Modernize your Valheim combat experience with Souls-like mechanics and extensive combat customization, including per-weapon attacks, movement, stagger, hyperarmor, PvP, magic, YAML profiles, and more.
2.3.0 - PvP stagger, action rules, roll attacks, status meters and a Chinese menu
Added
Movement and actions
One action at a time: attacks commit, early presses are dropped and later presses wait; a roll can still cancel recovery.
Roll attacks for supported melee weapons, with independent tuning, timing and facing.
Per-attack permission and recovery windows after roll invincibility, with optional bow drawing and shooting.
Optional Jump i-frames for directional jumps, with successful-dodge particles.
Running attacks for knives and native dual knives.
Options to keep bow draw and crossbow or Dundr reload progress through a roll.
Configurable input buffers.
Separate equip and unequip movement and timing controls for each hand and armor.
PvP and defense
Separate permissions for a timed-block bonus and for staggering a parried attacker.
Per-shield stagger taken on parry.
Flat block stamina costs and separate global and weapon-type parry costs for PvE and PvP.
Separate PvP damage, defense and stagger settings for summons.
Separate player facing preservation in PvE and PvP, and an option for qualifying flank staggers.
Status effects
Build-up meters for roots, lightning and other weapon effects, with separate decay and PvP settings.
Your root bar counts down while rooted.
No re-immobilize while immobilized prevents roots being refreshed before they end.
Per-attack effect multipliers and separate PvP controls.
Hyperarmor
Optional Balanced [Beta] timing with a configurable start point.
Protection for club and mace primaries, the two-handed sword Secondary and the two-handed axe Running attack.
Combat and targeting
Projectile landings alert enemies: nearby idle monsters investigate or become alerted.
No stamina regeneration while airborne.
Per-weapon base stamina rates, shown in item tooltips, alongside independent attack rates.
Optional Fallen warriors follow pvp rules, including GCO weapon tuning and dodging.
Server-controlled sparring partners for combat testing, with configurable equipment, blocking and dodging.
Lunges stop at targets and a close-range hit ray help swings connect.
Lock-on target priorities, optional body facing and projectile-drop compensation.
Multiplayer
Optional Client-side dodge and parry checks hits against your screen while your connection is fair.
Lag compensation [Beta] judges delayed hits against what the target was doing when they were sent.
Menu and profiles
English and Simplified Chinese menu text; Auto follows Valheim.
Controller support and layout buttons.
Page ruleset buttons and tools to install or edit weapon YAML.
Weapon YAML supports elemental damage weights and Roll attacks.
Stagger bars and status meters above character health bars.
Valheim's Chinese sneak-attack tooltip uses 偷袭, distinct from GCO's flank wording.
Fixed
Multiplayer
Sneak, flank, execution and counter bonuses work on every monster.
Counters work in PvP.
Guests keep their bonuses when the host turns GCO off or plays as a vanilla Viking.
Ranged and area parry settings work.
An admin's console changes reach the server.
Waiting at a server's password prompt no longer breaks the sync.
Combat
A jump pressed with an attack no longer cuts it.
Nothing pressed as a stagger lands can cut it, and the interrupted attack lands no more hits, monsters' included.
A dodged hit never staggers.
Emotes can't end any action.
Monsters carrying player-type weapons, such as Charred and Jotun warriors, no longer get player weapon damage settings.
Locked-on crossbow and staff shots no longer fly over the target.
More Epic Loot, Talent Tree and other mod effects stack with GCO.
Vanilla behavior
The vanilla ruleset now matches Valheim more closely.
A weapon's Apply switches set Off now match Valheim more closely.
Settings
Saving settings no longer stutters.
Opening the menu no longer changes settings.
Broken files
One broken weapon YAML file no longer holds back the others.
A damaged mod file no longer stops every other mod from loading.
Changed
Smoother damage progression across three- and four-hit melee combos.
PvP
Stagger and guard resistance are rebuilt around weapon roles, with separate short stagger durations and stronger dagger finishers and running attacks.
Successful parries keep their permitted block bonus and do not stagger the attacker by default.
Bows, crossbows, Dundr and spear throws can build stagger.
The PvP damage curve covers each player or player-summon hit once, including damage over time and other mods' bonuses.
Bows and crossbows deal more PvP damage; damage-dealing staffs deal less.
Counters use a smaller, more consistent bonus, with independent PvE and PvP tuning.
Ordinary flank bonuses are lower, and already-staggered players receive no flank bonus or flank ding by default.
Summons attack other players by default and take more damage from them.
Weapon and summon roots can affect players with their matching PvE chances and shorter durations.
Guards still depend on current stamina; repeated hits can exhaust even a strong shield.
Stagger and blocking
Stagger bars wait before draining and stop building during a stagger.
Players and enemies preserve facing when staggered by default.
A full stagger bar interrupts an attack despite hyperarmor.
Souls-like guards stop spending at zero stamina, even with stamina debt enabled.
Blocking and most parries now cost stamina per hit; PvE buckler parries remain free by default.
Tower shields let less physical damage through a successful block.
Weapons
The alternate spear moveset is out of beta and enabled by default: an empty off hand gives spears an atgeir-style melee chain while retaining the throw.
Atgeirs hit harder and reach further, with bundled pierce/slash profiles.
Bundled weapon profiles match reach to the weapon's measured length.
Two-handed sword attacks use native stamina rates.
Heavy-weapon attacks, movement and protection are retuned; sword and axe secondaries turn more readily, and the two-handed axe Running attack remains parryable.
Ordinary sledge stagger power is reduced while its PvP stagger remains strong.
SDW dagger Secondary matches its opening primary contact by default and uses medium PvP stagger pressure.
Fist primaries retain free movement and have no separate Running attack.
Spear throws turn using their native baseline and gain stronger PvP stagger.
Shovels are excluded from GCO weapon tuning and special attacks.
Weapon effects
Each SDW hand applies its own weapon's effect for the animation being played.
Daggers and paired weapons apply effects less often per hit; multi-hit SDW secondaries share their effect total.
Recommended Running and Jump effect multipliers reflect their damage, while remaining independently editable.
Guaranteed effects clear existing buildup; meters decay more slowly and wait before draining.
Resources and equipment
Crossbow shots and most staff casts cost stamina while retaining their native magic costs.
Equipping weapons and shields no longer adds a movement slowdown by default; armor retains native behavior.
Cheat Fest also protects shields and armor from wear.
Interface and compatibility
Clearer menu names; the old Balanced window is now Before hit ray end.
Stagger and effect meters moved to Interface / HUD Bars.
Resource HUD controls are individually Beta, and Show beta covers them.
Debug functions follow the host; logging and keybinds remain personal.
Built for Valheim 1.0.20; requires ConditionalConfigSync 1.0.9 or newer, with offline checks against 1.0.11.
With Sync config On, every player and server must use the same GCO build.
Updating
Saved settings and weapon profiles remain yours.
Use Set to recommended (All) to adopt current gameplay tuning and Install default YAML profiles to adopt current profiles.
These actions replace custom tuning; replaced profile files are kept as backups.
On the vanilla ruleset, use Set to vanilla (All) again.
2.2.1 - Ranged accuracy and YAML editor
Added
Ranged accuracy
Bow, crossbow and Dundr spread that shrinks with skill and grows in the air or on the move.
An arrow charge bar.
A health bar on the locked-on target.
YAML
A YAML editor in the menu.
Generate YAML for modded weapons.
2.2.0 - Config menu, target lock-on and crosshair
Added
The GCO config menu (F3).
Target lock-on (CapsLock, or an optional hold on right-click).
A custom crosshair.
Changed
Fall damage starts at Valheim's usual height, and higher as Jump skill grows.
2.1.2 - Compatibility
Added
Sync config.
Be a vanilla Viking to play vanilla on a GCO server.
Changed
YAML weapon profiles are out of beta.
YAML weapon profiles are On.
2.1.1 - Multiplayer settings and Cheat Fest
Added
Cheat Fest: the host gives everyone debug powers and free resources.
Fixed
Admins edit the server's settings.
Guests can't edit the server's settings.
2.1.0 - Dual wielding
Added
Optional Smoothbrain DualWield support.
A stamina regeneration delay setting.
Changed
Valheim's own facing replaces Better Free Aim.
Valheim's own dodge replaces the roll key.
2.0.2 - Server lock and environment hit rays
Added
Lock configuration for servers.
Alternate environment hit ray: your weapon's longer reach no longer extends to terrain, trees and buildings.
2.0.1 - Multiplayer sync
Changed
Requires ConditionalConfigSync, which syncs settings in multiplayer.
2.0.0 - Valheim 1.0, YAML weapon profiles and rebuilt combat
Added
YAML weapon profiles.
Support for Valheim 1.0's grappling hook.
Support for Valheim 1.0's new staves.
Changed
Updated for Valheim 1.0.
Rebalanced combat.
The staggered-enemy bonus is now Execution.
1.4.0 - Damage curves, parries and sledges
Added
PvE and PvP damage curves.
Parry options for ranged and area attacks.
A [Beta] alternate sledge moveset.
1.3.3 - Pickaxe hit ray fix
Fixed
Pickaxe hits are no longer horizontal.
1.3.2 and 1.3.1 - Thunderstore tag fix
Fixed
A wrong store page tag only (nothing changed in game).
1.3.0 - Stamina and blocking
Added
Blocking
Souls-like block stamina.
Block angle settings.
A flank bonus.
Changed
Stronger backstabs.
Wider tower shield blocks.
1.2.1 - Console, debug tools and durability
Added
Parry window options.
Durability options.
Console commands.
GCO debug mode.
1.2.0 - Block canceling and running while blocking
Added
Block canceling after a melee hit.
Running while blocking.
1.1.0 - Hit rays and multi-target
Added
Per-attack settings
Hit shape.
The multi-target penalty.
Attack noise.
1.0.9 - Player size
Added
Reach that scales with player size.
1.0.8 - Balance cleanup
Added
Summon cap settings.
1.0.7 - PvP, staffs and blocking
Added
PvP
PvP guard break settings.
A PvP test dummy.
Shield type settings.
Staff settings.
1.0.6 - Feedback link
Changed
No longer requires the Mod Configuration Menu.
1.0.5 - Running and jump attacks
Added
More jump attacks.
Running attack choices.
1.0.4 - Typo fix
Fixed
Typos in the package text only (nothing changed in game).
1.0.3 - Airborne attacks, armor and shields
Added
A two-handed axe jump attack.
Airborne damage settings.
Armor settings.
Shield settings.
1.0.2 - Lunge, running attacks and PvP
Added
Running attacks.
Lunge settings.
PvP stagger settings.
Per-attack settings.
Changed
Running no longer drains stamina during attacks and jumps.
1.0.1 - Player systems and movement
Added
Negative stamina, so actions can spend into stamina debt.
Changed
Crouching costs no stamina.
Armor has no movement penalty.
1.0.0 - First official release
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