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EpicLoot Progression Fix

EpicLoot Progression Fix adds combat changes, crafting-based loot progression support, equipment fixes and quality-of-life improvements to EpicLoot. It makes build effects easier to understand, improves blocking and skill progression, and reduces repetitive inventory and crafting actions.

The add-on works with EpicLoot alone. Optional integrations extend its features to nearby storage, batch crafting, creature scaling and dungeon resets.

  • More responsive blocking. Cancel attack windup or recovery into a guard. Stronger shields and a wider parry window improve defensive options without allowing faster attacks.
  • Consistent loot progression. In crafting-gated mode, enchanted equipment follows the player's crafting history, including unidentified gear and treasure rewards.
  • Detailed build information. A live Active effects page shows resources, regeneration, defenses, skills and combined equipment effects.
  • Skill experience per target and craft. Eligible attacks award experience for each distinct target hit, and batch crafting awards experience for each completed item.
  • Improved equipment handling. Rune extraction preserves power, socket layouts and favorites persist, and compatibility checks account for the effects remaining after a replacement.
  • Less repetitive cooking and processing. The personal bulk modifier fills nearby machines with one ingredient, refuels through their fuel controls, or collects finished output without mixing operations.
  • Scaling encounters and dungeon resets. With StarLevelSystem, boss stars scale with the summoner's personal kill history. Configured dungeon interiors reset while preserving exteriors, belongings and occupied interiors.

Built for EpicLoot 0.15.4 and Valheim 1.0.20. Install the same add-on version on the server and every client. EpicLoot's original DLL and assets remain unchanged.

Installation

Install BepInExPack Valheim 5.4.2351, Jotunn 2.30.2 and EpicLoot 0.15.4, plus their dependencies; a package manager installs these automatically. Optional integrations use the tested versions below and check their required APIs and patch patterns at startup. An untested version or changed API disables the affected integration and names the unavailable features in BepInEx/LogOutput.log, while unrelated features continue; core game or EpicLoot failures stop gameplay initialization. Server and client gameplay integrations must match before joining; client-only presentation integrations need not. Resolve any Gameplay patches failed message before playing.

Balance and everyday play

  • All seven Bog Witch feast spices are sold on the first visit, without boss or serpent defeats. The moose saddle no longer needs Bloodgold.
  • Resource and carry calculations apply flat bonuses before percentages, regeneration combines bonuses and penalties before one zero floor, and Bulk is uncapped. Hearty eitr can create an eitr pool from maximum health without eitr food or another eitr bonus.
  • Blocking can interrupt attacks without accelerating them or refunding spent costs. Air Jump recharges on ground contact or a genuine swim, not during water takeoff.
  • Rested comes after a configurable delay, comfort counts pieces within 20 m, also vertically, and only players sleeping in a bed get the skipped-night Rested buff.
  • Food-eating creatures, wild or tame, search at least 30 m for the nearest reachable food they eat. Tames protect buildings, heal faster when fed and breed over wider ranges.
  • Tamed animals see targets within 50 m and alert within 30 m of their follow target or stay point. Friendly skeletons and Spirit Caller animals keep a 40 m combat leash around their caster, ignore peaceful wildlife, and a fresh direct hit sends an idle summon after its target.
  • Aim at one of your own summons and press the secondary-attack binding while holding a matching staff to dismiss it, without costs, loot or XP. Dead Raiser, Spirit Caller, Staff of the Wild and Trollstav are supported.
  • Each Staff of Protection bubble broken by damage trains the caster who last applied or refreshed it, once per bubble.
  • Harpooned tames follow the rope, and where it lets go becomes their home, also when they had none: they wander around it, give up chases beyond their 30 m alert range around it and walk back after a fight. Following tames keep following without a home; sitting tames keep sitting there.
  • With TameRidingOverhaul, riding uses the game's saddle stamina and guarded controls, applies the run multiplier to ground movement only, clears vegetation away from protected plantings and routes Sit through the animal's owner. Releasing Sit, which mounting also does, gives a tame back the home it had before it sat, or where the harpoon last let go of it. Its gameplay settings follow the server through the Tame riding sections; the Sit key stays personal.
  • Enlarged creatures, such as a 12-star moose, reach past their own bodies with melee attacks and AI attack distance, and recognize floor contact at their actual size, so large mounts move on flat ground and stop when movement is released. Starred adult moose keep their small or large antlers permanently; zero-star moose stay hornless.
  • Expired dropped items disappear once a player's game has them and their surroundings loaded, and show no loot beam before then. Comfort, dropped-item lifetime, creature ranges, camera limits and floating-ice impact damage are settings.
  • Flametal smelts only after Yagluth and bloodgold only after the Queen ([Smelting] Require boss defeats); ore can still be mined and bars already made stay usable.
  • Left Alt + E at an armor stand exchanges the six worn wearables, helmet, chest, legs, cape, utility item and trinket, with the stand's at once, without the equip queue or delays: a piece on both sides swaps, a worn-only piece hangs up and a stand-only piece goes on, into the cell of the piece it replaces or its Equipment and Quick Slots slot. Weapons, shields and everything else carried stay as they are; a piece that cannot hang up or be worn, or a bag without room, refuses before anything moves. Stands also keep a trinket and a utility item without a model, such as the Wishbone or Wisplight, in two extra positions that hotbar keys 1-8 fill, E empties and a destroyed stand drops; a belt the stand shows and such a utility item share one position.
  • Haldor offers the inventory row purchases after the Elder and Bonemass, plus a third, Roomier pockets, after Yagluth; each is bought once per character.
  • Meadows, Black Forest, Plains and Ocean share one ordinary weather roll, and [Weather] Clear weight sets how often it is clear.
  • Andvaranaut pings toward the wearer's nearest unfound treasure chest or accepted bounty, for worlds without a map: while facing it when far, on its own when near, faster as it gets closer. Its radius, range, facing angle and ping intervals are settings.
  • G toggles a ground overlay of the player-base areas that prevent ordinary spawns; the key and colors are personal settings.
  • Graphics settings add a personal Show FPS checkbox, off by default. Placed torch flames fade in from 80 to 160 m instead of flashing at a distance.
  • Cooking stations and ovens advance and show their food every second, smelters step every 5 seconds and beehives every 30, with fewer network writes.
  • Fermenters preview the exact base for each action. E loads one barrel; the bulk modifier fills nearby barrels with one base type, one confirmed insertion at a time, and a refusal that arrives late still returns the base. Each payment is saved with the character, so one interrupted by death, an unloaded barrel, a disconnect or a server restart is settled once the barrel loads again: the base stays in the barrel or comes back once. On a ready barrel, the bulk modifier taps every ready barrel in reach, target first, and each drops its own mead.
  • Cooking, processing, fuel, ammunition, fermenter and offering controls name the selected input and how much of it the action can draw on, such as Smelt item: Tin Ore (739), with the same chests, range, pulling rules and Leave one as the action; mixed fills list each part with its stock, such as Fill: 10 x Tin Ore (739).
  • Sap extractors catch up correctly after long absences and shared roots, and bird nests count no time spent blocked or before their surroundings load.
  • Long play sessions keep their frame rate: travel no longer leaves navigation tiles, expired zones, far owned objects, chests, inventories, icons or pending requests behind. FastLink stops checking servers once you leave the menu.
  • Vehicles keep their materials and cargo on dismantling, and buried carts recover with their wheels and cargo. A cart that another player's game simulates, or that stays in view while no game simulates it, carries its wheels where their joints hold them and turns them as it rolls, so it keeps its place when a game takes it over again.

EpicLoot fixes and improvements

Progression, loot and encounters

  • Crafting history controls eligible enchanted equipment, including unopened location chests, treasure rewards and unidentified gear. The game rolling the drop uses its local player's history; the drop is shared and anyone can pick it up. Opened chests keep their contents.
  • Nearby Luck, Riches and Lucky Loot follow the progression and quantity limits; rarity ceilings and loot shares are settings. Lucky Loot gives bosses extra magic-table rolls only, never extra ordinary rewards.
  • With StarLevelSystem, the native Elite Runestone Drops setting gives each eligible untamed death one separate blank-runestone attempt, affected only by its own chance and the global drop rate. Deep North successes choose Mythic or Ancient equally. The pack uses 10% at global rate 1, keeps moose and lox out and includes Hexen.
  • Level-scaled drops multiply by 1 + stars × the loot coefficient, rounding each amount up with the probability of its fraction, so every star adds the same share on average. Level-scaled drops and drops with level conditions roll independently at their chance instead of through the game's countdown for low chances.
  • Creature moulds drop at most one of each successful type per kill, and Lucky Loot never multiplies them.
  • Corpse loot is delivered before the corpse disappears, including when ownership passes between the server and a client.
  • Trophy tooltips show the shard or runestone types the sacrifice recipe gives.
  • Every arrow or bolt of a Triple Shot volley that lands within a quarter second of a sneak attack gets the sneak-attack bonus.

Equipment, runes and shardstones

  • EpicLoot's sets and set extraction and etching keep their native content. Set transfers use only carried targets and runes and keep every affix's extraction history; extraction and shared table Storage protect favorites. Sacrifice's category filters list only carried, unfavorited items, so the table Storage filter is left out. Rune diminishing returns are off in the pack's configuration.
  • Socketing, swaps and etching check the effects that remain. Augment ignores sockets when choosing; after a new choice, runes and shardstones that no longer fit return to the bag or drop at the player if it is full, and keeping the original returns nothing. Indestructible runes coexist with durability bonuses.
  • An enchantment that would do nothing on its item, such as projectile speed on a summoning staff or blocking stamina on a hammer, never reaches it: loot, identification, Augment's fresh choices, etching, sockets, shardstones and named items leave it out, and a refused rune or shardstone names the reason. Runes and shardstones already in a socket stay. On a deployment's request the dedicated server rerolls such affixes already on equipment once, before it opens to players.
  • Brokkr's Gift rarity sets how many slots it adds, and equipment rarity sets the cap. Ctrl-clicking a shardstone or etched rune onto a full socket row replaces the first one that differs from it.
  • Rune stacks compare saved meaning rather than JSON formatting, so equivalent runes merge and different strengths, histories, rarities and set pieces stay apart. Etching, socketing, tempering, crafting transfers and saves keep extraction history, so repeated extraction cannot earn the bonus twice.
  • An affix's best extraction multiplier also scales future tempering, so results are the same in either order; the pack's Rune tree starts at 100%.
  • Rune badges use the pack's effect names and units, matching the field notes.
  • Sailing speed shardstones also improve rowing, White by day and Peach day or night; while someone steers, the helmsman's gems count.
  • Whoever steers a ship simulates it: taking the helm moves the ship's physics to the helmsman's game at once, so rudder and speed changes respond without a round trip, and other games give the ship back while they steer. Ship storage never moves the ship; other players use it through MultiUserChest's confirmed transfers. Raising or lowering sails no longer interrupts ship physics when the dedicated server simulates the boat.
  • Ship holds gain rows: Karve 8 slots, Longship 24 and Drakkar 40, keeping existing cargo in its cells. Empty the added rows and reload before going back to the older grid.
  • Armor and other wearables take at most 0.8 seconds to equip, with a 0.15-second pause after; weapons, tools and ammunition keep the game's timing.
  • With a socket row open, pointing at a shardstone or etched rune in the bag and pressing a socket's number, on the top row or the numpad, puts it in that socket; pointing at one already in a socket moves it to the pressed socket, swapping places with its occupant.
  • Single-icon shardstones and saved names with the broken Clubs prefix, shown as "Bruiser's", display correctly.
  • Augment shows each affix's total appearance chance, rounded to two decimal places from EpicLoot's exact ordered weights on the verified Windows x64 Unity sampler; elsewhere it explains why chances are unavailable. Changing inputs cancels the countdown before payment.
  • Item tooltips use the character's effective skills and held equipment for attack costs, ammunition damage, blocking, parrying, barriers and summons, without changing any item or character state.
  • Skills window tooltips list the trained level, any fortified level, the equipment and enchantment bonuses that change it and what each skill currently does with the character's gear, refreshing while open.

Combat effects and displays

  • Active effects shows live resources, defenses, skills and equipment effects, opening at the top and keeping its scroll and search during live updates. Recall returns the original weapon without an empty-handed kick.
  • StarLevelSystem's star damage also applies to creature area effects and projectiles with damage of their own, such as death explosions, Fader's fissures and fire walls and a frost wisp's aura. SoulEater's damage bonus is capped at +50% (SoulEater damage cap).
  • Ashvine harvest times survive blocked growth, unloading and ownership changes. Plant growth uses complete spacing queries, and PlantEasily grids plant only the previews valid when the click was accepted, so crops never stack.
  • Summoned bats have no health bars and follow a new direct hit within simulation range. Each enemy the local player hits directly shows its health bar through cover and mist for 30 seconds.
  • Draw distance offers Low, Medium and High personal presets (288, 352 and 416 m world envelopes with 100, 150 and 200 m creature radii); the dedicated server negotiates each player's choice. Range reductions wait for the player's shots in flight to land.
  • Player graves pause physics while their surroundings load, and a grave that falls below its dungeon or ends up inside geometry or out of reach moves to its last verified position, its death position or the nearest reachable spot, keeping its inventory.

StarLevelSystem integration

  • A progression boss's stars follow the summoner's own kills of that boss: on average 4 stars plus 1 for every 10 earlier kills, within 2 stars either side, from 4 to 200. Bounties keep ordinary scaling.
  • Creature sizing keeps StarLevelSystem's unrestricted growth from before 1.22, including saved large creatures; per-creature MaxSizeScale values still apply.
  • When a Nemesis biome ambush comes, the add-on deals one whole pack from that biome's shuffled deck: the rule's own group or one of the disabled HuntingPack/<biome>/<name> compositions. Each deck deals every pack once before reshuffling and never the same pack twice in a row; chance, score cost and cooldown are the rule's own.
  • Nemesis spawns keep their faction after unloading and on other players' games, and Splitter copies take their parent's faction and minion name. Spawn-multiplied creatures inherit their parent's hunting intent.
  • Nemesis minibosses and EpicLoot bounties get an overhead health bar beside the boss displays.
  • The hover of a tamed or taming animal names it as StarLevelSystem does above an unnamed one, with its modifiers, such as Alert Lox, while a name given to it stays above it.
  • Native Hexen and Krigen patrols have a 15% chance per attempt instead of 5%, with their other rules unchanged.
  • Creatures retreat after being hurt only when they genuinely cannot reach an attack position, including bosses and summons.
  • Configured dungeon interiors reset after their timer, which starts on the first real player entry and counts server downtime; an occupied interior waits until its last player leaves. Placed enemies and original loot chests return with the reset, while exteriors, player structures, graves, loose items and tames stay. Morkhalla keeps its Malicious Ice and invasion state, and an unknown saved prefab stops the reset with an error. Resets replace natural cave fish and keep player-dropped ones.

Crafting and storage integrations

  • Quick Stack favorites, favorite slots and trash choices follow the character; the first load imports the character's native preferences. Unreadable records are left intact, and destructive enchanting actions stay blocked until they can be verified.
  • AzuCraftyBoxes keeps each character's Off, All or Only mine choice, and Storage → Default chest pulling mode applies only to missing choices. Chest supply refreshes at once after exclusion, creator, membership or pulling-mode changes, and crafting, building, cooking, stations and EpicLoot payments use the same selection.
  • Ctrl + left click on a piece in a build tool's menu takes what the inventory lacks for one more build of it from the chests AzuCraftyBoxes builds from.
  • AAA_Crafting gets batch controls, favorites, filters and cancellation checks, and its hidden crafting-bonus streak is off; its Max correction also needs AzuCraftyBoxes.
  • With PlantEasily and AzuCraftyBoxes, hold the bulk modifier and use a machine's input, fuel or output control to work the target and the nearest machines of its type within the shared harvest radius, eitr refineries included, which take sap through their fuel control. Each loading keeps one ingredient, and favorited items and slots are skipped. On a sap extractor, the bulk modifier collects the sap of every extractor in reach into the bag, one owner-confirmed extraction at a time; sap that does not fit stays on the ground.
  • With MultiUserChest, right-clicking armor, a weapon, a shield or a utility item in a chest equips it once the chest's owner releases it. Take All from a chest another game owns, or that someone else has open, leaves what doesn't fit in the chest instead of dropping it, at sea into the water.
  • The black metal wardrobe shows its 50 slots as 10 columns by 5 rows.
  • Table upgrades pay before requesting the level, and refusals return the materials. Construction remembers what was actually paid, and salvage protects favorites.
  • Ammo Count shows every stack of the selected ammunition the player carries, only on weapons, scaled with its slot; over a tankard it shows the mead it drinks next.
  • ComfortMe's +N chips show how much building a piece raises comfort, and its room panel shows only with the hammer.
  • StoreAndCraft 1.6.0 was tested separately for crafting, upgrades, conversion, salvage and table upgrades; simultaneous withdrawals and coexistence with AzuCraftyBoxes are unverified.

Optional integrations

Versions below are plugin versions. "Both" means server and clients; client-only integrations add no server requirement. This pack obtains AAA_Crafting, AzuCraftyBoxes and ServerCharacters from Hexium.

Optional mod Tested versions Related features Side
AAA_Crafting 2.1.12 Batch controls, filters; Max also needs AzuCraftyBoxes Both
AzuCraftyBoxes 1.8.28 Chest supply, attached carts, material collection, station capacity Both
StoreAndCraft 1.6.0 Fresh nearby supply for EpicLoot queries; native provider handles payments Both
Quick Stack Store Sort Trash Restock 1.4.16 Favorites, sorting, restocking, single-item quick stacking and personal controls Both
EquipmentAndQuickSlots 3.1.3 Equipment rows, graves, carry and recall slots Both
MultiUserChest 0.6.2 Chest hotbar transfers, chest equipping, consumables and stack labels Both
ServerCharacters 1.4.17 Enrollment, verified saves, private activity records Both
StarLevelSystem 1.29.0 Stars, Nemesis, creature balance and interior resets Both
Drop That 3.1.7 Synchronized drop tables and star loot rolls Both
SkilledCarryWeight 1.6.1 Effective skill levels and complete carry subtotals Both
QuickCart 1.0.1 Detach-first, reticle-based cart key Both
ItemStacksItemWeights 1.1.1 Rune, mead-base, trader, reward and serving tray stacks Both
Sailing 1.1.12 Sailing death penalty and ship health compatibility Both
Better Wisps 1.0.44 Held-weapon mist clearing Both
FortifySkillsReborn 1.7.1 XP handling and skill notices Both
NoSmokeStayLit 2.4.4 Kept-lit fires and refill behavior Both
PlantEverything 1.21.4 Plant timer compatibility Both
PlantEasily 2.3.1 Personal grid modifier and shared area-harvest radius Client
BetterUI ForeverMaintained 2.5.13 Plant timers, armor, cooking, rune labels and skill notices Client
FastLink 1.5.2 Server-list queries pause outside the menu Client
FedoHud 1.1.2 Death, weight and armor numbers; personal HUD toggles, positions and skill selection Client
Ship Stats 1.0.8 Ship health beside the rudder while steering Client
ComfortMe 1.3.1 Comfort range, room panel, upgrade chips, group plates and build actions Client
Ammo Count by aedenthorn Fixed 0.5.1 Ammunition counter layout Client
Venture Logout Tweaks 1.0.0 Prevent stale effects carrying through a dead-character save Client
TameRidingOverhaul 0.1.20 Synchronized riding settings, native stamina, guarded controls, ground speeds, vegetation clearing and Sit Both
Dyrr 1.4.2 Durable world bindings and readable refusal reasons Both
DiscordBot_AWL 1.4.10 Server-wide chat relay, achievements and online status Both
DiscordConnector 3.1.3 Death records and scheduled reports Server

Server and presentation

  • Normal chat reaches every player and Discord with its capitalization; whispers stay local. Gateway messages Discord sends in several parts, or longer than DiscordBot's 16 KiB buffer, arrive whole. Incoming Discord mentions show the member's server nickname, display name or username.
  • DiscordBot's status shows the number of players online and their character names, updated at most every 15 seconds. Its death feed posts the joke alone in a code block, naming the killer in English with its stars, including the creature behind a fatal burn or poison; automated notices and AI replies stay out of game chat. The add-on also fixes DiscordBot's heartbeat reconnect loop and flushes DiscordConnector's records log before its checkpoints read it.
  • A daily death leaderboard ranks player deaths and killers over the past 24 hours through DiscordConnector's webhook.
  • With ServerCharacters, the add-on keeps private activity and currency journals, enrolls existing characters on their first join and saves characters on a verified shutdown.
  • FedoHud's death, carry weight and armor numbers work with Valheim 1.0.21; the death count is the lifetime total across difficulties. Ship Stats' health panel stays beside the rudder whenever the player steers, also after other ships come, go or sink.
  • FedoHud keeps personal toggles, overlay positions and selected skills outside shared configuration, so pack imports keep them. Ordinary pickups do not auto-equip, and friendly-fire choices persist.

Configuration

Edit BepInEx/config/valheim.epiclootprogressionfix.cfg. Settings marked [Synced with Server] follow the server; camera, sound, damage-text range and personal controls stay local. Server send-rate and death-report changes need a restart. Death reports default to English, UTC and hour 6, with configurable wording and daylight-saving handling; invalid time zones are errors, and dry run previews reports without sending them.

This personal pack separately provides package pins, EpicLoot recipes and drop tables, shardstone balance, dungeon lists, Nemesis decks, control defaults, floating-ice damage and Polish death reports in Europe/Warsaw. These are not all standalone defaults; edit the pack sources before generating an import.

Removal

Back up saves before changing mods. Before removing the add-on, load and save characters and containers that may hold legacy Starter Gear; unloaded inventories and old backups can still need migration. Take trinkets and utility items without a model off armor stands with E first; without the add-on they stay saved but out of reach. Remove it from the server and every client together.

Credits

EpicLoot is by RandyKnapp. Built with AI assistance. Source is included in src/; release notes are in CHANGELOG.md.

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