Valheim
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Changelog

[0.1.11]

  • Fixed: the Warden stopped appearing. After the labyrinth was reset, a fresh maze came back complete - exit, prize chest, the lot - with nothing guarding the way out, and it stayed that way for the rest of the server's uptime. Resetting the maze was quietly happening on the admin's own game instead of on the server, even though the command is marked server-only; that setting controls who is allowed to run a command, not where it runs. The server therefore never learned its labyrinth had been replaced, still believed the previous maze's Warden had already been beaten, and skipped the check that would have corrected it. Resets now run on the server.
  • The Warden also no longer depends on being told. It now recognises the labyrinth it is guarding by the exit portal itself, and treats a different exit as a different maze - so any reset brings the boss back, including one performed by something that never informs it.
  • Fixed: the same misrouted reset meant the decision "is anyone still inside the labyrinth?" was being made from one player's partial view of the world rather than the server's complete one. Getting that wrong drops everyone in the maze five hundred metres. It is now decided where the answer is actually known.
  • Fixed: a reset run on a machine with no labyrinth did nothing whatsoever and said nothing about it, so the command looked like it had worked. Every outcome is now reported.
  • New: avalor_gather_graves. Moves every player grave in the world to the overworld graveyard, whether it is lost or not - for tidying up a server, or for peace of mind after a reset. This is deliberately separate from avalor_recover_graves, which stays conservative and only rescues graves that have actually fallen somewhere unreachable, because a grave where you died is where you will go looking for it.
  • The search for the labyrinth's exit no longer trusts a remembered position for half a minute after that exit has been destroyed, and no longer re-reads the entire world - over two million objects on a busy server - on every single tick while a maze is being rebuilt.

[0.1.10]

  • Fixed: a grave moved to the overworld graveyard arrived at the right spot but hung in the air above it. The ground under the gate is deliberately cut flat - the whole clearing is levelled, which usually means shaving a few metres off a hillside - but the measurement used to set a grave down was the original shape of the land, taken from the world's terrain generator rather than from the ground that is actually there. So the grave was placed on a hill that had been dug away, and stood in the empty air where it used to be. Graves are now set down on the levelled clearing itself.
  • The same wrong measurement was also holding them up there. The automatic sweep that rescues buried graves compared each one against that same phantom hillside, decided a grave standing correctly on the clearing was several metres underground, and lifted it back into the air - once a minute, indefinitely, undoing gravity's own attempt to fix it. It now measures against the real ground.
  • A grave already hanging over the graveyard sets itself down the next time a player is there to see it, and stays down. No new world, and no command, is needed.

[0.1.9]

  • Internal item rebalance.

[0.1.8]

  • Fixed: a grave from a maze death could fall out of the world and take everything with it. A tombstone in Valheim is a physics object, so when the labyrinth's floor streamed out from under it, it simply fell. The safeguard that is supposed to drag a stray grave back into place only measures how far it has drifted sideways, so a grave dropping straight down never looks like it has moved at all, and the second safeguard that lifts a buried grave back above ground relies on a measurement that a dedicated server cannot take. Nothing stopped it. The grave and every item in it are still in the world - they were never deleted - and Avalor now finds them and puts them back.
  • Fixed: moving a maze grave to the overworld graveyard could lose track of it. The move was made by the server, which then owned a falling object in a place it had no solid ground for, and the grave's own position kept being rewritten as it fell. The relocation now seats the grave on real ground using a measurement that works on any machine, moves the grave itself rather than only its recorded position, and brings it to a complete stop.
  • Fixed: avalor_tp_grave could teleport you to where your grave used to be. It preferred whatever your own game already knew about, and your game keeps a copy of everything it has ever been told - including a grave's old position from before the server moved it. It now asks the server first whenever you are on one, and only falls back to local knowledge if the server does not answer.
  • New: avalor_recover_graves. Finds every player grave that has fallen out of the world or ended up buried, and re-seats it safely at the overworld graveyard. It also runs automatically when a world loads, so a grave lost this way comes back on its own without anyone having to know the command exists.
  • Fixed: the processional road came out as a janky, stepped dirt track on a server. The approach is a gradual slope, so every few metres along it a patch of ground was being flattened to a slightly different height than the patch beside it - and because those patches overlap, each one simply overwrote part of its neighbour. Which one won came down to the order they happened to arrive in, which on a server is not the order they were made in, so the road ended up as a run of mismatched steps. The slope is now graded by blending the ground toward each height instead of stamping it flat, which reaches the same shape without the patches fighting. The portal clearing was never affected, because every patch there flattens to one single height and they all agree.
  • Every existing processional road re-grades itself once, the next time you walk to it. No new world needed.
  • Fixed: avalor_generate_all rebuilt the overworld gate but not the labyrinth, so after avalor_remove_all the sky realm was left completely empty - and anything that put you there without walking through a portal (flying, a teleport, an old spawn point) dropped you five hundred metres onto nothing. That is exactly how one playtester died, with their tombstone falling after them. The command now rebuilds both, and says so; it costs nothing when a labyrinth is already there.
  • Fixed: a vanilla runestone (or another piece of world-gen scenery that Avalor is not allowed to remove) could end up standing squarely in the middle of the processional road. Avalor deliberately never deletes runestones, boss stones or the Sacrificial Stones - that guard exists because the road once came close to destroying a Sacrificial Stone - but nothing in the site search had any opinion about what was standing between the temple and the gate, only about whether the gate's own spot was dry and level. The search now also looks along the avenue and prefers a direction that is actually walkable, so the road is aimed around anything it must not touch rather than through it.
  • Fixed: a grave relocated to the graveyard sat about a metre too high, hovering above its plot. The height it was lifted by had been hand-tuned to compensate for the broken ground measurement described above; with that measurement fixed, the old adjustment was being applied on top of a correct answer. Avalor now measures the headstone itself and sets it down on the ground.

[0.1.7]

  • Fixed: if you had fallen off the labyrinth, the mod stopped counting you as being in it - at the exact moment you most needed rescuing. The check for "is anyone inside" measured a straight-line distance from the centre of the maze, and the maze floats 500m up with nothing beneath it, so a player dropping through the empty air below quickly measured as too far away to matter. A reset run in that state decided the labyrinth was empty and skipped the evacuation that would have teleported them home. The maze's airspace is now treated as a column: anywhere above or below it counts, at any height.
  • avalor_remove_all now evacuates before it deletes. It was the only destructive command in the mod that never checked whether anyone was standing on what it was about to remove - it deleted the floor of the labyrinth without warning, while avalor_reset had been broadcasting an evacuation since 0.1.0. If players are inside and there is no way to reach them, the command is now abandoned instead of carried out.

[0.1.6]

  • Fixed: the portal clearing and its processional path went back to their natural, bumpy shape as soon as you walked away, leaving the gateway, the runes, the road and the torches hanging in the air when you returned. The ground was being shaped by a kind of terrain edit that only exists while the object making it is loaded - so the moment the area streamed out, the edit went with it, while everything standing on it stayed at the height it was built. Avalor now shapes the ground the same way a hoe does, which writes the change into the world itself. It survives leaving, relogging and a server restart.
  • Every clearing and path shaped by 0.1.5 repairs itself. The terrain pass is versioned; this release raises it, so each site re-shapes once - permanently this time - the next time you walk to it. No new world needed.
  • Fixed: a grave from a maze death was not being moved to the overworld graveyard on a dedicated server. Your character's grave is created and owned by your own game, and the request to move it reached the server before the grave itself did, so the server found nothing to move and dropped the request without a word. It now waits for the grave to arrive, and says so in the log if it truly never does. Graves were never at risk of being lost - avalor_tp_grave always finds them - but they were staying in the labyrinth instead of coming home.
  • The maze reset now always records whether it found players inside, which machine decided that, and what it did about it. A reset that skips the evacuation warning drops everyone in the labyrinth into the void, and until now the "nobody is inside" path said nothing at all - so a missed evacuation and an unnecessary one looked exactly the same afterwards. A reset that finds players inside but has no way to warn them is now abandoned rather than carried out.

[0.1.5]

  • Fixed: on a DEDICATED SERVER the portal clearing was never levelled, leaving the gateway and its runes half-buried in a hillside with the road running across it at the wrong height. The site is deliberately seated a few metres below the natural ground so the flattening pass can then cut the hill down to meet it - two halves of one move. The flattening half refused to run unless it was the server, but the site is built by the first player to reach the spawn stones (choosing a spot needs ground probing a headless server cannot do), so on a dedicated world neither machine ever ran it. Only the sink happened. Terrain shaping now runs on whichever machine builds the site, which is how a hoe has always worked.
  • Existing dedicated-server portal sites repair themselves. The terrain pass is versioned, and raising that version makes every clearing and every stretch of processional path re-shape itself once the next time you walk to it. No new world is needed.
  • The site now waits for the ground to actually exist before shaping it, instead of pausing for a fixed number of seconds. Terrain edits are stored per 64-metre zone, so an edit aimed at a zone that has not loaded yet is silently thrown away. That could never happen on a player-hosted world, where the whole area is already in memory - but a player arriving at a fresh server site is often faster than the world around them, and the old fixed pause was tuned for the wrong situation. The road, torches and decor likewise wait for the shaping to finish rather than assuming it has.
  • Fixed: boulders and trees standing in the processional avenue were not being cleared on a dedicated server. The clearing sweep asked to delete them, but deleting something owned by another machine is silently ignored, and on a dedicated server the world's rocks belong to the server while the clearing runs on a player. It now takes ownership first, the same way the rest of the mod already did.

[0.1.4]

  • Fixed: the portal avenue and the gateway were blindingly bright - brightly lit areas washed out to pure white. Three things were stacking. The processional torches on the approach ignored the LightingLevel setting entirely and always burned at full, so on a gloomy setting the labyrinth sat dark while the road to the gate blazed; the gateway's own glow was the strongest light in the mod and reached far enough to land on those torches as well; and the runes drew with a triple-strength glow on top of both. Light adds up, so the three together pushed every colour channel past what the screen can show, and past that point green stops being green and just goes white. The avenue now dims with the setting like everything else - still clearly the lit road to the gate, never brighter than the labyrinth at its brightest - and the gateway glow and the runes are turned down to match. Nothing else about the lighting changed.
  • The server install steps are now written down. The README has a Dedicated Server section covering what the server owns, why only the server's config file matters, the log line that proves the server-side pass is running, how version matching behaves, and why the overworld gate appears when the first player reaches spawn rather than at server start.
  • Corrected: the README still listed DebugLogging as off by default. It has been on by default since 0.1.3.

[0.1.3]

  • Fixed: Avalor reported "Shadows of Midgard is not installed" while Shadows of Midgard 1.x was installed and running. Plugin IDs were being compared case-sensitively, and Shadows of Midgard re-cased its own ID between 1.0.0 and 2.0.0 - so every 1.x player was told the two mods were not talking to each other when the truth was the opposite, and the loud warning that should have fired instead never did. All of Avalor's mod detection now ignores case.
  • Shadows of Midgard 2.0 betas are now recognised as new enough. They report a 1.9.x version number, so any check based on the version alone calls them out of date; Avalor asks whether the exemption hook is actually present instead, which is the thing that matters. The log now names the build it found, and says "2.0 beta" when that is what it is.
  • Debug logging is now ON by default for the open beta. Most of what it records happens once while the mod loads, so switching it on after something goes wrong is already too late to capture the cause - this way a bug report carries the evidence with it. It only writes to your own log file, it is not server-synced, and it can be turned off in the config at any time.
  • The portal clearing is shaped once instead of on every visit. The terrain flattener and the path levellers were re-running their full pass each time the site streamed back into view - about 115 terrain edits per approach, for a hitch and no change to the ground, since the ground was already flat. Nothing was ever damaged by it; it is simply gone now.

[0.1.2]

  • Fixed: the Avalorian Warden could spawn walled in. It was placed at a flat 3m offset from the exit portal, which is exactly the boundary between two cells - so whenever that side of the exit was solid the boss materialised inside the stone and got shoved out wherever physics felt like, frequently behind its own portal with no way to reach anyone. It now reads the maze layout and takes its post in the corridor you actually walk down to reach the exit, clear of every wall and clear of the prize chest.
  • Shadows of Midgard compatibility is now just the flag. Avalor stamps every mob it owns as Avalorian and Shadows of Midgard skips them - that is the whole integration, the same way Dvergr Allies declares its allies. The 0.0.9 workaround that drove SoM's awareness data by reflection five times a second, and the five Harmony patches that fought it for control of alertness and sensing, are deleted.
  • As a result, maze mobs no longer sense you through solid stone. That was never intended behaviour - it was a side effect of forcing the sensing check true, which skipped the line-of-sight test entirely. Crouching and putting a wall between you and a hunter now works in the labyrinth the way it works everywhere else. The mobs still hunt: they are re-alerted continuously, because vanilla alertness decays and 6m corridors break line of sight constantly.
  • Sub-bosses stalk again. The "walk while hunting by scent, run once alerted" behaviour had been inert since 0.0.9 because the deleted patches forced every mob to read as alerted.
  • Avalor now says in the log whether Shadows of Midgard is installed and whether it is new enough to honour the flag, instead of being silent about it. An out-of-date Shadows of Midgard is called out by name, loudly - on that combination its own rules apply to Avalorian mobs and they will not swing first.

[0.1.1]

  • Fixed: avalor_tp_end dropped you one cell BEYOND the exit and off the edge of the labyrinth into the void. The exit sits on the deepest cell, which is often on the outer rim; the teleport now reads the maze layout and lands you in a corridor cell that actually exists - normally the one the prize chest is in - facing the way out. It also holds the escape gate shut while you arrive, so landing at the exit no longer walks you straight back out of it before you can open the chest.
  • Fixed: the exit portal was built half-initialised. Stripping its colliders left a vanilla EffectArea behind, which threw a NullReferenceException from inside Instantiate every time the way out was created or streamed back in.
  • The labyrinth's fog now survives de-misting mods. It is re-asserted at render time, after every other mod's LateUpdate, and says so in the log if it catches one - so "Mists of Avalor" keeps its mist even alongside a mod whose entire purpose is removing it.
  • Poison plates can no longer kill you outright. Poison is queued as a pool and ticks out over ~20 seconds with no can't-kill guard, so the percentage-of-current-health bite that leaves you standing on a spike plate was quietly lethal on a poison one. It now leaves a sliver, the way the spikes always did.
  • Hardcore live-mob cap lowered from 14 per player to 10. Hardcore's punishment stays in the mobs - more health, more speed, two stars, Ashlands Charred in the roster - rather than in the size of the queue.
  • Fixed: chest loot emptied itself. Materials were added without a drop-prefab reference, so the container saved a list of blanks and loaded nothing - every hoard survived only until that chest streamed out and back in. Affected everything in every chest including the Avalorian Greatsword; the Crypt Key and Recall Rune were never affected.
  • The "you have discovered the Ashlands" card no longer fires when you portal into the labyrinth. The maze floats 500m above Ashlands terrain, which is nobody's business but the heightmap's - and the real biome now stays undiscovered until you actually go there.
  • The exit compass now defaults to the lower-left corner where playtesting left it, instead of through the middle of the view, and can no longer be drawn off the edge of a smaller screen.

[0.1.0]

  • Full dedicated-server support: the mob director, Warden, resets and maze generation now run correctly on headless servers (everything server-side operates on replicated ZDO data instead of local instances and physics).
  • Multiplayer hardening: sub-boss/Revenant/Warden stats, immunities, names and drop tables now replicate to every player, so kills pay out no matter who lands them; the maze health buff no longer compounds or heals mobs when players stream in; trap damage no longer multiplies with nearby players.
  • Guests stepping through a portal before the host no longer forge a duplicate maze - generation is requested from the server.
  • Maze resets with players inside now evacuate everyone home first instead of dropping them into the void.
  • Graves from maze deaths are relocated to the overworld graveyard reliably on every network topology.
  • The exit compass, avalor_tp_end and avalor_tp_grave now ask the server when the target is beyond your local view (fixes the compass going dark deep in 40x40+ labyrinths).
  • The overworld portal now sites itself on fresh dedicated worlds via the first client to visit spawn.
  • Fixed: sub-bosses spawned at ~40% health; Revenants lost their elite health entirely; crypt keys dropped at 2-4x the intended rate; the Warden could be lured away from its post.

[0.0.9]

  • Initial Public Beta release.
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