Valheim
Install

Details

Last Updated
First Uploaded
Downloads
75
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1
Size
129KB
Dependency string
Valesthor-Health_Stamina_Eitr_Manager-1.0.1
Dependants
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Changelog

All notable changes to this project are documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[1.0.1] - 2026-08-15

Fixed

  • README images and GIFs not rendering on Thunderstore: replaced relative docs/... paths with absolute raw.githubusercontent.com URLs, since the published package does not include the docs/ folder.

[1.0.0] - 2026-08-14

Added

  • Configurable base Health, Stamina, and Eitr values, fully compatible with vanilla food bonuses.
  • Optional extra regeneration for Health, Stamina, and Eitr, independent of food and Comfort.
  • Optional infinite Stamina and infinite Eitr, without disabling vanilla actions, skills, or animations.
  • Fixed-width HUD bars for Health, Stamina, and Eitr.
  • Always-show option for the Stamina and Eitr bars.
  • Server-authoritative gameplay settings in multiplayer, synced through Jötunn.
  • Enforcement of matching mod and version between server and clients through Jötunn's network compatibility check.
  • Local, per-player HUD preferences that are never synced from the server.

Verified before release

  • Single-player: all settings apply locally, with no server involved.
  • Dedicated server, as a regular player without admin rights: gameplay settings correctly follow the server, both when raised and lowered relative to the client's own configuration.
  • Dedicated server, disconnect and reconnect: local settings return immediately on disconnect and are correctly overridden again on reconnect.
  • Clients missing the mod are blocked from joining a modded server, with a clear in-game message naming the missing mod.
  • HUD settings stay local to each player in every multiplayer scenario tested, regardless of the server's own HUD configuration.
  • Vanilla food bonuses, food decay, food-based regeneration, and skill experience gain all behave as in an unmodded game.
  • No measurable performance impact: all patches piggyback on existing game update cycles, with no per-frame polling and no per-frame allocations.
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