Valheim
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Latest version
0.3.2
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Changelog

0.3.2

First public release.

  • Momentum after a release no longer has a time limit. It lasts until you touch ground or water, take a hit, or slow below running speed (for example, by hitting a wall). Removed Inertia.DurationSeconds.
  • The grapple jump window stays open after an automatic release at the anchor. Before this, a jump could be lost when the anchor was close.
  • New Pull.JumpMultiplier (default 1.5) sets the strength of the grapple jump.
  • With a ground-level anchor, the pull no longer cancels a rising jump. Gravity bends the arc.
  • With Diagnostics.DebugTransitions on, each grapple is traced: jump accepted or rejected (with the reason), plus height and speed every 0.1 s for 2 s.

0.3.1

  • The rope only applies when the anchor is above you. Ground-level anchors give a straight pull, which makes grapple-jump arcs possible.
  • The pull aims 0.6 m above the anchor.
  • If you fly past a ground-level anchor and move away from it, the hook releases and you keep your momentum instead of being pulled back.
  • Grapple jump window: 0.5 s after a ground attach (Pull.JumpWindowSeconds).
  • Hit sparks appear on attach, and the rope tip glows gold while the jump window is open.

0.3.0

  • The vanilla reload is replaced by a 0.2 s cooldown (General.CooldownSeconds), shared between both fire buttons. It also works while attached.
  • Off-hand fire (Offhand.Key, Mouse4 by default) shoots the hook from your inventory without equipping it.
  • Attacking or switching weapons no longer releases the hook. Dropping the hook does.
  • Crosshair range dot: blue if a shot would latch, grey if it wouldn't.

0.2.0

  • Progressive pull: initial impulse, 0.2 s delay and a 1.5 s ramp, tuned for Valheim.
  • Rope swing with tangential air control. Looking away from the anchor reduces the pull.
  • Grapple jump from the ground, once per hook.
  • Block releases the hook and keeps your momentum. Reaching the anchor also releases it.
  • Configurable stamina cost per shot (default 5). Jumps keep their vanilla cost.
  • Optional fall-damage grace after a release (off by default).

0.1.0

  • Momentum is kept after releasing the vanilla grappling hook.
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