Valheim
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1.2.3
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Changelog

1.2.3 (2026-10-21)

The Strange gear. (1.2.0, 1.2.1 and 1.2.2 were test builds that never reached Thunderstore.)

  • Strange ore: once Moder is defeated, 40 % of meteorites carry 10 to 15 Strange ore on top of their other materials, and they then spark crimson. New meteors bring it at regular steps, one in every 2 or 3, so there is never a long run without it. Meteorites that fell before this version and are still unmined get a 40 % chance once, when a player first comes near them, and keep the result. A smelter turns the ore into the Strange Ingot. New server settings in section 3: StrangeOreChance (0.4), StrangeOreMin (10), StrangeOreMax (15, 0 turns it off) and StrangeOreKey (defeated_dragon, checked when FollowProgression is on).
  • meteorshow with devcommands on skips the Moder requirement of the Strange ore, to try it in any world.
  • Strange Crossbow, at a level 3 forge (80 Strange Ingots): 180 pierce (+4 per upgrade). Each shot has a 60 % chance to spend no bolt and keep the crossbow loaded, at most two free shots in a row (up to three bolts per load). 60 % of hits cause bleeding: 1.5 % of the target's maximum health every second for 10 seconds (bosses: 1.5 per second), not renewed while it lasts. Red lightning crackles over it while loaded.
  • Strange Bow, at a level 3 forge (80 Strange Ingots): 60 pierce (+3 per upgrade), the same free arrows (60 %, at most two in a row) and the same bleeding. Its glowing string bends to the drawing hand and red lightning crackles while it is drawn; every player sees both.
  • Hunter's luck: a creature killed by the Strange Crossbow or Bow, or by their bleeding, drops its head (trophy) at least 50 % of the time and has a 35 % chance to drop one Epic Loot runestone of a single kind (Magic 40 %, Rare 28 %, Epic 17 %, Legendary 9 %, Mythic 4 %, Ancient 2 %). Epic Loot is optional: without it no runestone drops and everything else works the same.
  • Strange Armor, at a level 3 forge (80 Strange Ingots per piece): helmet, breastplate and greaves with 25 armor per piece (+2 per upgrade), the silver armor's weight and speed. With the three pieces on: +10 % armor, +15 % stamina and health regeneration, -15 % stamina running and jumping, no freezing, -15 % frost damage, reflection of 25 % of the next hit (5 minute recharge) and the soul touch, a 40 % chance that a hit does nothing and marks the attacker to take 15 % more damage for 5 seconds (5 minute recharge). The recharges show in the status effects and survive logging out and dying.
  • Every upgrade costs half the Strange Ingots of the first craft (40).
  • New server sections 7 - Strange weapons and 8 - Strange armor with every number, chance and recipe, and a new player setting WeaponLightning in section 5. No setting of 1.1.2 changed.
  • A config file from the 1.2.0, 1.2.1 or 1.2.2 test builds that still holds their defaults (130 and 54 pierce, 20 armor, 6 to 10 ore, the old recipes, Strange ore after Bonemass) moves to the new ones by itself, once; values someone changed are kept.
  • Patches: the attack trigger and the crossbow's reload queue (free shots; an ammo refund from another mod is never doubled) and a creature's drop list (hunter's luck).
  • The server and every player need this version: the new items and effects must exist on every machine.

1.1.2 (2026-10-15)

  • Rebuilt and checked for Valheim 1.0.20. The two game methods EternalMeteor patches are unchanged in this version of the game. What the game changed in the damage, deaths, destruction and drops the meteors use is only how it marks cheated objects, which the mod does not touch, so meteors, craters, meteorites, map markers and the protection stone work exactly as in 1.1.1. No settings change. The server and every player need the same EternalMeteor version, and Valheim 1.0.20 on both sides.

1.1.1 (2026-10-13)

  • Meteor sites on the map: every crater and every meteorite not yet mined shows on the map of every player, minimap included, with a meteor icon named Meteor (Meteoro in Spanish). The marker appears at the impact and goes away once the meteorite is mined. Players who join later and meteorites already in the world show up too. The markers are not saved in the players' maps. New server setting MapPins (on).
  • Random meteors now fall every 30 minutes (MinIntervalMinutes and MaxIntervalMinutes default to 30, were 40 and 90). A config file that still has the old 40 and 90 moves to 30 by itself the first time 1.1.1 starts; on a server, that is the server's file. Values someone changed are kept.
  • The server and every player need this version: the map markers travel in a new network message.

1.0.0 (2026-10-13)

First release.

  • Random meteors every 40 to 90 minutes, near a random player on the surface, 80 to 500 meters away, on dry land.
  • A 15 second fall that every player sees at the same moment: warning on screen, red circle on the blast zone, burning rock with fire and smoke trails, rumble, camera shake and a sonic boom.
  • The impact destroys everything within 25 meters: living beings (bosses spared by default), build pieces, trees, rocks and plants. Graves, landmarks, meteorites and EternalMeteor stones are never touched. Areas nobody has loaded are destroyed by the server.
  • A crater 12 meters in radius and 4 meters deep that burns for a minute, with a meteorite about 4 meters tall in it. Each material has a 30 % chance and at least one is guaranteed, close to a full stack of each ore; iron, silver, black metal and flametal unlock with boss kills. The meteorite drops its materials in stacks.
  • The EternalMeteor stone: a rune monolith with a floating crystal that protects a 60 meter radius. Meteors burst against its dome and bounce out past the edge; no crater ever digs under a dome.
  • The EternalMeteor stone has its own tab in the hammer menu and also shows under Misc and Defense. Press E on it to show or hide its dome for everyone.
  • meteorshow drops a meteor on your position.
  • Every gameplay value in a server-enforced config; effects and volume per player; English and Spanish translations.
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