Fixed player attribution for creatures created through SpawnAbility, including StaffSpiritCaller summons. Damage and final kills are credited to the proven summoning player, preserving actual damage types.
Improved enemy statistics: zero personal kills are hidden, rows sort by kills descending, and different prefabs with the same localized visible name combine for display only.
Damage-type statistics sort by damage descending while retaining all nine categories, including zeros.
1.1.1 — 2026-10-05
Fixed caster provenance registration for SpawnAbility-created creature summons, including StaffSpiritCaller summons, preserving damage types and personal kill attribution.
Improved statistics presentation: enemy rows combine identical localized names from different prefabs for display only, hide zero personal kills, and sort by kills descending; all nine damage categories sort by damage descending while retaining zero values.
Fixed remote-player typed damage attribution and defense statistics in multiplayer, including damage taken and blocked, successful blocks and parries.
Fixed remote dodge evidence and barrier absorption/break statistics.
Fixed enemy/death evidence propagation, personal enemy kill attribution and group enemy metadata for multiplayer encounters.
Improved multiplayer analytics correctness and validation. Network compatibility generation is now 2; all participants must use CombatMeter 1.1.1 with the same compatibility generation.
1.1.0 — 2026-10-03
Expanded PvE statistics with nine damage categories, damage taken and blocked, successful blocks, parries and dodges, barrier absorption and breaks, kills, deaths and Maximum Crit.
Automatically tracks combat start, recovery and completion, with the compact meter hiding after the encounter finishes.
Added interactive Combat Details (hold LeftAlt) for the current or latest encounter, player selection, and Damage / Defense / Enemies tabs with a consistent multiplayer view.
Added Combat Statistics (F7): current shared-session summaries, paged combat history and detailed historical encounters. Completed combat history persists between restarts; session totals start fresh on host world entry.
Added authoritative multiplayer synchronization for detailed combat statistics, session summaries and history. Connection compatibility checks require the same CombatMeter version on every participant and reject missing or incompatible builds.
Improved Alt/F7 readability with grouped Damage and Defense sections, stable damage-type breakdowns, subdued zero values, table padding and consistent alignment. Enemy tables show personal kills, including participating enemy types with zero kills.
Interactive windows own the mouse and wheel and suppress the reticle while keeping vanilla movement available. Hotkeys and local HUD settings remain configurable.
Updated the supported target to Valheim 1.0.16; requires Jotunn 2.30.2 or later. Single-player and Listen Host multiplayer remain supported.
1.0.1
Fixed player names for damage attributed from supported owned summons and magic sources, including when summon damage is the first combat event.
Owner display names now come from vanilla session identity and remain available when the remote Player object is unloaded from the host scene.
Attribution remains host-authoritative and PlayerID-based; names are presentation metadata only. Combat behavior and snapshot protocol are unchanged.
1.0.0
First stable CombatMeter release for single-player and Listen Host multiplayer, with host-authoritative per-player Damage Done, contribution percentage, personal active-time DPS, and Damage Taken.
Added optional Largest Hit immediately after DPS and optional Deaths as the final column; both are disabled by default and configured locally.
Independent Combat Clusters keep separate fights separate, merge when PvE interactions connect groups, and do not split again during that encounter. Later encounters can be independent again.
Recovery remains host-authoritative and cluster-local, including independent periods for multiple dead players.
Peer-specific snapshots use distance-independent session identity routing and clear stale encounter views. CombatSnapshot v2 carries authoritative Largest Hit and Deaths; all participants must use the same current version.
Deterministic player colors, contribution bars, and a draggable configurable HUD remain available.
Fall, Drowning, and Smoke are excluded from combat statistics and encounter activity; other environmental damage retains its existing policy.
Performance diagnostics remain explicitly opt-in and disabled by default.
DamageCommit transport and CombatSnapshot v1 are unchanged.
Successfully validated the fix in a two-PC Listen Host multiplayer test.
0.12.0 — Combat clusters and multiplayer routing
Added independent combat clusters based on actual PvE interactions; unrelated simultaneous fights no longer share one global table.
Added per-player authoritative snapshots from the Listen Host, with clusters merging when combat interactions connect them.
Improved encounter finishing and stale HUD clearing through cluster routing and empty snapshots for players without a current cluster.
Kept Recovery local to each combat cluster, including independent Recovery periods for multiple dead players.
Added deterministic player colors to Damage contribution bars.
Excluded Fall, Drowning, and Smoke from combat statistics and from starting, extending, or resuming encounters and Recovery.
Added lightweight performance instrumentation with a separate opt-in diagnostic switch, disabled by default; disabled telemetry bypasses measurement and counters.
Successfully validated the peer-specific snapshots, environmental policy, and player-color runtime candidate in a two-PC Listen Host multiplayer session.