MoreBettererUpgrades
Adds tiered biome materials to high-level item upgrades. Based on Desires original MoreUpgrades mod.MoreBettererUpgrades - Changelog
V1.1.6
compatability update Fixed an issue where items would not show up correctly in the upgrade menu when using other crafting UI mods. Specifically tested with AAA Crafting by Azumatt. Go check out thier mods, they are fantastic!
Note As I have now learned about the Forge of Potential, I am tinkering with ideas of how to integrate that system. Not a huge fan of Gatcha mechanics in my Valheim, sounds like some Loki shenanigans....
v1.1.5
Fix: Fixed a bug where some items would freeze on the wrong material after their first upgrade breakpoint instead of progressing to the next one. The affected items would show an outdated material past that point rather than the correct next-tier one. - e.g. a Troll Hide Cape would freeze on "Guck" at the second breakpoint instead of moving on to "Wolf Pelt". Affected items: Frostner (Mace), Skoll and Hati (Knife), Abyssal Razor (Knife), Iron Pickaxe's Black Metal step, Iron Sledgehammer, Vilebone Maulclaws (Fist), Arbalest (Crossbow), Troll Leather armor, Root armor, and Berserker Undead armor. No other behavior changes.
V1.1.4
Apparently I cant even edit the correct files...
V1.1.3
Small edits for functionality and updated descriptions.
v1.1.2
Critical fix: Recipes were failing to unlock at all in some cases. Any item covered by the tiered system was silently requiring the player to have already discovered every later-tier material before the base recipe would unlock - e.g. a Bronze Sword could stay locked until Iron had also been found. Materials added by the tiering system now correctly stay invisible to Valheim's own recipe-discovery check until their actual tier is reached, same as they already appeared correctly in the crafting UI. No other behavior changes.
v1.0.0
Originally created by Desires. Tiered material system, Deep North support, and armor system added by SaltyCypher.
New: Tiered Material Progression
Items upgraded past vanilla's normal max level now require materials from later biomes as they climb higher, instead of just scaling the same original material forever. Every number is pulled from the game's own real recipes wherever possible.
Weapon/Tool Coverage (15 families)
Sword, Axe, Atgeir, Battleaxe, Mace, Pickaxe, Shield, Spear, Knife (Silver/ Black Metal only), Bow, Crossbow, Fist weapons, Sledgehammers, Two-Handed Swords, and Staffs (using their own Eitr/Blackwood/Norn Thread progression).
New: Armor System
Armor now follows the same tiered logic, split into weight-class families:
- Heavy (Bronze/Iron/Wolf/Padded/Carapace/Flametal/Gold) - full 7-tier chain
- Light (Rags/Leather/Troll Leather/Lox/Ashlands Medium/Deep North Medium)
- Medium (Root/Mage/Mage Ashlands/Deep North Mage)
- Unique (Berserker/Fenring/Berserker Undead)
- Cape (Deer Hide through Ashlands capes)
Each covers Chest, Legs, and Helmet as separate tracked items.
New: Valheim 1.0 / Deep North Support
Gold added as a full new tier across every applicable weapon and armor family.
Balance Change: Tier-0 Level Cap
Starter items using only Wood/Flint/Stone/Copper (and their armor equivalents, like Rags and Leather) are now capped at vanilla's own max level (4) instead of the mod's higher cap, so early gear can't be leveled to max for free using only cheap starting materials.
Known Limitations
I am also doing a full playthrough so dont expect constant updates unless I find a bug or someone posts an issue on github.


