Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
CHANGELOG
Changelog
1.2.7
- Fixed an issue where changing the config file to adjust skill gains and values would not update in game until restart. It now re-registers the values properly via SkillManager which updates things properly.
- Fixed an issue where the movement modifier from the fitness skill was not being applied properly. I thought it was 1-based, but it's 0-based. Should now work more in line with what is expected.
1.2.6 (Experimental, use 1.1.2 if you have lots of issues)
- Started to implement compatibility for You'reThirsty and BalrondAmazingNature. So far it's just reference code and plugin detection logic, and nothing implemented fully yet. This will be in 1.3.0 after all experimental issues have been fixed.
- Fixed new player characters having super fast movement speed and zero stamina penalties when joining a world. Fitness default value for penalty reduction changed from 1.0 to 0.0. Should now work fine.
1.2.5 (Experimental, use 1.1.2 if you have lots of issues)
- Found incompatibilities with BalrondAmazingNature's status effects. These are now documented in the readme. Compatibility is now in development for 1.3.0 and beyond, after all experimental issues have been patched.
- Fixed an edge case where players with zero fitness skill would have their food duration default to 0 upon eating, causing food to do nothing. This affected all new instances of the mod install but probably went missed on existing characters as they had a fitness skill of 1 or higher. Default values have now been set for any multipliers that have nonzero default value on a new character, so it probably fixed a bunch of other random things as well to do with the skills and their bonuses.
1.2.4 (Experimental, use 1.1.2 if you have lots of issues)
- Added two new status effects: Hot and Scorching. They are the counterparts to Cold and Freezing, respectively, and will be found in places you may expect to find them if enabled. They should integrate with any Seasons mods with you finding both effects more commonly in the Summer in certain biomes. They integrate with Vitality and Energy, if they are enabled. Yagluth and Fader will also force Scorching on the environment if enabled, so you may want to pack some fire resistance for these fights.
- Added Queen and Fader environments to default excluded environments for vitality loss, so fighting these bosses should now be easier to manage your vitality. You will need to update your configs manually if you updated from 1.2.3 or prior versions and want the environments included. Fresh installs will have this on by default.
- Added a new config option for the Hungry status effect. You can now adjust the time after having no food active for the player to get hungry, giving a small window from when food wears off to when the player needs to eat to stop Vitality loss. If Hunger is disabled, the player will lose vitality immediately on having no food eaten, as it has been in 1.2.3 and prior versions.
- Added a new configurable vitality drain for when the player's health is not full. The rate of drain will increase as the player's HP gets closer to zero, and is affected by resistances. There is a small 60 second window after eating any food where this specific vitality drain will not apply so long as the player's current HP is at least 90% full, allowing the difference in health to be recovered before the penalty starts. Eating food while injured will not stop the drain, so beware.
- Added Staff of Protection integration with config option to reduce vitality loss when the player has the blood shield active. If blood shield is active, vitality drain from missing HP is disabled.
- Added a new Resistance skill effect that lessens the penalties from major biome factors like Wet, Cold, Freezing, Hot and Scorching after it exceeds a configurable level.
- Added a new Resistance skill effect that increases damage dealt as HP gets lower after it exceeds a certain level. The maximum possible multiplier will increase as the Resistance skill gets higher above the required level. This effect stacks with Bloodstone infused weapons as well, so high level players with a good Resistance skill can play a true Blooded build - just keep an eye on your Vitality, as battling with lowered health will slowly drain it.
- Added a new Resistance skill effect that increases the duration of any mead or status effect that provides exactly one elemental resistance and no physical resistance (Should work on Poison Resistance Mead, Frost Resistance Mead, and Fire Resistance Barley Wine in base Valheim, and any mods that add consumables that give one elemental resistance). The maximum multiplier to duration will increase as the Resistance skill gets higher above the required level.
- Added a new Fitness skill effect that increases overall food burn time after it exceeds a certain level. As the skill gets higher above the required level, the food time will keep increasing. This is calculated at the time of consumption and simulates your character's body becoming more efficient at burning calories when in better shape.
- Added a new Fitness skill effect that gradually reduces movement penalties applied by armor and equipment after it exceeds a certain level. This is only applied to equipment penalties, so if the overall speed is greater than 100% (when wearing Fenris armor and have no sword/shield equipped, for example) your character will not move faster. This was designed to simulate being able to handle heavy equpment better as your character's fitness increases.
- Added a new Perseverence skill effect that increases overall comfort level when resting after it reaches a certain level, and awards even more comfort points when maxed out. This was to simulate your character becoming more comfortable as they persevere in difficult environments.
- Added a new Perseverence skill effect that decreases the required amount of Adrenaline to trigger helpful buffs during combat after it reaches a certain level, increasing as the skill moves beyond the required level. This was to simulate your character responding faster to threats after persevering
- Added more config options for the new GUI element to adjust size and options to allow for horizontal / vertical icons.
- Overhauled the player food cache to take the maximum values of the ItemData so that buffs get applied at the time of eating before debuffs can be applied to the food later based on vitality percentage.
- Player food cache data will be saved regardless of whether saving is enabled or not. This will allow the calculations to be done properly. This should fix a relog issue causing food duration to decrease or increase again even after initial penalty or buff is applied in a previous game session.
- Fixed a rare nullref that could occur with SEMan.RemoveStatusEffect() when effects from this mod were removed. They now have a timeout value instead and will be cleaned up properly by SEMan. This should not have any noticeable effect, and in fact may perform better as SEMan now cleans up the effects the intended way.
- Fixed an issue where the Resistance skill effect on Vitality was not being retrieved.
- Optimized log messaging to remove potential stuttering / lag when it is enabled.
1.2.3 (Experimental, use 1.1.2 if you have lots of issues)
- Added a new GUI element to house the status effects added by this mod. It is disabled by default, but can be enabled any time in-game or via configuration. You can position the UI element via configs. Recommended to use a configuration manager for changes as they will register on the fly.
- Added more config options for debug logging to change frequency of status effect reporting in the console.
1.2.2 (Experimental, use 1.1.2 if you have lots of issues)
- Added configuration option to make it so that when a player is laying down, but not sleeping, they can slowly recover their Capability over time. This should help on multiplayer servers where not everybody wants to sleep.
- Added passive tasty mead digestion to the player's Capability effect so that they don't have to sleep to slowly reset the amount they can consume to recover more Capability. This comes with a new config option.
- Added a new save option for the amount of time left for tasty mead digestion.
1.2.1 (Experimental, use 1.1.2 if you have lots of issues)
- Added config options to enable advanced stat tracking in the status effect screen to help with debugging.
- Added config options to turn saving on or off for status effect values.
- Added a small check to warning messages so they have to wait for a time before being shown if they have been seen recently. This should cover a very small edge case where levelling up a skill changed the percentage value of its associated status effect and showed a repeated warning message if the new value was just below the warning threshold.
- Added a config change event listener so that using a configuration manager in game will force the status effects on the player to refresh to get the new values without needing to restart the game. Not sure how this will play on servers for connected clients, so if anybody wants to test making config changes as an admin and seeing what happens on client machines, it would be handy!
- Added a file watcher to also detect manual config changes or for those made in Thunderstore. It should also force a status effect refresh. Again not sure how this will act from non-admins trying to make changes to the files, but hopefully it will just request the server data again. Please feel free to test and let me know.
- Fixed an issue where disabling the Capability status effect after having save data would cause the player's max stats to be capped at less than 100% if capability stat was low enough. Disabling any of the features will now discard all of its save data and force all of the status effects in the mod to be recalculated.
- Fixed Vitality not levelling up the Resistance skill. It should now increase normally.
- Fixed Perseverence skill not providing bonuses to the Capability status effect.
1.2.0 (Experimental, use 1.1.2 if you have lots of issues)
- Added a new status effect (Capability) and associated skill (Perseverence). Capability is a measure of how long your character has gone without sleeping. As you go longer without sleeping you will level up your Perseverence skill, which will allow you to go for longer durations without sleep. Staying awake too long will negatively impact your Vitality and Energy, so take care and prepare to make camps on long journeys! This new effect skill pair comes with full configuration options and can be turned off if desired.
- Added a new save system that will remember your last Vitality / Energy / Capability skills on logout and subsequent login. Thank you OrianaVenture for help with saving custom data.
- Recoded a ton of the mod to help optimise things - this doesn't have much noticeable impact in game but calculations should now only occur when needed and hopefully will improve performance slightly on lower end machines.
- Updated BepInEx dependency to 5.4.2333
- Fixed an issue where screen would flash when the player was under the effect of the Staff of Protection but not receiving any damage from the mod's status effects.
1.1.2
- Updated ServerSync to fix Playfab error
1.1.1
- Old DLL was still present in the zip archive. Correct updated version now included. No change from 1.1.0
1.1.0
- Compiled against the latest version of Valheim 0.220.3
- Updated BepInEx dependency to 5.4.2202
1.0.8
- Replaced the temporary skill loss to max stamina reduction on low energy to try fixing compatibility with NorseDemigods and any other mods that determine sumoon strength from skill levels. (Thanks Solo for testing!)
- Replaced config options for skill loss with max stamina loss. The default value is a 50% loss of max stamina at 0% energy.
- Removed some unused scripts still floating around from 1.0.6 and prior versions that survived in case 1.0.7 was still bugged on servers.
- Updated localizations for new messages based on max stamina reduction in the player HUD.
- The [skill_all] message should no longer appear in the compendium, since this mod no longer affects skill level changes, only skill gain rates. Thank you to everyone who reported this one - I tried to localize it in the past with no success, but now it's no longer an issue anyway.
1.0.7
- Major rewrite of the player environment stat and food tracking to hopefully resolve some issues on servers.
- Replaced static player environment stats and food cache with a new invisible status effect, which is individual to the player. This will hopefully eliminate the need for all mods to link to all player cached data, which was probably the issue causing logout crashes.
- Cold and freezing multipliers for vitality loss no longer stack when the environment is set to cold and freezing. Now it will only apply the worse of the two situations.
1.0.6
- Added Korean translations provided by Love5225 - thank you!
- Changed player environment stat logging slightly to catch potential compounding data issue (thanks Solo, hope this helps maybe!)
1.0.5
- Fixed the physical and elemental weakness debuffs not being removed properly and instead instancing over and over again when vitality gets too low.
- Added missing localization for missing keys.
1.0.4
- It helps when I press the save button before compiling the DLL, lmao.
- No change from 1.0.3, other than the fact you'll actually have version 1.0.3 (now labelled 1.0.4) this time. Sorry about that.
1.0.3
- Fixed issue with player carry weight changes. Additional energy loss will calculate based on current player carry weight limit after status effect changes and not just the base carry weight of the player.
1.0.2
- Fixed Energy status effect disappearing when energy falls below 40% due to icons not loading properly.
1.0.1
- Fixed Hugin's tutorial labels in the compendium. They should now appear like the others on new saves.
1.0.0
- Initial Release