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| Date uploaded | 3 weeks ago |
| Version | 1.2.7 |
| Download link | MaxFoxGaming-Environmental_Awareness___The_Trials_Of_Toil-1.2.7.zip |
| Downloads | 388 |
| Dependency string | MaxFoxGaming-Environmental_Awareness___The_Trials_Of_Toil-1.2.7 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333README
Environmental Awareness: The Trials of Toil
The creatures of Valheim don't want your blood - the world itself does too!
This mod is a survival expansion to Valheim and is designed to add new survival challenges that are currently missing from the base game. As such the experiences you face may be punishing if you don't prepare properly. This is by design, but every value can be configured to your taste to make the experience more or less forgiving.
New Status Effects and Mechanics
This mod currently adds three new mechanics: Vitality, Energy, and Capability. They are all persistent status effects applied to your player character and will update in realtime depending on different factors. They can be separated and moved away from the status effects UI if you want them to display on a different part of your screen, and can be resized if you want them to take up less screen real estate.
Vitality
Vitality is a measure of how well you are surviving in your environment and will go up or down based on what situations you put your character through. As you continue to expose yourself to adverse conditions, your Resistance skill will level up.
Vitality starts at 100% and will go up or down depending on the following factors:
- Being scorched, hot, wet, cold or frozen will decrease your vitality as you spend longer in unfavourable weather. If you're both wet AND cold, watch out!
- Getting hurt by enemies or the environment will lower your vitality with each hit sustained, depending on how much damage was dealt to you.
- Staying in extreme biomes like Ashlands and Deep North will slowly sap you of your vitality due to their extreme temperatures.
- Being hungry with no food will greatly lower your vitality if you go too long without eating. Don't starve to death!
- Having lowered health will drain your vitality, increasing in severity as you get closer to death. Be careful in combat!
- Getting poisoned will severely lower your vitality until it wears off.
- Getting set on fire, being frozen, or getting zapped will severely lower your vitality until it wears off.
- Standing near a fire anywhere will raise your vitality, as long as the environment is not freezing and you're not on fire.
- Staying sheltered will raise your vitality, as long as the environment is not freezing. If it's freezing, you need a fire too.
- Being warm and sheltered will raise your vitality in freezing environments, and more if the environment is not freezing.
- Resting or having the rested status will raise your vitality, or slow down the rate which it lowers if in an unfavourable environment.
- If the player is not hungry, at full health, not in an unfavourable biome, and the weather is not raining or cold, the player will slowly recover vitality.
As your vitality drops, you will notice some additional debuffs get applied, which worsen as it gets lower.
- Stamina will regen slower as your vitality gets lower.
- You will take more damage from physical or elemental hits, developing a Weak status effect for each damage type apart from Spirit.
- You will start to move more slowly as your vitality gets lower.
- Duration and stats of food will get lower if your vitality gets too low.
- Eventually you will start sustaining damage, seek shelter and a fire immediately before it's too late!
You have several ways to resist vitality loss.
- Having resistant or very resistant to frost will slow down vitality drain from being cold or frozen, or in the Deep North.
- Having resistant or very resistant to poison will greatly slow down vitality drain from the Poisoned status.
- Having resistant or very resistant to fire will slow down vitality drain from being set on fire, hot, scorched, or in the Ashlands.
- Having resistant or very resistant to lightning will slow down vitality loss from taking shock damage.
- Wearing armor will slow down all vitality drain as your armor rating gets higher.
- Eating food will slow down your vitality drain depending on how many hit points are granted.
- Health meads will grant a vitality boost over their cooldown duration.
- Being under the effects of the Staff of Protection will slow down your vitality loss from environmental effects. This should help mage builds that have lower armor values from losing vitality too fast in endgame biomes.
- Being in harsh conditions will slowly raise your Resistance skill. The higher it is, the more resistant you are to vitality loss.
- In Forsaken fights, your vitality drain from the environment will be halted. You can add other environments for modded environments in the config file. Currently supports all Forsaken bosses from the base game.
Energy
Energy is a measure of your overall short-term physical and mental capabilities and will go up or down based on your activities. As you expend energy, your Fitness skill will level up.
Energy starts at 100% and will go up or down depending on the following factors:
- Being scorched, hot, wet, cold or freezing will slowly sap your energy.
- Expending stamina will lower your energy the more you use.
- Carrying heavy loads will have an increasing effect on your energy drain. By default this effect starts as your weight goes over 60% of its maximum.
- Being hungry will slowly lower your energy.
- Eating food will raise your energy proportional to its stamina value.
- Sitting down will raise your energy slowly as long as you're not wet, cold, freezing or hungry.
- Resting will quickly raise your energy.
- Sleeping will restore a good chunk of your energy.
As your energy drops, you will notice some additional debuffs get applied, which worsen as it gets lower.
- You will start to move slower as your energy drops.
- Stamina regen will slow down the more energy you lose.
- Stamina regen delay will increase as you get more tired.
- If you're extremely tired, you will suffer a temporary loss to your maximum available stamina.
- If you're extremely tired, your skills level up slower.
- If you're extremely tired, the Rested status will automatically be removed even if there is time left.
There are several ways to resist energy loss:
- While under the effect of a stamina mead, you will slowly recover energy and have a resistance to energy loss for the duration.
- Being rested will provide a large resistance to energy loss.
- Using energy will slowly raise your Fitness skill, making it take longer for your energy to drain.
Capability (new for 1.2.0+)
Capability is a measure of how long you can stay alert over extended time periods. Think of it as 'long term energy'. As you stay awake and do activities for longer periods of time, your Capability will slowly drain. You can recover capability by sleeping, or laying in a bed if you are on a MP server that doesn't enforce sleep.
Capability starts at 100% and will go up or down depending on the following factors:
- Being awake will slowly lower your Capability. As more time passes, the more your capability will drop.
- Having low vitality or low energy will increase the speed of your capability drain. Make sure to stay well and rested.
- Sleeping will provide a sharp boost to your capability. This is the main way to recover your capability.
As your Capability drops, it will only provide one main drawback - your maximum Vitality and Energy stats will be capped, preventing them from reaching 100% and thus incurring some of the debuffs from having those stats lower than optimal.
There are several ways to resist Capability loss or restore it:
- Sleeping is the easiest way to restore a large amount of capability.
- Spending a lot of time not sleeping will slowly raise your Perseverence skill, which increases the amount of time you can go without needing to sleep.
- Being well rested, and having high Vitality and Energy will slow down the rate of Capability loss.
- Drinking Tasty Mead will increase your overall Capability - but there is only a certain number of times you can do this in a short time period.
Minor Status Effects
As well as the main three mechanics, there are three more minor effects that have been added that I felt were missing from the base game. These will have less of an impact on your game than the main three, but are nonetheless important to be aware of.
Hunger
This is a small status effect that will appear when your character hasn't eaten food for a certain amount of time after all current foods are digested, and will persist until you eat again. This will cause your vitality to drop if left unattended, which makes it possible for your character to starve to death. Be mindful and make sure to take some extra food with you on longer journeys.
Hot and Scorching
These are a counterpart to the Cold and Freezing status effects from the base game, and apply in places where you would normally expect to find them. They also integrate with any seasons mods you have installed, with some slight changes if one is detected.
The Hot status effect will lower your health, stamina and eitr regeneration, similar to Cold, but with an additional penalty to your movement speed. It can be mitigated with Fire Resistance meads and gear, as long as you are Resistant or Very Resistant. You can also find shade under a roof or shelter to remove the effect, or jump into some water. The Wet status effect will wear off faster than normal when the environment is Hot.
The Scorching status effect will severely cut your health, stamina and eitr regeneration, lower your movement speed more drastically, and give you the Slightly Weak modifier against all physical damage types Blunt, Slash, and Pierce. It cannot be fully mitigated with meads or gear, but having Resistant or Very Resistant to fire, being under a shelter, or being Wet will downgrade it to the Hot status effect. Be warned, this effect will make the Ashlands VERY difficult and I only recommend having this enabled if you're wanting a much greater challenge.
If no season mods are installed:
- Plains is hot during the day, from around mid morning to evening.
- Ashlands is scorching during the day, and hot during the night. You will no longer get the Cold status from the ashlands.
If a season mod is installed and the global keys are set and enabled in the mod:
- Meadows is hot on clear days in summer, usually from midday to around late afternoon.
- Black Forest is hot on clear days in summer, usually around late afternoon.
- Plains is hot during the Spring and Summer on clear days, and scorching on the hottest part of summer days from noon to late afternoon.
- Ashlands is scorching during the day in Spring, Summer and Autumn, and hot during the day in winter. It is always hot at night regardless of the season, as the lava never truly allows the area to cool.
Regardless of whether a season or no season mod is installed, Yagluth and Fader environments will also force Scorching. It is probably best to pack some fire resistance gear or meads for these fights, as the debuffs to your regeneration will be a new factor to consider in these fights.
New Skills
There are three new skills that go along with these new effects, Resistance, Fitness, and Perseverence. These are tied directly into Vitality, Energy and Capability, respectively (that's a lot of words ending in y, seems like this guy planned quite meticulously...) Here's a breakdown of what the skills do as they level up.
Resistance
Resistance is raised whenever your vitality is low. By sustaining yourself in harsh environments you will train this over time.
- As your Resistance levels up, harsh environments will become more tolerable and your Vitality will drain more slowly. At configurable levels of the Resistance skill, the Cold, Freezing, Wet, Hot and Scorching status effects will become less potent, lessening the overall negative effects that these effects apply to the player.
- After Resistance exceeds a configurable level, you will start doing increased damage to enemies as your health drops lower. Think of this as a built in Bloodstone effect on your character. This is to simulate your character not only resisting harsh conditions, but actively fighting harder against them like a true Viking!
- After Resistance exceeds a configurable level, any meads that add exactly one elemental resistance and no physical resistances (such as Poison Resistance Mead) will have increased duration after consumption. This is to simuulate your character not only being able to resist the elements, but more efficiently use consumables that provide them these buffs.
- After Resistance exceeds a configurable level, the effects of Scorching, Hot, Wet, Cold and Freezing will become less potent, to simulate your character becoming more familiar with extreme environments.
Fitness
Fitness is raised whenever you do anything that requires physical strength. By doing lots of fighting or labour, you will train this over time.
- As your Fitness levels up, you will have more Energy to expend. It also drains slower as well, since your body becomes more efficient at energy management the fitter you are.
- After Fitness exceeds a configurable level, equipment that would normally slow you down feels easier to wield, and you will suffer less of the movement penalties. This simulates your character being able to move easier when wielding heavy equipment. Note that this doesn't affect equipment that gives you speed buffs, so you're not suddenly faster than the Flash when wearing Fenris armor.
- After Fitness exceeds a configurable level, consumed food will last longer. This is to simulate your character's body becoming more efficient at processing foods as they become fitter.
Perseverence
Perseverence is raised whenever your Capability is low and your character is pushing to stay awake longer. This skill will not raise very easily and require more rigorous training than the others to get to a higher level.
- As your Perseverence levels up, you will be able to go for much longer periods without needing to sleep, and your Capability will drain slower.
- After Perseverence exceeds a configurable level, the amount of comfort you get when resting will increase, even when you're not at a base. This is to simulate your character finding comfort through persevering in the harsh world of Valheim as they get used to their environments.
- After Perseverence exceeds a configurable level, you will need less overall adrenaline to trigger the beneficial buffs. This is to simulate your character's increased adrenal response to threats from the environment and its denizens, making it easier to reach those helpful buffs in combat.
Compatibility
FULL COMPATIBILITY
Seasonality & Seasons (Built in, see extra notes for Seasons)
- Each season will apply a multiplier to your vitality and energy loss.
- During spring and summer, your vitality and energy will go down more slowly.
- During autumn, your vitality and energy will go down at a normal rate.
- During winter, your vitality and energy will go down much quicker if you're out too long in the cold.
Important! For any users of Seasons:
- Be sure to turn on Seasonal Global Keys for the seasonal effects to work, else the multipliers and other effects will not apply.
- Seasons introduces a 'Hot' status effect that will conflict with the one from Environmental Awareness and there will be times where you get both of these effects together. This will compound any overlapping debuffs and will probably make your life miserable in Summer. To fix ths, disable the hot effect from either Environmenal Awareness or Seasons.
PARTIAL COMPATIBILITY
Hydration mods like You'reThirsty, Enhanced Survival (Compatibility for You'reThirsty in development for 1.3.0)
While there is no built-in compatibility for mods introducing hydration mechanics, there is no overlap from these mods' status effects. This mod will work fine alongside them, but the mechanics from those mods won't affect stats from this one. In the future I plan to bridge these so that thirst affects stats from this mod to add an extra layer of challenge.
Hunger mods like Starvation, Enhanced Survival (Compatibility not planned, but can be solved through configs)
Since this mod already introduces a hunger mechanic, it will probably conflict with mods that do the same. To fix this, you can disable hunger from this mod, or not use the mod introducing hunger mechanics, or tweak config values for those mods if you want to use them together. I don't plan to add compatibility since config edits can solve this quite reliably and this gives the player the most freedom to choose the features they want.
INCOMPATIBLE MODS
BalrondAmazingNature (Compatibility in development for 1.3.0)
BalrondAmazingNature changes the way that some status effects work and completely overrides some vanilla status effects entirely (cold and wet in particular). Balrond's Cold1, Cold2, and Soaked statuses will not be detected and thus Vitality / Energy effects will not be calculated properly.
Configuration
All values are configurable in the config file. You can turn individual features of this mod on and off to adjust the difficulty. All options are fully documented.
Bugs
This mod may have quite a few bugs and so I'd advise using this on a new save, or backup your old saves if you want to add it to your current world.
For the Future
I'm always looking to improve the quality of the mods I work on and so for the future I'd like to simply concentrate of adding more features while keeping things fun and stable. If you have suggestions, feel free to let me know.
Credits
- ProbablyKory: For inspiration for this mod with their StormExposure mod.
- Azumatt: For instructing me on where to go to get a working copy of Valheim's assets in Unity.
- OrianaVenture: For assistance with figuring out whether this type of mod was even possible.
- GsiX: Help with sprite sizes.
- HugoTheDwarf: Help with sprite sizes.
- Blaxxun: ServerSync, SkillManager and LocalizationManager.
- Blacks7ar: Help with extracting skill levels from a custom-added skill.
- Soloredis: Help with extensive testing and reporting compatibility bugs with other mods.
Translations
Some of the new status effects and texts (1.2.4) have been translated by me using Google to the best of my ability, so they may not be the best (or if you're lucky, I managed to swear at everybody in a language I have never spoken). Feel free to let me know if any of them need a better translation (Hey, this line is complete gibberish, you moron!) and I'll update any weird descriptions in the supported languages. Currently supported languages are English, Russian, and Korean. If you would like to translate the mod into your own language, let me know and I can provide the YML with all localization keys.
Thank you to these amazing people for translating:
- Love5225: Korean
- Blace: Russian
Contact Me (Bug Reports & Suggestions)
If you have any suggestions, or experience bugs / problems using this mod please get in touch with me on my Discord.
Installation (Manual Download)
Move the 'plugins' folder from the archive to your BepInEx folder.
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