SpecialAttack
Special attacks for every melee weapon; Tranquilizer Bolt/crossbow reload; Hunter's Volley+arrow embedding; staff magic (Twin Cast, Repulse, Railgun, Storm Field, Glacial Breath, NatureMend); skill limit; Dash/Guard Cancel/Quickstep/cooldown HUD.Changelog
1.2.5
Storm Field rework (Dundr):
- Storm Field now loads in two stages like Tranquilizer Bolt: the special-attack key loads a storm shell into the chamber (a normal reload — same timing/Eitr cost as vanilla), and firing it is just a normal left-click, same as any other shot
- Each Dundr now tracks its own cooldown independently, saved on the weapon itself (survives reconnecting, swapping weapons, and dropping/picking it back up) — one Dundr being on cooldown no longer affects any other Dundr you're carrying
- The shared cooldown HUD now lists every Dundr you're carrying that's on cooldown or chambered, not just the one in your hand — each labeled with its hotbar slot number (or
HudBagLabelif it's in your bag), the currently-equipped one highlighted, and a chambered-but-unfired shell showing a fixedHudLoadedLabel("장전") in place of a countdown - Noted: firing a Dundr (bolt or shell) grants Adrenaline on every shot regardless of whether it hits anything — that's vanilla's own behavior for this weapon, left untouched on purpose
New systems:
- SkillLimit — caps how many special attacks can be on cooldown (or mid-channel/mid-heal) across all your weapons at once, so swapping weapons can't be used to chain-fire special attacks back-to-back; shows a floating warning above your head and a small counter near the cooldown HUD when you hit the limit; a chambered-but-unfired Storm Field shell occupies a slot the moment it finishes loading, so pre-loading a pile of Dundrs can't be used to slip past the limit either; see [SkillLimit]
Reliability:
- Hardened Storm Field's and Railgun's Harmony patches with per-patch exception safety, so a failure in either one can no longer risk silently affecting the other special attacks sharing the same vanilla hooks
Tuning:
- Removed the remaining temporary diagnostic-tracing log left over from SkillLimit's development; the behavior it was tracking is unaffected
1.2.4
New special attacks / passives:
- The 4 vanilla single-shot staves: Twin Cast + Repulse — Twin Cast is a passive chance (scaling with skill) to fire a second projectile on your normal cast; Repulse is a dedicated ground-slam special attack dealing knockback (skill-scaled, bosses excluded) and damage; see [MagicBolt], [TwinCast], [Repulse]
- Dundr (StaffLightning): Railgun + Storm Field — Railgun is a passive letting you keep it loaded across weapon swaps, fire extra bolts, and tighten your spread, all scaling with skill; Storm Field is a dedicated special attack that fires a shot marking a spot, then pulses real lightning damage there repeatedly on a timer (with a ground ring showing the true damage radius), with its own cooldown; see [Railgun] and [StormField]
- Staff of Frost: Glacial Breath — hold the special-attack key to channel Moder's own cold-breath effect forward in a locked direction, multi-hitting everything in a straight corridor every tick; its icy back-wings are still in development and off by default; see [GlacialBreath]
- Staff of the Wild: NatureMend — drains your current Eitr to heal yourself and nearby allies over time, borrowing Repulse's ground-slam motion; who gets healed is locked in the instant that motion lands and never changes afterward; see [NatureMend]
Reliability:
- Fixed a bug where an ambiguous Harmony patch target could silently fail to load the entire mod on some game versions (no "loaded" log line, every special attack disabled, not just the one that triggered it); patches are now applied one class at a time, so a single bad one can only ever disable that one feature
- Hardened the special-attack input handler so one broken system (dash, guard-cancel, the cooldown HUDs, etc.) can never silently stop the others from running in the same frame
- Fixed the Grappling Hook occasionally arming/firing Hunter's Volley, or leaking its own vanilla secondary attack, through the special-attack key — it now behaves exactly like vanilla (fire + pull yourself in), with zero special-attack key interference
Tuning:
- All special attacks' default config values updated to match this project's current, in-testing baseline — see each section below for the new numbers
- Removed every remaining temporary diagnostic-tracing log left over from development; the small number of genuine warnings these touched along the way (reflection/fallback failures, a rare cooldown race, a distance safety-net) are all still logged, just without the internal tracking tag in front of them
1.2.3
- Dash — a short dedicated-key dash, independent of equipped weapon and every special attack below
- GuardCancel — press the vanilla block key mid-swing with a melee weapon to cancel it into a normal vanilla block
- Crossbow: Tranquilizer Bolt — a toggleable bolt that puts non-boss targets to sleep (any other hit while asleep lands as a backstab), plus reload improvements and Crossbows skill XP tuning
- Bow: Hunter's Volley — a dedicated-key ready/cancel toggle that turns your next shot into a skill-scaled fan of extra arrows, plus arrow embedding/recovery/gravity for every bow shot
- Bastard Sword: Crescent Wave multi-shot — at higher Swords skill, the same swing fires extra crescents in quick succession
- Unarmed / Fist & Claw weapons: Doom Fist — a single ground-impact area attack on a skill-scaled cooldown
- Various bug fixes (Spinning Sweep stamina cost, Tranquilizer Bolt sleep/backstab edge cases, Hunter's Volley arrow data) and default config tuning
1.2.2
- Spiral Thrust replaces Triple Thrust — keeps the weapon's own secondary attack motion/hit detection untouched, adds scaling follow-up hits (1–5, by Polearms skill)
- Concussion Blow replaces Launch Slam — forced stagger + brief lockout on hit instead of an airborne launch
- Smoke Vanish replaces Sneak Ambush — a smoke bomb that resets/suppresses aggro instead of a charge-and-backstab
- Crescent Wave replaces Charge Slash — a piercing projectile fired alongside the weapon's normal secondary attack
- Aftershock redesigned — a fixed-point, growing shockwave series following the slam, wave count scaling with Clubs skill
- Added Quickstep — dodge-roll replacement (ported from sighsorry's SecondaryAttacks with permission), with per-weapon-category toggles
- SwordChain/QuadSlash extra combo hits now gated by skill level; ImpactBurst got a configurable spin animation
- Removed the Unarmed (Knockback Chain) and Warfare Fist/Claw (Spinkick) special attacks
- Added stamina/eitr pre-checks; various weapon-detection fixes for modded weapon variants
1.2.1
- Fixed the mod not working after the Valheim 1.0 (Unity 6) update
- Fixed the plugin version being logged as
1.0.0instead of the package version - No gameplay or config changes
1.2.0
- Counter Upper removed → replaced with Spinkick for Warfare Fist/Claw weapons (later removed in 1.2.2)
- Aftershock VFX replaced with a sledgehammer swing shockwave ring; added per-particle VFX toggles
1.1.0
- Added Counter Upper for Warfare Fist weapons (later removed)
- Added Quad Slash for Claymore / THSwordKrom (4-hit combo)
- Added Triple Thrust for Polearm / Atgeir (later replaced by Spiral Thrust in 1.2.2)
- Added Spear Pin for all Spear weapons (replaces Spear Rain)
- Spinning Sweep now supports Polearms (later removed)
1.0.1
- Fixed Charge Slash Mouse4 hold charge bug
1.0.0
- Initial release — 10 weapon categories with unique special attacks
- Configurable custom activation key, per-weapon minimum skill level
- Cooldown HUD with radial icons, charge bar HUD
- Fully configurable via BepInEx config
