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GoosCombatOverhaul
Modernize your Valheim combat experience with newly introduced Souls-like mechanics! Supports customization for NEARLY EVERYTHING related to combat: Enemy/player size, per weapon attack speed, damage, stagger, hyperarmor, and much more.
By gnls
| Date uploaded | 6 days ago |
| Version | 1.1.0 |
| Download link | gnls-GoosCombatOverhaul-1.1.0.zip |
| Downloads | 266 |
| Dependency string | gnls-GoosCombatOverhaul-1.1.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333README
Goo's Combat Overhaul
Goo's Combat Overhaul is a configurable Valheim combat-systems overhaul. It gives players detailed control over weapon identity, attack feel, PvP behavior, stamina, blocking, staff magic, spawned entities, enemy behavior, player traits, equipment values, and combat debugging while preserving a one-click Goo preset and a one-click vanilla reset.
Fresh installs use Goo's curated ruleset by default. Players can reapply Goo's ruleset, reset combat values back to vanilla/no-op behavior, or manually tune each system through the config file or an optional configuration manager.
A configuration manager is recommended because the mod exposes many live-tuning options, but it is not required as a dependency.
Core Combat Framework
The mod classifies attacks by weapon category and attack role, then applies temporary runtime modifiers to the cloned attack instance Valheim creates for each swing. Those temporary changes are restored when the attack ends, aborts, or is corrected.
Supported weapon categories include:
- One-handed swords
- One-handed axes
- Clubs and maces
- Knives
- Spears
- Atgeirs
- Two-handed swords
- Two-handed axes
- Sledges
- Pickaxes
- Dual axes
- Bows
- Crossbows
- Magic and staff weapons
- Unarmed attacks
- Other weapons that share supported Valheim categories
Supported melee attack roles include:
- Primary 1
- Primary 2
- Primary 3
- Primary 4, where the weapon actually has one
- Secondary
- Running attack
- Jump attack
- Airborne attack modifiers
The mod tracks Valheim's authoritative attack role after Humanoid.StartAttack confirms it. If a nonstandard moveset briefly looks like the wrong attack role, the mod restores provisional field changes and reapplies the correct values so primary, secondary, running, and jump modifiers do not leak into each other.
Goo's Ruleset
Goo's ruleset is the default curated combat setup. It is not just a damage preset; it is a full combat-feel ruleset that changes how weapon classes commit, turn, stagger, lunge, trade, and behave in PvP.
In broad terms:
- Heavy weapons receive stronger commitment tools such as hyperarmor, stagger identity, lunge tuning, or damage mitigation.
- Faster weapons stay responsive but do not receive the same trading tools as heavy weapons.
- Weak or clunky attacks are adjusted with animation speed, hitbox, range, angle, or lunge tuning.
- Melee windup rotation is generally more forgiving, while recovery remains punishable.
- PvP damage, stagger, knockback, and hitstun are tuned separately from PvE behavior.
- Stamina, food, carry weight, player traits, and blocking are tuned to support committed combat without turning the mod into a raw-stat cheat.
- Staffs, projectiles, shield magic, vines, and skeleton summons receive their own dedicated control surfaces.
Use this to reapply Goo's ruleset:
Set To Goo Ruleset = true
This rewrites the combat and balance config values to Goo's preset, saves the config, and turns itself back off.
Vanilla Reset
The mod can reset its balance values back to vanilla/no-op behavior while staying installed.
Reset To Vanilla = true
Reset to Vanilla restores combat, player, weapon, staff, blocking, and equipment tuning values to vanilla-style behavior where possible. It does not remove the mod or wipe every general/debug option.
Runtime Master Switch
Apply Mod Options = true
This is the runtime master enable/disable switch. When disabled, the mod stops applying combat changes and clears active runtime state. It does not rewrite your saved config.
Damage and Weapon Identity
Each weapon category can tune base damage, backstab damage, primary-chain damage, secondary damage, running attack damage, jump attack damage, airborne damage, PvP damage, and utility damage such as chop and pickaxe damage.
The mod can also patch non-character destructible damage so configured player damage modifiers affect trees, rocks, pieces, and other destructibles through Valheim's normal HitData damage channels.
Optional max-damage behavior can make player attacks use the maximum skill-scaled damage value instead of Valheim's random skill factor. Weapon tooltips can reflect configured base damage and max-damage behavior.
Stagger, Poise, PvP Hitstun, and Block Break
The mod separates several combat pressure systems that Valheim normally blends together:
- Outgoing stagger power
- Incoming stagger resistance and poise
- Stagger decay speed
- Non-staggering-hit stagger decay cooldown
- PvP stagger power
- PvP stagger duration / hitstun
- Block-break threshold
- PvP block-break threshold
PvP hitstun is configurable per weapon and attack type. The mod tracks when a PvP hit should stagger and then adjusts stagger animation timing to approximate the configured hitstun duration.
A PvP test dummy tool is included for testing damage, armor, stagger, and hitstun behavior. Its hit logging is disabled by default.
Hyperarmor
Hyperarmor is a first-class combat system in the mod. It can be configured per weapon category and attack role.
Supported hyperarmor styles include:
- Off
- Balanced
- Full attack animation
- While holding a weapon type
Balanced hyperarmor starts during the committed attack animation and ends after the hit trigger, leaving recovery frames punishable. Full-animation hyperarmor lasts through the full configured attack window. While-holding hyperarmor can grant weapon-type-based protection while the configured weapon type is equipped.
Hyperarmor can control:
- Damage taken during hyperarmor
- Stagger taken during hyperarmor
- Knockback taken during hyperarmor
- PvP-specific mitigation values
- Whether mitigation is applied directly to incoming hit data, by final health restoration, or both
Counter Damage
Counter damage rewards hitting enemies or players during their own attack animation. The mod does not use a loose timer alone: the victim must have tracked attack state and still be in Valheim's real attack state for counter damage to apply.
Counter damage can be enabled per attack and can be restricted to player-owned attacks. Goo's ruleset uses counter damage to give certain weapons stronger timing-based identity without making every light attack a trading tool.
Hit Stop and Freeze Frames
The mod patches Valheim's melee hit-stop / freeze-frame behavior. Per attack, hit-stop can be preserved, reduced, disabled, or scaled.
This allows weapons to keep impact where it feels good while removing excessive freeze on attacks that become clunky or visually misleading when repeated.
Attack Movement, Lunge, and Rotation
The mod controls three separate attack-feel systems:
- Attack movement speed during the animation
- Lunge / root-motion distance
- Attack rotation / turning speed
Lunge can be applied before the hitbox emerges or across the full animation. Goo's ruleset generally lets attacks move or lunge during commitment while keeping recovery punishable.
Attack rotation can be generous during windup and then locked after the hit trigger. Better Free Aim can make the player face movement input during attacks or blocks without forcing the camera/crosshair to rotate.
Hit Rays, Hitboxes, Noise, and Multi-Target Falloff
The mod exposes per-attack melee hit-ray controls for ray-based melee weapons:
- Hit Ray Start Height
- Hit Ray Offset
- Hit Ray Range
- Hit Ray Angle
- Hit Ray Thickness
- Hitbox Type: Horizontal or Vertical
- Multi Target Damage Penalty: Enabled or Disabled
- Attack Start Noise multiplier
- Attack Hit Noise multiplier
Attack start and hit noise affect Valheim's AI aggro/noise radius, not player-audible sound volume.
Sledges are excluded from hit-ray support because they use Valheim's AOE-style attack system rather than ordinary hit rays.
Goo's ruleset uses this system to better align hit detection with weapon models, tune vertical attacks, avoid phantom reach where possible, and preserve or disable multi-target damage falloff according to weapon identity.
Running, Jump, and Airborne Attacks
Running attacks and jump attacks can use their own damage, stagger, stamina, animation speed, movement, lunge, rotation, PvP, hit-ray, and multi-target settings.
Running attacks can select which existing Valheim attack role they use. Jump attacks can trigger when the player initiates an attack after being airborne long enough. Airborne damage/stagger/rotation modifiers are separate from the special jump-attack system and do not independently change hit-ray settings.
Ranged Weapons
Bows and crossbows can tune:
- Projectile speed
- Spread
- Bow draw behavior
- Crossbow reload timing
- PvP damage
- PvP stagger
- PvP knockback
Thrown spears also have projectile-speed tuning.
Staffs, Magic, Vines, and Skeletons
Staff and magic behavior is split into direct-attack staffs, shield staffs, and spawned-entity staffs.
Direct staff controls can include:
- Damage
- Stagger
- Animation speed
- Eitr consumption
- PvP damage
- PvP stagger
- PvP knockback
- Projectile speed
- Spread
- Reload or burst-related behavior where relevant
StaffShield has active-shield controls for health cost, shield strength, stagger mitigation, knockback mitigation, PvP mitigation, and active parry behavior.
StaffGreenRoots / Staff of the Wild controls include vine damage, vine size, vine attack speed, vine level, max vine count, and experimental PvP targeting.
StaffSkeleton / Dead Raiser controls include skeleton damage, PvP damage, size, attack speed, level, health cost, quality-based summon caps, and experimental PvP targeting. Dead Raiser summon caps are resolved from item quality and written onto the spawned skeleton so Valheim's native summon cleanup can enforce the configured cap.
Staff spawn origin is propagated directly through SpawnAbility, Character.Awake, projectiles, and AOEs rather than by constant scene scans.
Blocking, Shields, Parry, and Staff Blocking
Weapons, shields, and staffs can tune:
- Block armor
- PvP block armor
- Block force
- PvP block force
- Parry bonus
- PvP parry bonus
- Parry adrenaline
- Block stamina use
- Block-break threshold
- PvP block-break threshold
- Blocking movement speed
Bucklers, medium shields, and tower shields have separate shield-category surfaces. Staffs also have their own blocking controls.
General Block Force and Parry Bonus can update item tooltips. PvP-only block and parry values are intentionally not shown in normal tooltips.
Player Systems
The player section controls core character behavior:
- Negative stamina
- Stamina recovery rate
- Stamina regeneration curve
- Base health
- Base stamina
- Base eitr
- Eitr regeneration
- Base armor
- Max carry weight
- Jump force
- Run, jog, walk, and crouch speed
- Player size
- Player rotation
- Player poise
- Stagger decay behavior
- Jump/run/roll/crouch stamina costs
- Roll animation speed
- Healing rate
- Fall damage start height, damage per meter, and cap
- Whether food slots must use unique food types
Negative stamina allows committed actions to overdraw stamina to a configured floor, while action gates still require current stamina to be above zero. HUD-facing stamina reads are clamped so negative stamina displays as zero.
Goo's ruleset allows duplicate foods in multiple food slots. Reset to Vanilla restores Valheim's unique-food requirement.
Enemy Systems
Enemy behavior can be tuned separately from player behavior:
- Enemy stagger dealt
- Enemy knockback dealt
- Enemy attack animation speed
- Enemy movement animation speed
- Enemy size
- Enemy base rotation
- Enemy attack rotation
- Enemy poise
- Enemy stagger decay behavior
These controls allow difficulty and combat feel to be adjusted without relying only on raw damage multipliers.
Equipment, Armor, and Tooltips
The mod can override movement penalties or bonuses from weapons, shields, armor, tools, and utility equipment.
Armor base-armor multipliers are grouped by armor type and can update armor tooltips. Weapon damage, max-damage behavior, backstab damage, block stats, parry stats, armor values, and movement modifiers can also update tooltips when those values are relevant to normal gameplay.
Debugging and Testing
The mod includes debug tools for combat testing, including a PvP test dummy based on Valheim's TrainingDummy prefab. The dummy can be used to test damage, armor, stagger, and hitstun behavior. Dummy hit logging is off by default and can be enabled when needed.
Attack debug logging can include attack hashes and authoritative role-correction messages to diagnose attack-role modifier leaks.
Config Migration
The current config schema version is 1.1.0.
Configs older than 1.0.5 are archived out of the active config path so old stale entries do not clutter the configuration page. Configs from newer versions preserve compatible user-tuned values and add newly bound entries with defaults.
The 1.1.0 config uses readable spaced option names. The mod migrates old compact keys into their spaced equivalents when possible, then removes stale compact entries.
Use Set To Goo Ruleset = true to apply Goo's full current ruleset after updating.
Feedback
The mod may still have bugs or balance issues. Feedback can be posted here:
https://www.reddit.com/r/ModdedValheim/comments/1toleqf/about_combat/
CHANGELOG
1.2.0 - Official special-attack, block-cancel, run-blocking, and combat-feel expansion
- Bumped the mod/config schema and manifest version to
1.2.0. - Added targeted 1.2.0 config migration so configs from
1.1.0receive Goo defaults only for newly added 1.2.0 entries, while same-version configs do not rewrite, clean, scan, or save on normal startup. - Optimized startup config handling by evaluating the config version before expensive migration/cleanup work. Same-version startup still binds runtime config entries, but no longer runs orphan cleanup, stale-entry cleanup, version rewrites, or config saves.
- Removed beta/internal release artifacts from the official package; official documentation now records only the net user-visible delta.
- Separated running-attack and jump-attack tuning from the normal primary/secondary attack slots they reuse internally. Special attacks now have their own damage, stagger, stamina, attack speed, recovery speed, movement, lunge, rotation, hyperarmor, counter, hit-stop, utility-damage, PvP, noise, hit-ray, multi-target, adrenaline, and block-cancel settings where applicable.
- Added recovery-animation-speed support for running attacks and jump attacks.
- Added per-attack block canceling for normal melee attacks, running attacks, and jump attacks. Block cancel modes are
Disabled,BeforeHitbox,AfterHitbox, andFullAnimation. - Goo's ruleset now sets melee block canceling to
AfterHitboxby default with1.0xblock-cancel animation speed. This allows a defensive transition after the hitbox without automatically speeding attacks up. - Reworked block cancel input so it uses a fresh block request during the active attack instead of held-block state. Holding block after canceling one attack should no longer accelerate or cancel the next attack automatically.
- Block cancel no longer aborts attacks. It accelerates/finishes the attack flow instead of calling Valheim's attack-abort path, preventing permanent hit-stop/frozen-animation states when canceling during hit-stop.
- Block cancel preserves Valheim's normal combo-chain behavior; it does not forcibly rewrite the next combo step.
- Added hit-stop freeze hardening so block-cancel/recovery-speed logic does not preserve Valheim's frozen hit-stop animator speed as the restore target.
- Added per-attack PvP hyperarmor multipliers for melee weapons, including PvP damage taken, PvP stagger taken, and PvP knockback taken during hyperarmor.
- Added per-attack PvP counter-damage multipliers for melee weapons, including running and jump attacks.
- Added direct running-while-blocking support for weapons, shields, and staffs. When enabled, holding Run while actively blocking allows run-style movement and uses Valheim's normal run stamina cost.
- Goo's ruleset enables running while blocking for weapons, bucklers, medium shields, and staff blocks; tower shields remain excluded by default.
- Goo's ruleset sets running-while-blocking movement speed to
0.7xfor enabled weapons, bucklers, medium shields, and staffs. Tower shields keep run-blocking disabled. - Added per-weapon blocking movement-speed support and fixed blocking movement-speed resolution so the active blocking item/category is used instead of only the currently classified attack weapon.
- Goo's ruleset keeps global blocking movement speed at
1.0xand gives tower shields0.5xdamage taken while blocking. - Reworked attack movement handling after testing: standard attacks scale Valheim's live attack movement, while 2H axe normal attacks and 2H axe running attacks use the direct movement-factor path needed for that moveset.
- Goo's ruleset sets normal primary attack movement to
0xfor melee categories except knives and dual knives, which keep1.0xprimary movement for dagger identity. 2H axe secondary keeps0.2xdirect movement. - Goo's ruleset sets all melee attack adrenaline multipliers to
2.0x, including configured running/jump attacks. - Added chain-safe running attack behavior: GCO no longer substitutes a running attack when the player is already inside an attack animation, so queued/chained attacks remain normal chain attacks.
- Goo's ruleset sets all running-attack velocity gates to
5. - Added and tuned running attacks for supported melee categories while leaving knives and dual knives disabled by Goo default. Knife and dual-knife running-attack metadata remains configurable if manually enabled.
- Goo's ruleset running attack tuning now includes: 2H sword uses Primary3 with
0.7xdamage,1.0xmovement, and2.0xlunge; 2H axe uses Primary2 with1.0xdamage,0.9xmovement, and0xlunge; 1H axe uses Primary3 with0.7xdamage,3.0xmovement, and3.0xlunge; 1H sword uses Primary3 with0.7xdamage,3.0xmovement, and1.3xlunge; clubs/maces use Primary3 with0.7xdamage,3.0xmovement, and1.3xlunge; atgeirs use Primary2 with1.0xdamage and3.0xlunge; unarmed running attacks use2.0xmovement and1.0xlunge. - Goo's ruleset disables running attacks for one-handed knives and dual knives by default, while keeping their configurable Primary3 running-attack setup available for manual use.
- Added/finalized jump attack tuning. Dual Axes jump attack now uses Primary4 and deals
0.45xdamage by Goo default. - Goo's ruleset gives 2H axe Primary3
5.0xhit-stop duration and gives 2H axe jump attacks5.0xPvP hit-stop duration. - Goo's ruleset sets Dual Axes secondary lunge to
0.9xand spear Primary1 lunge to1.0x. - Fixed special-attack value leakage so running/jump attack values no longer silently inherit normal Primary2/Primary3 tuning for unrelated features.
- Expanded global scalar controls for attack movement, lunge distance, attack rotation, hit-stop, PvP hit-stop, animation speed, recovery speed, PvP knockback, blocking damage/knockback, hit rays, and AI noise. These global controls stack with per-weapon/per-attack values and default to
1.0xunless Goo's ruleset explicitly changes them. - Added/expanded per-weapon feature sections so large weapon configs are grouped by gameplay system: damage, staggering, hyperarmor, hit-stop, counter damage, resources, attack movement and lunge, animation, attack rotation, PvP damage, knockback, blocking and parry, hit ray, AI noise, and special attacks.
- Added broader staff and shield block options to match weapon block tuning, including block damage taken, knockback taken, PvP block-break, and run-blocking behavior.
- Preserved ResetToVanilla behavior: vanilla reset restores new 1.2.0 systems to disabled/no-op values where possible, while Goo's ruleset reapplies the curated 1.2.0 defaults.
1.1.0 - Official hit-ray, multi-target, config-readability, and staff-spawn tuning patch
- Bumped the mod/config schema version to
1.1.0. - Added targeted 1.1.0 config migration so configs older than
1.1.0receive Goo defaults for newly added 1.1.0 hit-ray, AI-noise, multi-target, and staff-spawn controls without rewriting older user-tuned settings. - Reworked config option names to use readable spaced labels, with migration from old compact keys where possible.
- Added per-attack AI aggro/noise controls for attack-start noise and attack-hit noise while leaving Goo's defaults at vanilla/no-op
1x. - Added per-attack melee hit-ray controls for ray-based melee attacks: start height, offset, range, angle, thickness, and horizontal/vertical hitbox type.
- Added hit-ray support for normal melee attacks, running attacks, and jump attacks. Airborne attack bonuses do not independently alter hit-ray settings.
- Excluded sledges from hit-ray tuning because sledges use Valheim's AOE-style attack system rather than ordinary melee hit rays.
- Added per-attack multi-target damage-penalty toggles for supported melee attacks, reduced to simple
Enabled/Disabledchoices. - Updated ResetToVanilla multi-target behavior to restore Valheim's vanilla no-penalty family: all sword attacks, 2H axe primary-chain attacks, Dual Axes, and atgeir secondary.
- Updated Goo's ruleset multi-target behavior so swords and axes stay free of multi-target falloff, selected vertical attacks are also falloff-free, and spear primary keeps Valheim's multi-target falloff despite its new vertical hitbox.
- Tuned Goo's melee hit-ray defaults to better match weapon visuals and reduce phantom reach, including updated spear primary range/type, 1H sword and 2H sword vertical attacks, club/mace vertical attacks, 1H axe primary thickness, 2H axe vertical/running/primary attack values, and Dual Axes primary/secondary hit-ray values.
- Added StaffGreenRoots / Staff of the Wild spawned-vine level control.
- Added StaffSkeleton / Dead Raiser spawned-skeleton size, attack-speed, and level controls.
- Cleaned stale hit-ray config keys, obsolete hitbox option names, sledge hit-ray entries, and earlier compact config entries after migration.
1.0.9 - Official staff, PvP, player-size, food-rule, and attack-role cleanup patch
- Finalized Player Size config naming and made player size also scale player-owned melee attack reach/range by applying the size multiplier to cloned attack hitbox/range fields.
- Fixed attack-role modifier leakage for nonstandard movesets such as Dual Axes, Spears, and Unarmed by restoring provisional attack-field tweaks and reapplying the correct values after Valheim confirms the authoritative primary/secondary role.
- Removed Unarmed Primary3 support because unarmed only has two primary-chain attacks.
- Retuned unarmed by Goo's ruleset: Primary1 PvP damage
1.0x, Primary1 animation speed1.2x, Primary2 PvP damage0.7x, Primary2 animation speed1.2x, Primary2 lunge distance1.5x, Secondary PvP damage1.3x, and Secondary animation speed1.3x. - Goo's ruleset now requires
1.0sminimum airborne time before airborne attack bonuses or special jump attacks trigger. - Goo's ruleset now sets 2H sword secondary PvP damage to
0.40x, 2H sword running-attack PvP damage to0.75x, and 2H sword jump-attack PvP damage to0.60x. - Added spear throw projectile-speed tuning; Goo's ruleset sets spear throw projectile speed to
1.2x. - Added StaffSkeleton damage and PvP damage multipliers.
- Finalized Dead Raiser / StaffSkeleton summon-cap config naming and fixed summon-cap control so the cap is resolved from the Dead Raiser item quality instead of the spawned skeleton creature level.
- Added Dead Raiser / StaffSkeleton quality-4 summon-cap support.
- Improved StaffGreenRoots / Staff of the Wild spawned-character logic so root/vine size and speed tweaks only apply to confirmed StaffGreenRoots spawns and cannot stack repeatedly on the same spawned character.
- Replaced the old bounded staff-spawn scene sweep with direct staff-spawn origin propagation through the active SpawnAbility coroutine, Character.Awake, projectiles, and AOEs.
- Added StaffLightning and StaffIceShards projectile-speed tuning.
- Goo's ruleset now sets StaffIceShards spread to
0.5x. - Added
Player.MustEatUniqueFood. Goo's ruleset disables it, allowing duplicate foods in multiple food slots; ResetToVanilla restores Valheim's unique-food requirement. - Updated the PvP test dummy: default health
250, default armor150, and full-heal countdown starts only after the dummy has been attacked. PvP dummy hit logging is now disabled by default. - Improved attack debug logging with attack hashes and authoritative role-correction messages to make modifier-leak issues easier to verify.
- Cleaned stale duplicate config reset lines, obsolete helper methods, old player-size and summon-cap config keys, and stale default wording left from the v1.0.9 development cycle.
1.0.8 - Official balance cleanup and config-history fix
- Bumped the mod/config schema version to
1.0.8. - Fixed the release changelog packaging mistake by preserving older changelog history instead of replacing the whole changelog file.
- Removed the obsolete standalone
[Magic]movement config surface. Staffs now use staff-specific config sections. - Removed the obsolete general
[Shields]config surface. Shields now use buckler, medium-shield, and tower-shield sections. - Goo's ruleset now sets mace/club secondary attack animation speed to
1.3x. - Goo's ruleset now sets bow projectile speed to
1.1x. - Bows, crossbows, and direct-attack staffs now use
0xPvP knockback by Goo's ruleset. - Fireball staff PvP stagger is now
10xby Goo's ruleset. - Unarmed Primary1 PvP damage is now
1.3x. - Unarmed Primary2 PvP damage is now
1.4x. - Clubs/maces now use
0.7xgeneral knockback by Goo's ruleset. - Bucklers, medium shields, and tower shields now use
1.1xgeneral block-break threshold by Goo's ruleset. - Dead Raiser / StaffSkeleton now has
HealthConsumptionRate, matching the StaffShield-style cast health-cost tuning surface. - Added
MaxVinesSpawnedto Staff of the Wild / StaffGreenRoots, defaulting to Valheim's vanilla10. - Added Dead Raiser / StaffSkeleton beta spawn-cap config values:
BaseSpawnCapLevel1Beta = 1,BaseSpawnCapLevel2Beta = 2, andBaseSpawnCapLevel3Beta = 3. These remain Beta because Valheim still appears to enforce a hard skeleton summon cap of 3. - Added stale cleanup for removed standalone Magic and general Shields config keys.
1.0.7 - Official PvP, staff, blocking, and attack-context stability patch
- Fixed attack modifier leakage between attacks of the same weapon. Primary, secondary, running, jump, and chain attacks now use stricter attack-role context so one attack's modifiers should not carry into the next attack.
- Fixed the sledge/pickaxe category mixup. Pickaxes now have their own category instead of inheriting sledge behavior through shared moveset logic.
- Fixed one-handed sword secondary/heavy attack animation-speed scaling so small multipliers no longer behave like extreme speed changes.
- Fixed PvP knockback not applying correctly. PvP knockback now uses the same outgoing modifier path as normal knockback and PvP damage.
- Removed the
Betalabel from PvP knockback config names because the PvP knockback path is now functional. - Goo's ruleset now sets melee-weapon PvP knockback to
0.1x. - Reworked Goo's PvP stagger ruleset:
- Tier 1 PvP stagger power is now
5x. - Tier 2 PvP stagger power is now
10x. - Tier 3 PvP stagger power is now
20x. - Unarmed secondary PvP stagger power is now
999x.
- Tier 1 PvP stagger power is now
- Added PvP stagger-duration / hitstun tuning for attacks.
- Added PvP block-break threshold tuning for weapons, shields, and staffs.
- Restored PvP block armor defaults to vanilla/no-op
1x. - Added separate shield-type config sections for bucklers, medium shields, and tower shields.
- Added weapon and shield support for Block Force, Parry Bonus, PvP Parry Bonus, PvP Block Force, and PvP Block Break Threshold tuning.
- Goo's ruleset now sets general Block Force to
0xfor weapons, shields, and staffs. - General Block Force and Parry Bonus now update tooltips. PvP-only block/parry stats do not update tooltips.
- Block Force at
0xis hidden from item tooltips. - Added staff-specific config sections for direct-attack and utility staffs.
- Added staff block tuning, staff attack movement, and staff attack rotation configuration.
- Added StaffShield active-shield tuning for cast health cost, stagger mitigation, knockback mitigation, and active-shield parry bonus.
- Added staff projectile controls for Dundr / StaffLightning and Staff of Frost / StaffIceShards.
- Added Staff of the Wild vine damage, size, and attack-speed options.
- Added experimental PvP targeting toggles for Staff of the Wild and Dead Raiser spawned entities.
- Added PlayerBaseEitr and PlayerBaseEitrRegenRate.
- Fixed base eitr so added eitr is not repeatedly removed by Valheim's periodic max-eitr refresh.
- Added
DoMaxDamagein the Player section. When enabled, player attacks use the maximum skill-scaled damage value, and weapon tooltips show the max effective value instead of a damage range. - Removed the broken KeepStaminaBarVisible feature and its stale behavior.
- Added a PvP test dummy debug tool based on Valheim's TrainingDummy prefab.
- Config migration now archives configs older than
1.0.5out of the active config path while preserving/migrating overlapping1.0.5and1.0.6values.
1.0.6 - Feedback route, removed mod configuration menu dependency
- Removed mod configuration menu from the mod's dependencies.
- Added a reddit page in the README so that users can leave feedbacks for the mod.
- The config version remains unchanged, so old configs will not be overwritten.
1.0.5 - Official running, jump, airborne, utility-damage, sledge, and poise patch
- Added configurable
RunningAttackMinimumVelocityspeed gates for supported running attacks. Goo's ruleset uses a3.0minimum velocity gate for supported running attacks. - Added
RunningAttackUsed, allowing running attacks to usePrimary1,Primary2,Primary3, orSecondarywhen that attack slot exists for the weapon. - Retuned Goo's running attacks: two-handed swords, one-handed swords, one-handed axes, and clubs/maces use
0.7xrunning-attack damage; running attacks useBeforeHitboxmovement so recovery movement is forced to0after the hitbox emerges. - Expanded special jump-attack support to supported weapon categories, with jump attacks taking priority over running attacks. Goo's ruleset uses
0xjump-attack lunge and requires0.4sairborne time. - Added per-attack airborne damage, stagger, and rotation multipliers. Categories without a Goo-enabled special jump attack receive
1.3xairborne damage by Goo's ruleset. - Added per-attack chop and pickaxe damage multipliers. Goo's ruleset disables airborne chop damage so airborne attacks do not accelerate tree chopping.
- Retuned sledges as a single-primary-attack heavy weapon:
1.5xbase damage,2xstagger,1.5xanimation speed,0.9xknockback,0.9xPvP knockback,1.5xstamina consumption, and an-8%movement penalty by Goo's ruleset. - Set two-handed swords, two-handed axes, one-handed axes, and clubs/maces to stronger stagger defaults, with one-handed axe secondary attacks retaining
3xstagger. - Set two-handed axe base damage back to
1.0xby Goo's ruleset while preserving its dedicated Primary1 attack damage modifier. - Renamed attack movement config keys to
AttackMovementModifierandRunningAttackMovementModifierfor attack movement multipliers; stale old attack-movement entries are cleared by config cleanup. - Added player jog-speed, player base-rotation, experimental player size, player/enemy poise, stagger-decay speed, and non-staggering-hit stagger-decay cooldown controls.
- Added enemy controls for stagger dealt, knockback dealt, attack animation speed, movement animation speed, size, generic rotation, and attack rotation.
- BetterFreeAim now also affects blocking: while blocking with movement input, the mod suppresses Valheim's crosshair-facing block rotation and keeps the player facing movement direction without moving the camera/crosshair.
- Replaced
ApplyGoosSettingswithSetToGooRuleset. - Configs older than
1.0.5are refreshed to Goo's current ruleset once and stale entries are cleared.
1.0.4 - Documentation typo fix
- Fixed package/documentation typos; no gameplay changes.
1.0.3 - Official weapon baseline, airborne, armor, shield, and PvP tuning patch
- Added
BaseDamageMultiplierfor every weapon category. It scales the weapon's full outgoing damage package, including elemental, chop, and pickaxe channels when present, and updates displayed tooltip damage. - Added final-value
BackstabDamageRateby weapon category. Tooltip backstab lines update through this value, with vanilla-style defaults such as6xfor knives. - Primary and secondary
DamageRateMultipliersettings now function as runtime attack/motion-value modifiers instead of directly changing tooltip damage. - Added per-attack-slot
AirborneDamageMultiplierfor player-owned combat melee attacks initiated mid-air. Swimming does not count, tools/Other are excluded, and Goo preset uses1.12x. - Added non-character destructible damage coverage so configured outgoing player damage modifiers also apply to trees, rocks, pieces, and other destructibles through their
HitDatadamage channels. - Added two-handed axe jump attack support. When enabled, a two-handed axe primary attack initiated airborne and not swimming uses the finisher-blow chain animation with its own modifier set; jump attack takes priority over running attack.
- Updated two-handed axe running attacks to use the second primary-chain attack. Goo preset gives this running attack
0.8xdamage,0xlunge, and0.6xPvP damage. - One-handed axes, one-handed swords, and clubs/maces use
0.7xrunning-attack damage by Goo preset while remaining user-editable. - Added PvP-only knockback force multipliers for normal, running, and jump attacks. Goo preset sets PvP knockback to
0while leaving general/PvE knockback unchanged. - Added armor base-armor multipliers grouped under
[Armor], classified by vanilla movement penalty: light/no-penalty, medium-2%, and heavy-5%. Armor tooltips update through these values. - Expanded shield tuning under
[Shields], including block power, deflection force, timed-block/parry bonus, block stamina use, block-break threshold, and movement modifier. - Made block stamina consumption and block-break threshold configurable by active blocking weapon/shield type.
- Refined BetterFreeAim so chained attacks do not receive repeated direction snaps while a character is already in an attack animation.
- Goo preset updates: two-handed swords and two-handed axes use
1.25xbase damage, two-handed axe Primary1 uses2xattack damage, unarmed Primary1/Primary2/Primary3 use2xanimation speed, fall damage starts at8m, and combat melee attacks initiated mid-air use1.12xairborne damage. - Added config-version handling so configs older than
1.0.3are refreshed to Goo's current preset once and stale entries are cleared.
1.0.2 - Official weapon-chain, lunge, running-attack, and PvP tuning patch
- Added Primary1 / Primary2 / Primary3 / Secondary attack-slot config support for melee weapon chains, allowing normal primary-chain attacks to be tuned separately.
- Added melee lunge-distance/root-motion multipliers with configurable application modes:
BeforeHitboxandFullAnimation. Goo preset usesBeforeHitboxby default. - Added running attacks for supported melee weapons. Running attacks can use their own damage, stagger, stamina, animation-speed, PvP damage, PvP stagger, knockback, adrenaline, and lunge multipliers.
- Dual Axes running attacks now use Primary1 for stability while still receiving running-attack-specific modifiers.
- Added per-attack knockback-force multipliers and an enemy knockback-force multiplier.
- Added per-attack PvP stagger multipliers. Goo preset uses high melee PvP stagger while keeping ranged/magic PvP stagger neutral.
- Goo preset now sets melee PvP damage to
0.6xand ranged/magic PvP damage to0.3x. - Replaced the old equipment movement-penalty toggle model with direct movement modifier overrides. Goo preset removes armor movement penalties, sets two-handed axes to
-8%, and sets tower shields to-5%. - Movement modifier tooltips now hide the movement line when the final configured value is
0. - Goo preset damage/stagger refinements: two-handed swords and two-handed axes receive updated damage/stagger identity, with two-handed axes keeping hit-stop enabled by default.
- Removed the confusing public ActiveHitboxFrames hyperarmor path and related active-hitbox duration config entries.
- Removed stale ranged/magic configs that did not contribute useful behavior, keeping only functional ranged/magic options.
- Added a run-drain toggle so Goo preset can prevent extra held-run stamina drain during attacks and while airborne.
- README, manifest, and changelog updated for the official 1.0.2 release.
1.0.1 - Official player systems and movement patch
- Added negative stamina support for all stamina-consuming actions: actions are allowed only when current stamina is strictly above 0, and spending clamps to the configured negative floor instead of vanilla 0. Goo preset enables this with a
-50floor. - Fixed negative stamina so it regenerates upward normally instead of being snapped back to 0 by vanilla max-stamina refreshes.
- HUD-facing stamina reads are clamped to show
0while internal stamina is negative. - Added player-system config entries for base health/stamina/armor, max carry weight, jump/run/roll/crouch stamina rates, roll animation speed, stamina recovery, stamina regen curve, healing rate, fall damage tuning, player movement speed multipliers, and jump-force multiplier.
- Goo preset player defaults: max carry weight
450, jump stamina consumption0.5x, crouch stamina consumption0x, stamina recovery rate1.2x, stamina regen curveVanilla, and fall-damage start height10m. - Added stamina regen curve modes:
Vanilla,Constant, andReverted.Constantis a flat9stamina/sec before recovery/status/global multipliers. - Added bow draw/spread and crossbow reload-time configs. Dundr-specific controls are intentionally excluded for now.
- Added block stamina consumption and block-break threshold configs.
- Added player movement multipliers for run speed, walk speed, crouch speed, and jump force.
- Added armor/weapon movement-penalty toggles. Goo preset disables negative movement penalties from armor/capes/utility/trinkets while preserving weapon/shield/tool movement penalties. Positive movement bonuses still apply.
- Movement-penalty tooltips now mirror the gameplay toggle by hiding disabled negative movement-penalty lines for the relevant item category.
- Replaced the old arbitrary
Movement.AttackMovementSpeedActiveWindowSecondstimer withMovement.AttackMovementTiming. DefaultUntilAttackTriggerapplies attack movement during windup and restores at Valheim's realOnAttackTrigger, keeping recovery punishable.FullAttackAnimationkeeps the movement multiplier until attack cleanup. - Moved bow configs under
[Bows]and crossbow reload under[Crossbows]. - Removed the counter-damage ding feature and all ding playback calls for stability. Counter damage itself remains unchanged.
- Improved and throttled categorized debug logging for player systems, negative stamina, ranged tuning, blocking, and movement testing.