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0.1.52

AzuCraftyBoxes' per-chest crafting supply switch moves from Shift + E to Shift + L, at the owner's request. Shift is also Run, so pressing E while sprinting switched a chest instead of opening it; E now always opens the chest. Shift + L on a chest takes it out of, or back into, the storage that crafting, building and the enchanting table draw from, and the chest's hover text names the new key. Quick Stack's Restock, on L, no longer also runs on Shift + L. A gamepad keeps AzuCraftyBoxes' own buttons. Includes the complete 0.1.51 release.

0.1.51

Augment lists only items in the player's own inventory, as Sacrifice already does, at the owner's request. EpicLoot also offered items from nearby chests that inventory providers such as CraftyBoxes make available, and augmented them where they lay. Equipped and quick-slot items still count as inventory, and augment costs still draw on nearby storage. Includes the complete 0.1.50 release.

0.1.50

Andvaranaut can ignore targets that are too far away, at the owner's request. The new server-synced [Andvaranaut] Max range limits the ring to unfound treasure maps and accepted bounties within that many meters; with none within it the ring stays quiet, and one that comes into range can ping straight away. The default, 0, keeps the ring's reach unlimited, as before. Includes the complete 0.1.49 release.

0.1.49

Render Limits' zone settings apply from the moment a player joins, at the owner's request. Render Limits 1.16.0 sends a player's zones to the server only when a zone setting changes in play: its attempt while joining comes before the character exists, so the server kept sending buildings only as far as the game's own 2 zones. The add-on now has Render Limits send them each time the player's character spawns, so the pack's 3 loaded zones take effect on every join. Includes the complete 0.1.48 release.

0.1.48

Andvaranaut keeps pinging for a bounty's creatures during the fight, at the owner's request. EpicLoot removed a bounty creature's beacon as soon as it took damage, so its ring fell silent, and the add-on then stayed quiet about that bounty and every other target for as long as it was the nearest and its creatures stayed loaded; a creature that ran off could not be found again. The beacon now stays: EpicLoot's own pings continue within its range, faster as the wearer gets closer, and farther away the ring keeps leading to the creature. Includes the complete 0.1.47 release.

0.1.47

Requires EpicLoot 0.14.13 and pairs with StarLevelSystem 1.18.1, which now fix most of what this add-on fixed, so it drops its own versions: identification's power, payment, quantity and tier gate, gambling's flags, the tempering countdown and failure floor, effect ranges in tooltips, tempering and augmentation, rune etching's payment and history, effect history on extraction, Executioner, projectile weapon effects, bonus hits other than the meteor's and Eikthyr's charge's share before crit, Reflect, the parry tooltip, Eitr Shield after armor, Immovable, discarded and Feint-avoided hits, the Blood Block cost, and StarLevelSystem's Drop That lookup, damage estimate, SoulEater and Splitter owner checks, LifeLink targets and share, and Alert hearing. The identification preview still lists only the equipment the crafting gate hands out, and now also decides whether the Identify button is available, as EpicLoot 0.14.13 requires. Skill above 100 continues from EpicLoot's new unclamped range, and EpicLoot now counts its skill bonuses in hit, parry and summon levels itself; the add-on still counts them in SkilledCarryWeight's carry weight and in tooltips of weapons not in hand. Chain lightning strikes are marked as bonus hits, as EpicLoot's own are. EpicLoot's versions differ from 0.1.46 in a few details: a short identification roll shows no message, clicks during the temper countdown are ignored instead of cancelling it, etching shows EpicLoot's messages and clears the tempered marker even for an identical effect, armor wears from the hit before Eitr Shield takes its share, and an Immovable block no longer fills the stagger bar at all. Includes the complete 0.1.46 release.

0.1.46

Bounty creatures keep the strength they spawn with, at the owner's request. EpicLoot gives a bounty's creatures extra health through StarLevelSystem as they spawn, three times as much for a gold bounty's target, twice as much for an iron bounty's and one and a half times for adds, but SLS kept that bonus only on the spawning player's game, so a creature lost it once it was loaded again or another player's game took it over. EpicLoot also marks a bounty's target as a boss for its boss health bar, and SLS then scaled it as a boss: +2% damage per star instead of +20%, boss modifiers instead of ordinary ones and, after a reload, +30% health per star instead of +75%. The bonus now comes back from the bounty the creature carries whenever SLS works out its stats, and SLS scales, modifies and evolves the target as an ordinary creature; the boss health bar stays. A 2-star troll for a gold bounty keeps 2,700 health, where a reload left it 960, and hits 40% harder than an unstarred troll instead of 4%. Includes the complete 0.1.45 release.

0.1.45

Bulk Up's regeneration penalty takes its share of the health regeneration that is left, at the owner's request. EpicLoot subtracted it from the regeneration multiplier after Wet, Cold and every other effect, so −30% turned 50% regeneration into 20%, and a penalty at least as large as what was left stopped regeneration entirely; it now turns 50% into 35%. With regeneration bonuses the penalty takes its share of those too: +30% regeneration and −30% Bulk give 91% instead of 100%. Bulk's added maximum health is unchanged. Includes the complete 0.1.44 release.

0.1.44

Holding Shift over an item at the enchanting table shows its effect details, as in the inventory, at the owner's request. EpicLoot built each list row's tooltip once, when the list was filled, so pressing Shift over a row changed nothing; the hovered row's tooltip is now rebuilt whenever Shift is pressed or released, and cost rows keep their stock numbers. Includes the complete 0.1.43 release.

0.1.43

Death reports in Discord mark the player's name as >>Name<< instead of coloring it red, at the owner's request. The red came from ANSI color codes, which Discord's notifications, its in-game overlay and its mobile app show literally, as [1;31mName[0m with a box for the escape character. The report keeps its code block. Includes the complete 0.1.42 release.

0.1.42

Stop overriding StarLevelSystem's level caps, at the owner's request, now that the pack turns on SLS's boss tiers. An active boss tier's range again replaces a biome's BiomeMaxLevelOverride, as StarLevelSystem 1.18.0 intends, so each boss kill raises the earlier biomes' caps along with their odds and minimums. Before, the add-on kept the biome cap, but the tiers were never on, so it changed nothing. Includes the complete 0.1.41 release.

0.1.41

The staff's double shot cuts each cast's whole hit to EpicLoot's configured 66% instead of only the staff's base damage, without editing the damage all staffs of that kind share, as triple shot already does. EpicLoot's skill bonuses now count where the game reads the skill level itself, as the game's set bonuses already did: the Staff of Protection's shield and any other status effect a hit or parry applies, summon strength and the Staff of the Wild's root count, and SkilledCarryWeight's carry weight, where each point of +Movement Skills adds 1 kg. More creature area effects get the creature's star damage factor: death and self-destruct explosions, Fader's fissures and walls of fire, and effects built into a creature, such as a frost wisp's aura. Built-in effects, including a lox's trampling, now use the creature's factor at each hit; a newly spawned lox's trampling kept the factor it had before StarLevelSystem gave it its stars. Includes the complete 0.1.40 release.

0.1.40

Identification rolls every effect with the Sacrifice upgrade's identified item power, up to 114%, instead of only the fixed effects of named items. Triple shot cuts each arrow's or bolt's whole hit by EpicLoot's configured share instead of only the weapon's base damage, without editing the damage all weapons of that kind share. StarLevelSystem fixes: LifeLink passes its share only to living, untamed creatures that are not the boss's enemies; SoulEater and Splitter run only on the game that controls the dying creature, so a death with a death animation no longer occasionally heals or splits twice; Alert no longer compounds the hearing range on each creature setup; and area effects and projectiles that creature attacks spawn with their own damage get the creature's star damage factor like its other attacks, which makes them stronger. Skill above 100 now raises damage, at the owner's request: every damage roll uses the whole level, trained plus the game's and EpicLoot's bonuses, and continues past 100 at the same 0.6% per point instead of stopping there, and the skills panel shows that level for weapon and tool skills. An area effect that takes an attack's hit rolls the skill a second time, as the game always has, and that roll keeps its old ceiling so the gain does not compound. Tooltips of weapons you are not holding show the damage range as if equipped too. Includes the complete 0.1.39 release.

0.1.39

Show the enchanting table's available / required cost counts 50% larger, at the owner's request; they were held at EpicLoot's base text size. A count too long for its icon shrinks back toward that size so it stays on one line. Includes the complete 0.1.38 release.

0.1.38

Fix more EpicLoot combat effects: bonus hits such as Reflect, chain lightning, the Yagluth meteor, the Blood Block cost and StarLevelSystem's LifeLink share no longer roll crit, double damage, lifesteal, on-hit effects, Wager, Mercenary or Executioner again; the meteor and Eikthyr's charge take their share from the hit before crit and double damage; Reflect no longer depends on whose game controls the attacker; Wager judges kills after the target's resistances, armor and damage scaling; area effects a projectile leaves behind use the hands that fired it; falls and the Blood Block cost no longer trigger damage-taken effects; the parry tooltip shows the real parry multiplier; and shields that cannot parry no longer get EpicLoot's parry bonus. Cap StarLevelSystem's SoulEater damage bonus at +50%, including on creatures that already saved more. Includes the complete 0.1.37 release.

0.1.37

Extend Andvaranaut beyond its 20 m range to the wearer's nearest unfound treasure map or accepted bounty, for worlds without a map. Farther than 1,000 m it pings when the wearer faces the target; within 1,000 m it pings every 5 seconds while they walk toward it; within its own range EpicLoot's pings take over as before. The ring aims at the centre of the map circle until the chest or the bounty's creatures load, and goes quiet about a bounty once its creatures have been hit. Two server-synced settings, [Andvaranaut] Search radius and Facing angle, adjust the distance and the angle. Includes the complete 0.1.36 release.

0.1.36

Fix EpicLoot combat effects: Executioner is used up only by a hit that applied it; CoinHoarder uses its roll below 1,000 coins; Wager's kill refund no longer depends on which game controls the target; chain lightning jumps deal the rolled damage and use EpicLoot's falling chain chance; projectiles use the weapon effects of the hands that fired them; bow and crossbow enchantments also apply to the ammunition's damage; unequipped weapon tooltips show the damage as if equipped; hits the game discards and hits Feint avoided no longer trigger damage-taken effects; Feint no longer rolls on hits blocked with stamina left; Eitr Shield absorbs damage after the bubble, block, resistances and armor; Immovable blocks hold while stamina lasts; and a blocked hit converts physical damage to elemental once, before resistances. Includes the complete 0.1.35 release.

0.1.35

Check blocks and parries against the damage left after the player's resistances and body armor instead of the full hit. The game applied resistances and armor only after the block, so a hit that armor would reduce to a fraction still broke the guard and cost block stamina at full size. A successful block now subtracts from the reduced hit; resistances and armor still count once. Includes the complete 0.1.34 release.

0.1.34

Shorten the daily death leaderboard: drop the line with the covered dates and times, and end the zero-death message after "Nikt nie zginął.". Includes the complete 0.1.33 release.

0.1.33

Stop DiscordBot_AWL 1.4.7 from reconnecting to Discord every half minute until restart. It marks a heartbeat unanswered when it sends one and answered when Discord acknowledges it, but never resets that mark for a new connection. After a connection dropped while a heartbeat was unanswered, every later connection gave up before sending its first heartbeat, logging Heartbeat not acknowledged, reconnecting.... Each new connection now starts with no heartbeat outstanding. Includes the complete 0.1.32 release.

0.1.32

Make normal chat reach every player and Discord. Chat typed without a /s or /w command now goes out as a shout, so every player receives it wherever they are, and DiscordBot_AWL relays it as it does every shout. Shouts are no longer shown in capitals in the chat window or in floating text; they keep their yellow color and the speaker's name. Whispers stay local and are not relayed. Includes the complete 0.1.31 release.

0.1.31

Target EpicLoot 0.14.12, which fixes bounties being lost by its new save system. No other change. Includes the complete 0.1.30 release.

0.1.30

Fix the cause of DiscordConnector 3.1.3's records failures and replace 0.1.29's workaround. LiteDB 5.0.21 keeps the last page of each commit in its log writer's buffer under Mono, so every checkpoint during a session read a log one page short and failed. Flush that writer before LiteDB reads the log in full; its automatic and shutdown checkpoints now succeed, and 0.1.29's skipped automatic checkpoint and world-start checkpoint are removed.

Keep StarLevelSystem's biome caps with 1.18.0. That release lets an active boss-conditional tier replace a biome's BiomeMaxLevelOverride, so the default tiers would push early biomes far past their caps as bosses fall: up to 7 stars in the Meadows after Eikthyr. Ordinary creatures again use the creature override, then the biome cap, as in 1.17.0; bosses keep 1.18.0's MaxBossLevel cap. Includes the complete 0.1.29 release.

0.1.29

Keep DiscordConnector 3.1.3's records working for the whole server run. Its bundled LiteDB fails an internal check when it checkpoints automatically during play, once records-log.db passes 1,000 pages, and then refuses every records call until restart. First-join and first-death notices, statistics and leaderboard deaths were lost for the rest of the run. Skip the automatic checkpoint and checkpoint once when the world starts, before anyone can join. Includes the complete 0.1.28 release.

0.1.28

Credit equipment finished at a cooking station, such as Nord gear from the Frost Foundry, to the player who crafted its cast instead of whoever's game owns the station. Cancel rune etching without charging when the search box hides the selected item or rune. Let a completed temper play its finish effect instead of cancelling itself. Limit an unreadable crafting-history or favorites record to that character, with its own on-screen notice, instead of disabling features for the rest of the session. Synchronize the Rested delay and achievement announcement settings from the server as documented; previously each client used its own file. Write enrollment backups and server characters through a temporary file so an interruption leaves no partial file, and refuse a join with a message when the enrollment list cannot be read. Keep the death leaderboard running after failed posts: retry when Discord certainly did not post, and skip a report that may have posted, logging its text, instead of pausing until the state file is edited by hand. Stop the warnings logged for every DiscordConnector message, split backtick runs so they cannot close a code block, and stop escaping markdown in achievement messages shown inside code blocks. Includes the complete 0.1.27 candidate.

0.1.27

Internal cleanup only: clearer internal names, and the crafting-history log line now counts "legacy credits". Gameplay, saved data, configuration, plugin IDs, RPC names and network behavior are unchanged. Includes the complete 0.1.26 candidate.

0.1.26

Make each successful crafting-skill bonus roll add another full craft's output instead of one item, so arrows, bolts, nails, bombs, bait and multi-portion food double like one-item recipes. The chance, stations and eligible items are unchanged. Every successful roll adds exactly one craft instead of vanilla's escalating multi-craft total, a craft whose extra output would not fit completes without the bonus instead of being skipped, and AAA_Crafting's hidden sequential bonus streak is disabled. Includes the complete 0.1.25 candidate.

0.1.25

Show enchanting-table cost counts of 10,000 or more in whole thousands, rounded down (12480 shows as 12k), so large nearby-storage totals stay readable instead of shrinking the label. The red shortfall color and the tooltip keep the exact numbers. Includes the complete 0.1.24 candidate.

0.1.24

Record deaths from the native immediate death broadcast instead of the delayed respawn transition. Validate the sending connection and current character, ignore repeated broadcasts, and commit the death record synchronously so disconnecting during the death screen does not lose it or move it across the reporting cutoff. Includes the complete 0.1.23 candidate; client death/reconnect and delivery acceptance remain required.

0.1.23

Size the on-screen initialization error to its content so every reported failure stays readable instead of being clipped at a fixed height. Build against the unmodified game assemblies, so direct use of a private game member now fails the build rather than the game. Otherwise internal cleanup only: gameplay, saved data, configuration, plugin IDs and network behavior are unchanged. Includes the complete 0.1.22 candidate.

0.1.22

Trigger Automatic Mead Consumption only after actual damage leaves the surviving local player at Health Critical. Preserve EpicLoot's equipment-adjusted threshold and normal consumable cooldown/category restrictions, and stop after one successful consumption per damage event. Fully blocked or absorbed hits do not consume mead; damage-over-time ticks use their actual health loss. Includes the complete 0.1.21 candidate.

0.1.21

Use Meadows as the minimum unidentified gear tier. Resolve saved Starter Gear IDs to the matching original Meadows prefab when inventories and world items load, preserving rarity, stacks and serialized item data. Remove custom Starter Gear prefabs and their separate identification-cost fallback. Includes the complete 0.1.20 candidate; client migration and gameplay acceptance remain required.

0.1.20

Add an optional dedicated-server death leaderboard at 06:00 Europe/Warsaw for the preceding 24 hours, using DiscordConnector 3.1.3 records and its primary webhook. Count the live-to-zero character-ID transition instead of respawn, group by player identity, share ranks on ties, and preserve delivery state across restarts. Wait for a full day of corrected recording before the first report. Isolated previews never contact Discord. Client death/respawn and delivery acceptance remain required before promotion.

0.1.19

Fix the first-join black screen by uploading the character through the registered outbound connection before PeerInfo completes. Keep connection identity and server-side enrollment checks intact. Call Inventory.Changed through a private-method delegate so favorites initialization and toggling work against the real game assembly. Do not use 0.1.18. Client enrollment/save/reconnect checks remain required before promotion.

0.1.18

Allow one-time first-join import of existing campaign characters for server-enrolled Steam accounts. Preserve the original profile before releasing the join handshake, then use ServerCharacters' normal authoritative save path. Existing saves cannot be replaced by enrollment, unknown accounts retain fresh-character admission, and players do not manually send save files. Requires ServerCharacters 1.4.17 when installed. Client enrollment and reconnect checks remain pending.

0.1.17

Keep Dyrr 1.4.2 world bindings in private per-profile storage outside Gale's config scan. Preserve existing binding files locally and prevent later profile imports from replacing durable bindings. Start personal favorites empty instead of importing legacy Quick Stack files; existing character-saved favorites remain intact. Includes 0.1.16. Client gameplay and profile-update checks remain pending.

0.1.16

Keep DiscordBot notifications and Discord/AI message relays out of in-game chat. Preserve outgoing Discord webhook messages and native player chat; suppress both broadcast and display paths so bot messages cannot open the chat window.

0.1.15

Require positive character crafting history for craftable equipment drops, identification and gambling in PlayerMustHaveCraftedItem mode. Preserve existing characters' previously held craftable equipment once as saved legacy credits, without altering crafting statistics or achievements. Later pickups do not unlock items; fresh characters start with an empty migration marker, including the first ServerCharacters template save. Keep the purchased Fishing Rod eligible after pickup only when it has no creation recipe. Client migration and multiplayer checks remain pending.

0.1.14

Lower the FedoHud player-stat block default by 500 UI pixels while retaining automatic horizontal alignment. Persist dragged positions outside Gale-managed config in local, per-profile Unity preferences; Reset positions restores the lower default.

0.1.13

Favorite individual equipment and EpicLoot items with rolled effects while retaining type-wide favorites for ordinary supplies. Save personal favorite/slot/trash choices with the character and equipment markers with each item. Initialize after ServerCharacters loads the authoritative character, migrate legacy Quick Stack favorites once, and apply item-aware protection consistently to Quick Stack actions, display and EpicLoot Sacrifice. Requires Quick Stack 1.4.15 when that optional mod is installed. Back up legacy favorites before updating the Gale profile; see README migration instructions. Client gameplay validation remains pending.

0.1.12

Use each item's explicit or named enchantment range, then the normal rarity range, for Shift tooltips, tempering eligibility, rows and previews, and rune extraction. Bind tempering to the selected item and effect, cancel it when the selection changes, and recheck the item, range and full material cost before payment; recipes with invalid materials are blocked, and a failed temper never raises an effect already below its minimum. Rune etching now consumes its displayed material cost and rechecks the target and rune at completion. Extraction keeps remaining sockets, named/set identity and unrelated effect history, so an item with sockets or a named/set identity stays magic after its last rolled enchantment is extracted.

0.1.11

Use consistent ANSI code blocks for automated Discord message bodies across DiscordBot_AWL and DiscordConnector, including achievement announcements. Preserve death-message colors, avoid double wrapping, and leave player chat/shouts and webhook routing unchanged.

0.1.10

Target EpicLoot 0.14.11. Fix StarLevelSystem's empty default-weapon damage average, combine vanilla and EpicLoot bonuses in the skills panel, and show available/required crafting materials with inventory and nearby-storage totals. Add optional English Discord achievement announcements with their requirements, excluding startup and retroactive awards. Death messages use displayed creature names and compact stars above four; player names are red in game and Discord ANSI blocks, with italic creature names in game.

0.1.9

Withdraw the optional boss-trophy override added in 0.1.8; boss trophy counts and runestone rewards remain pack configuration decisions. Save unidentified loot's network item data through a delegate to the game's private ItemDrop.Save method, fixing the MethodAccessException that 0.1.7 and 0.1.8 raised by calling it directly. Use 0.1.9 instead of 0.1.8.

0.1.8

Add an optional boss-trophy override. Withdrawn in 0.1.9.

0.1.7

Post DiscordBot_AWL 1.4.7 player-death reports as a plain text line instead of a Discord embed. The joke text is unchanged, including the localized creature name and its stars; the "has died" title, the killer thumbnail and the embed timestamp are dropped. No other DiscordBot messages change.

0.1.6

Correct DiscordBot directory-path access to use its field rather than a property. Fixes the startup failure in 0.1.5. Use 0.1.6 instead of 0.1.5.

0.1.5

Fix DiscordBot_AWL 1.4.7 death-quip file discovery (.txt versus *.txt). Optional pack-owned files in BepInEx/config/DiscordBot/QuipsOverrides are loaded after DiscordBot initialization so its startup default writer cannot overwrite them. No Discord credentials or message templates are bundled with this add-on.

0.1.4

Add an optional server-synced Rested activation delay multiplier. The default 1 keeps vanilla timing; 0.5 changes the vanilla 20-second wait to 10 seconds. Resting requirements, comfort, regeneration rates and Rested duration are unchanged.

0.1.3

Register Starter Gear independently of gameplay patch initialization, retain Sacrifice protection when gameplay patches fail, and show a persistent visible initialization error. Starter identification uses Meadows material costs when no explicit None costs exist. Validate the identification transpiler's result-load instruction before branching to it. Restore type-name loot entries, upstream no-local-player fallback behavior, and the equipment-effect cache refresh after identification. Clarify tier mapping, fresh-character gating and the requirement to keep the add-on loaded when carrying Starter Gear.

0.1.2

Level-scaled creature drops and Drop That drops with level conditions now use independent chance rolls. This prevents vanilla's low-chance countdown from resetting whenever different star levels produce different probabilities. Existing probabilities, conditions, quantities and guarantees remain unchanged; ordinary unscaled drops keep vanilla behavior. This also covers rare items and queen-bee rules configured with Drop That level conditions. SLS custom loot already rolls directly and is unchanged.

0.1.1

Sacrifice now lists only eligible items in the local player's inventory. With Quick Stack - Store - Sort - Trash - Restock installed, favorited item types and favorited slots are excluded. Immediately before sacrifice, the complete selection is checked again; a moved, protected, or otherwise ineligible item cancels the operation without consuming anything. Other enchanting tabs and access to nearby crafting materials are unchanged.

0.1.0

Initial experimental release for EpicLoot 0.14.10: consistent held-item identification and previews, constrained fallbacks, source-tier preservation, exact batch quantities, payment after successful generation, and exception-safe gambling flags.

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