dodge triggers any more:

    • Highlander is an executioner. Damage comes from the swing you waited for rather than the third one in a row (Heft, which is the deliberate inverse of Berserker's chain). Mortal Wound marks prey - no regeneration, more damage taken, a raised finishing line - instead of bleeding it. Break Them Open punishes anything staggered. Grim Resolve pays for not dodging, where every Berserker trigger arms off a dodge. And Execution finishes anything already failing outright. Its ability is The Headsman's Swing: one heavy drop on one enemy, doubled against a failing one. Its answer to a crowd is The Reaping, which spreads an execution only to enemies that are themselves already dying.

    • Breaker takes the enemy's balance away. The battleaxe is the slowest, heaviest, highest-stagger weapon in the game, so the currency is not the player's rhythm - it is the enemy's footing. Fracture leaves a mark on the enemy you are hitting, one per blow, and each one makes that enemy stagger sooner, so the resource spends itself buying the moment it is cashed in. Shatter is the cash-in: a blow on an enemy already off balance spends every Fracture at once. Quake spreads that moment to whatever stands beside it. Anvil is the other half of the weight - hard to move, and armour costs you less. Its ability is Sunder: the battleaxe's own overhead chop driven into the ground, so up to six enemies within 8 metres take 22 blunt, are staggered, thrown back and left fractured. The damage is deliberately well under Whirlwind's - 22 blunt every 45 seconds against 30 slash to five targets every 15 - because the opening is still what the ability is bought for. It borrows the primary chop and never the secondary, which is the spin Whirlwind owns, and its art is Eikthyr's stomp plane scaled up with the Abomination's earthy ring puff and pebbles over it.

      No node in this class reads a siege, a commander or a blood moon. That is a deliberate reversal: the first attempt at this class, Raider, gated a third of its tree on raid nights and had to carry a rule that every such clause "amplifies something that already works without one". Six nodes still asked the player to read about raids while fighting two greydwarfs. The two defensive ones survive as unconditional talents at lower magnitude - The Long Night's raid-locked 10% damage reduction became Anvil plus Hard Labour at 5% each, always, and Storm-Tested became Anvil's 10% stagger reduction plus Unmoved, always. The rest went with the warband. A core check asserts the absence against the tooltip text itself.

    Both classes now answer heavy armour's movement penalty, which no class did before: two nodes each (40% and another 40%) scale Valheim's own equipment movement modifier back towards zero. They can never turn it into a bonus.

    Saves bump to schema 7 and every spent talent point is refunded once, across all twelve classes - the rebuild retired almost every node id those two classes had, and a save naming a node this build cannot find cannot be read node by node. EXP, levels, discovery and class selection are untouched, and a save that still names the class raider is read as breaker through the same rename mapping that turned warrior into huscarl. This is the same migration versions 3, 4 and 5 already received.

    See highlander.md, highlander-forks.md, breaker.md and breaker-forks.md.

    Both classes are verified in the isolated sandbox: --highlander-test and --breaker-test both pass. The Headsman's Swing deals 110.25 to the enemy under the crosshair and 0 to the one standing two metres beside it, and Sunder lands on both enemies for the same figure while leaving five Fractures on each - which is the whole claim of the rebuild, measured rather than asserted. A new scripts/Test-Oath.ps1 runs either review; the per-class smoke entries already existed as command-line flags but had no launcher, which is why neither had ever been run.

  • Fixed: Keep Them Down never did anything. The talent set a healing-denial flag, but the only thing that reads one is a Character.Heal prefix that asked whether the target carried Highlander's mortal wound - a mark the class never wrote. Healing denial now has a clock of its own, written by both classes and read by that hook, and the core checks cover it.

  • Tooltips are trimmed to fit the panel they are drawn in. The talent web renders a description into a fixed 310x186 box at 18pt, which holds roughly 160 characters; 42 nodes were over that and The Headsman's Swing ran to 418, so it was being clipped outright. Every node in every class now fits, the generated spell lines lost 82 characters of repeated boilerplate, and a core check holds the whole catalog to the limit so it cannot drift back.

  • Fixed: Ravager's Arc was being cast by the Mage handler. The release dispatch in SpellCasting.cs tested for Whirlwind and Reaping Arc and then fell through to the Mage path, so SpellKind.Raid never reached ReleaseRaid and that function was dead code. Both replacement abilities are dispatched explicitly and each is cast for real in the in-engine suite.

  • Fixed: a gestureless ability could charge a player for nothing. Anything with no borrowed animation is released by ReleaseInstant, not by the coroutine dispatch, and War Horn was only listed in the latter - so it spent its stamina, started its cooldown and did nothing at all. It is now in both, ReleaseInstant logs an error rather than silently charging for an ability it cannot release, and the shout has art through the existing routed Warcry shockwave.

  • Fixed: the class catalog reviews could equip a creature attack prefab. IsGreatsword legitimately matches 52 ObjectDB entries on this install, most of them creature attacks; the review took the first match, which has no inventory icon, and threw before it could start. The sweeps now filter to entries a player can actually hold while still asserting the raw match count.

  • A refused cast now says why in the log, not only on the HUD. Refusals route through CastNotice, and the two "unavailable in this game version" messages name the cause - no source item, no projectile, or the specific missing gesture.

  • Raider, the twelfth class. Successfully equip a two-handed axe and the class is discovered on that character; visit an Oathstone to take it. The game states the fact natively - a weapon on the Axes skill that Valheim itself marks two-handed - so a battleaxe added by a later build qualifies with no list to maintain. One-handed axes, paired axes, greatswords, atgeirs and sledgehammers do not. Its tree runs the same 75 nodes as the rest, and its wound is its own currency. See breaker.md and breaker-forks.md. (Raider was itself rebuilt as Breaker in 0.20.0.)

  • Oathbound now requires Jotunn, the Valheim modding library, on the server and on every client. A mod manager installs it from the package dependency; installing by hand, put Jotunn.dll in BepInEx/plugins. The Windows all-in-one bundle now ships it. Without it Oathbound does not load at all.

  • Fixed: the three Oathbound shortcuts now actually bind. Earlier builds added rows to Valheim's own Keyboard & Mouse controls list by reflection; the rows appeared but the bindings did not hold up in a real session. The actions are registered through Jotunn's input manager instead, which survives the game rebuilding its input table. Rebinding has moved out of the in-game controls list and into the config file - [Mage] SpellSelector, [Mage] CastSpell and [Hunter] CallCompanion, which keep the keys you already set. A configuration-manager mod shows all three.

  • Server settings are now sent by the library rather than by hand. [Sieges] Enabled, [Classes] AccessMode and the two [BloodMoon] server values are marked admin-only, so a connecting client receives the server's copies automatically. As before, they are applied when the world starts, so an admin changing one mid-session takes effect on the next start, never during a running raid.

  • A version mismatch now names itself. The version check moved to Jotunn's handshake, so a client whose Oathbound version disagrees with the server's is refused with a message naming the mod and both versions instead of a bare connection error. Builds differing only in their patch number may still play together; a differing minor version may not.

  • Upgrading from 0.19.0 keeps every character, and refunds your talent points once. The progression save format moves to version 6, so every spent point comes back to be respent on the changed trees. EXP, levels and class selection are untouched, and the original save string is kept as a migration backup.

  • The Oathstone is now a real networked object, with a client-local fallback behind it. Every machine registers one non-persistent WarriorOathstone prefab, the server spawns it, and clients instantiate it from the ordinary object stream. A player no longer needs their own start temple to finish loading before class access works, which was the whole shape of the "some players cannot see the Oathstone" reports. A client that cannot resolve the prefab builds the old local copy fifteen seconds later and retires it if the networked stone arrives. The ZDO is never saved, so worlds still open without Oathbound and keep no trace of the stone.

  • Fixed: silent failures around the stone and the Classes button. Placement, the fallback, the resolved access mode and a client that never received the server's setting are all logged now, and the HUD reads No class access instead of sending the player to a stone that does not exist for them.

  • Fixed: one refused native UI lookup no longer costs the Classes button or the progress HUD for the whole session. Both retry with a backoff, and stone placement keeps retrying instead of stopping after a handful of attempts while the terrain is still settling.

  • The Oathstone prefab is registered through the library's prefab manager, which re-registers it whenever the game rebuilds its object scene, replacing the reflection into Valheim's own named-prefab table.

0.19.0 - Highlander, and the oaths that gather

  • Highlander, the eleventh class. Successfully equip a two-handed sword and the class is discovered on that character; visit an Oathstone when you want to take it. The game states the fact natively: a weapon on the Swords skill that Valheim itself marks two-handed, so every greatsword in a later build qualifies with no list to maintain. The class fights with two-handed swords and carries a single axe and any pickaxe for the work of felling trees and mining, exactly as Berserker does. Armour is unrestricted, shields and every other weapon family are refused, and the combat talents need the sword in hand. See docs/highlander.md.

  • Reaping Arc, the class ability. A wide sweep that hits up to five visible enemies within 3.5 metres for 30 slash damage with heavy stagger and strong knockback, no friendly fire and no structure damage. It costs 35 stamina, holds a 15-second cooldown, and raises the Swords skill that swings it.

  • Highlander forks to 75 nodes, with the six branches Rhythm, Wound, Impact, Counter, Vigor and Reap and twelve capstones behind them. See docs/highlander-forks.md.

  • Rogue keeps the bow family and the pickaxe. Of the two-handed arms, the bows and crossbows come through for a quiet opening shot and the pickaxe for mining; the staves, the fist weapons and the two-handed melee weapons stay refused, and a bow earns none of the melee talents.

  • Monk keeps a claw. A claw is a two-handed weapon on the Unarmed skill, and that native reading is what the oath keeps. Every Monk bonus reads the same fist, so a claw in hand earns them exactly as an empty fist does; the bare-handed gathering strike still asks for empty hands.

Nothing else moved: the same ten existing classes, the same trees, the same costs, the same abilities. The progress save format is still 5, so a 0.18.1 character loads unchanged.

The multiplayer handshake is now 0.19.0-highlander1. A 0.19.0 peer and a 0.18.1 peer disagree about what the same character may carry, so every client updates together.

0.18.1 - The loading screen that never ended

  • Fixed: a portal trip, or a login, that never finished loading. Call the Spear and Piercing Shot hung a shimmer on the spear in the caster's hand and on the projectile in flight, and that shimmer is one of Valheim's own networked effect prefabs. Hanging one off something that gets destroyed - a spear leaving the hand, an arrow hitting a tree - left the game's object table pointing at an object that no longer existed, and the next time the game swept that table it threw, and then threw again on every frame after it. The world stopped loading and unloading anything, which is what a loading screen that never ends actually is. A player standing near a Valkyrie or a Ranger caught it the same way the caster did, and the usual moment it surfaced was a portal. The art is unchanged; it is now cloned without the networking attached to it.

  • Anything this mod throws away goes back to the game. The same rule was applied to the two places a spell could spawn a projectile and immediately discard it. Neither had been seen in the wild, and both could have ended the same way.

Nothing else moved: same trees, same costs, same abilities, same saves. The multiplayer handshake is still 0.18.0-forks1, so a patched client and an unpatched one can share a server - though a client without the fix is still the one that will stall.

0.18.0 - The last three fork passes, the equipment review and rebindable keys

  • Warlock forks to 75 nodes, and every class in the mod now has 75. Warlock has always paid twice - Eitr, and a tenth of its own blood on five of its six spells - and the tree never acknowledged the second price. These lanes move the rate instead: four bound dead instead of two, standing 180 seconds instead of 60, with a fifth more health, a fifth less damage taken and 2 health a second knitting back; Twin Raising puts two archers up on one cast and Endless Rites renews the whole retinue whenever you add to it; wards reach 85 absorption for 30 seconds and hand back 15 health when they break; a Crimson Pact reaches 12 metres for 100 absorption, heals what it covers and pays its caster back per ally; Siphon hits 50% harder with no healing cap at all; and Wither runs 14 seconds at -35%, spreads to a second enemy, and makes the cursed take 15% more from you and your dead. The costs stay: Shallow Cut trims the blood price to 7%, Bloodstone suspends it only while a ward is already standing, and the Eitr pool does not move at all. See docs/warlock-forks.md.

  • Mage forks to 75 nodes, and its three elements finally mean something. Ember, Frost and Storm were the same node with three icons; now fire burns (a wound that ticks, and a Pyre when a burning enemy dies), frost controls (a real slow, then Frozen Solid, then Shatter for 60% into a frozen enemy), and lightning spreads (a charge, a close-range bonus, and Stormcaller, which arcs every lightning hit to one more enemy). Each element is bought once and read by both of its spells. Six more lanes make each spell visibly bigger: Ember Bolt throws four fireballs, Stormburst fires twelve bolts, Cinder Barrage throws eight and leaves the ground burning, Frost Nova pulses three times, Chain Lightning jumps six times with no falloff, and Frost Volley looses five ricocheting shards twice over. Three lanes are the bar it is all paid out of: cheaper casts, Surge for 40% on a full bar, Overcharge to keep casting on health at three per Eitr, and Double Cast - every fourth spell free and cast twice. The pool rises only from 75 to 85 Eitr, on purpose. See docs/mage-forks.md.

  • The Oathbound keys are rebindable in the game's own controls list. B (spell selector), H (class ability) and H (call companion) now appear as three rows in Settings > Controls (Keyboard & Mouse). They open the game's own rebind dialog, take effect immediately and keep the [Mage]/[Hunter] config keys in step, so a customised binding still carries over. See docs/keybinds.md.

  • Hunter forks to 75 nodes, and stops being the class with nothing to press. Aim at an enemy and press the companion key: the wolf drops what it was doing, crosses up to 20 metres, lands beside that enemy and bites it. Set Upon costs no talent point and works from level one. The trunk's 25 nodes are unchanged; the 50 new ones hang off twelve lanes behind the six trunk capstones, and nine of the twelve new capstones read the order - the Leash lane takes it to 12 seconds and 30 metres with a half-again bite, Loose the Hound lets a bow shot give the order for you, Throatlatch makes the arriving bite wound and stagger, Howl scatters everything around the target, Give Chase pays you for following it in, and Blood Bond heals you for a tenth of what it dealt. Back on Its Feet refuses one killing blow every five minutes and leaves the wolf at half health instead. The companion reaches 570 health and 136 bite damage at the cap, Field Mending can restore the whole pool, and every bite-triggered benefit can reach 60 metres. Hunter's passives moved into the same bonus table the other forked classes use. See docs/hunter-forks.md.

  • Berserker can gather without giving up its identity. A single axe and any pickaxe are allowed alongside the paired axes, so the class can fell trees and mine ore; every other weapon family and every shield is still refused, and the paired-axe combat talents still need both axes in hand to do anything.

  • Rogue, Ranger, Hunter, Mage, Monk and Warlock wear no metal armour. The heavy plate tier stays with Huscarl, Shieldbearer and Valkyrie, while the 1.0 medium family counts as light with the hide, cloth and mage sets. A worn piece is classified by the material its prefab name states, and the sandbox check lists every installed piece with its material and recipe and fails if one is unclassified, so a game update cannot quietly add a set the rules have not met.

  • Shieldbearer and Valkyrie keep their bows in the rack. Both oaths refuse the native bow family, bows and crossbows alike, and keep every other weapon, shield, tool and armour.

  • A Monk gathers bare-handed. The bare-handed strike adds chop and pickaxe work equal to the damage the fist deals, and counts as a tool of the tier the target asks for, so a Monk can fell trees and mine stone and ore with no axe or pickaxe equipped. Combat is unchanged.

  • Rogue and Monk equipment rules, the class picker descriptions and the equipment pages were updated with these rules, and scripts/Test-Equipment.ps1 reviews the installed catalog, the native equip guard and real bare-handed gathering in an isolated sandbox.

0.16.0 - An active ability for every class, and a companion that grows

  • Every class now has one active ability. Huscarl shouts Warcry, Shieldbearer sets Stand Fast, Ranger looses Piercing Shot, Rogue Vanishes, Monk clears the mind and Berserker spins Whirlwind. Each replaced one capstone and is aimed, timed or held by the player instead of firing on its own. Mage, Warlock, Valkyrie and Hunter already had theirs, so all ten classes now act on the same cast key. Four displaced passives returned as lane capstones - Ricochet, Slipaway, Inner Calm and Cleave; Huscarl's Breakthrough and Shieldbearer's Shoulder to Shoulder stay parked because those two trees already fill the level cap.
  • Saves bump to schema 5 and refund every spent talent point once so those points can be respent on the changed trees. EXP, levels and class selection are untouched, and the original save string is kept on the character.
  • The wolf companion now grows with its Hunter. It gains 4 maximum health and 1 bite damage per Hunter level without spending a point, its stat talents are percentages of that figure (10% maximum health each, 10% / 10% / 20% bite damage) instead of flat amounts that shrank as the wolf grew, and Field Mending heals 75% of its maximum health rather than a flat 15.
  • Fixed blood casting. A refused Warlock cast now says what blocked it - mid-swing, blocking, staggered, or the spell still recovering - instead of doing nothing at all. An interrupted release says so, and Siphon or Wither still strikes the enemy it was aimed at when the target walks out of the crosshair during the windup.
  • Class trees, tooltips, the spell HUD line, the class picker and the in-game checks were updated with the above.

Use this same 0.16.0 release on the server and every client. Back up characters and worlds before upgrading. This build refunds spent talent points once and its schema-5 saves cannot be read by 0.15.0 or earlier, so keep a copy if you may want to go back.

0.15.0 - Forked talent trees, blood moons and the missing Oathstone fix

  • Fixed the missing Oathstone. On any world whose starting area already existed before Oathbound was installed, and for clients connected to a dedicated server, the Oathstone was never created and nothing was written to the log. The game only places locations while a zone is first generated on the host, so the stone appeared solely in worlds created after installing the mod. It is now attached whenever the starting temple loads, however it arrives, and placement retries while the terrain is still settling. Existing characters and worlds keep their progress; the stone simply appears where it should have been.
  • Fixed the Oathstone wandering. Dropped items and tombstones counted as permanent obstructions, so the stone could move several metres whenever the area reloaded after someone died or dropped loot beside it. Only real world features displace it now.
  • Valkyrie now forks to 75 nodes, the third class extended. Its six branch abilities each lead to two named paths with their own capstone: twelve capstones. One trunk ability changed - Stay With Us is replaced by Call the Spear, which conjures a spear and throws it with none equipped, priced in stamina rather than Eitr, and the spear vanishes on impact. Valkyrie has never shipped, so no existing character loses a purchase.
  • Huscarl and Shieldbearer now fork to 75 nodes. Each of their six branch abilities is now a fork leading to two named paths with their own capstone: twelve capstones per class. Earlier purchases are untouched, and the new nodes continue past the ability you already own.
  • The level cap is now 76, so a forked tree is fully affordable. The EXP curve per level is unchanged. The seven classes that have not been extended yet finish with points to spare.
  • Added blood moons. Every seventh night the moon runs red: enemies notice you from much further away, your noise carries further, and what spawns is likelier to carry stars. Ordinary nights are unchanged, and sneaking stays exactly as proportionally effective as before.
  • Shieldbearer's Oathward now carries its improved size and duration to the allies it protects.

Use this same 0.15.0 release on the server and every client. Back up characters and worlds before upgrading. Characters that pass level 26 cannot be read by 0.13.0 or earlier, so keep a copy if you may want to go back.

0.13.0 - Eight classes, optional sieges and class access settings

This public update includes the additions since 0.7.0:

  • Added Warlock, Rogue, Monk, Hunter and Berserker, each with separate progress, 25 talents and six capstones.
  • Warlock adds blood magic, wards, curses and skeleton summons. Hunter calls a permanent wolf with a death cooldown. Equipping paired axes discovers Berserker.
  • Added staged biome sieges, portal objectives, named commanders, bounded loot, map markers and warned storm escalation. Meadows structures take reduced but real damage; later biomes are more dangerous. Empty areas pause without unattended destruction.
  • Added 24 varied warbands while retaining vanilla raid timing and frequency settings.
  • Improved siege message delivery, enemy priorities and the searchable, scrollable class browser.
  • Fixed Mage casting gestures and camera look during casting recovery.
  • Added the server-controlled raid opt-out: set Enabled = false under [Sieges] in BepInEx/config/local.warrior.rpg.cfg, then restart. Classes remain; vanilla raids return.
  • Added class access choice: set AccessMode = MenuButton under [Classes], then restart, for a Classes button below the inventory instead of an Oathstone.

Use this same 0.13.0 release on the server and every client. Back up characters and worlds before upgrading; older versions cannot read every new class save. See the README for configuration and installation instructions.

0.7.0 - Mage and elemental spells

  • Added Mage with a 25-node talent tree and six spell capstones.
  • Unlock Ember Bolt, Frost Volley, Stormburst, Cinder Barrage, Frost Nova and Chain Lightning without equipping a staff.
  • Hold B to select a spell and press H to cast. Both shortcuts are configurable, with prompts in the HUD and selector.
  • The first spell is reachable at level 6. The tree provides up to 75 Eitr before food and up to 15% faster Eitr regeneration.
  • Mage keeps separate EXP, levels and talents when switching at Oathstones.
  • Spell costs, cooldowns and interrupted casts are enforced; switching does not refill Eitr or reset cooldowns.
  • Reuses native elemental effects, casting animation and UI visuals.
  • Includes the subtle persistent class, level and XP HUD introduced in 0.6.1.

Back up characters before trying Mage: 0.6.x clients cannot read saves containing its class ledger. Native burning final hits can lose class EXP attribution. Controls, combat feel and balance remain open for player feedback.

0.6.1 - Progress HUD

  • Added a subtle persistent class, level and XP bar below the native health panel.
  • Reused the native skill-bar artwork and fonts, with HUD scale and visibility support.

0.6.0 — First public work-in-progress release

  • Oathbound branding by Lion And Otter.
  • Warrior and Ranger, each with 25 talent nodes and six capstones.
  • Shared Oathstone class selection and talent-tree interface.
  • Free class switching with separately saved levels, EXP and talents.
  • EXP from enemy kills advances the active class only.
  • Death removes half of unfinished level progress without delevelling.
  • Brief native EXP notifications and the native level-up burst.
  • Migration of earlier Warrior RPG character progression.

This release is intended for playtesting. Balance and compatibility are still developing.

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