CombatRegen
Your adrenaline bar fills during combat (+0.5/s by default) and stops draining until the fight ends, so trinkets proc more often. Client-only, works on vanilla servers.CombatRegen
Your adrenaline bar (the bar under stamina that trinkets proc from) fills on its own during a fight and doesn't drain until the fight is over. More trinket procs, and no adrenaline lost between waves. CombatRegen is client-only: it works on vanilla dedicated servers, and nothing needs to be installed on the server.
Why
In the normal game adrenaline only comes from what you do: landing hits, blocking, dodging, staggering. Between hits it starts draining, so a slow fight or a pause to reposition can lose the bar before your trinket ever procs.
CombatRegen adds a steady trickle while you are in combat (+0.5 adrenaline per second by default) and holds the drain until you are out of combat.
Features
- Adrenaline regen in combat: +0.5 per second by default, on top of everything the game already gives.
- No drain during combat. After the fight the bar waits the usual delay, then drains as normal.
- Trinkets proc the normal way. When the bar is full, your trinket's effect fires and the bar resets, through the game's own code. The adrenaline level effects and the bar flash work as usual.
- Combat is detected automatically. No key to press, nothing to set up.
- Optional message in the corner when combat starts and ends, with how much adrenaline the mod added.
When you are "in combat"
Combat starts with any of these and ends 5 seconds after the last one:
- An enemy is hunting you and can see or hear you. It works when another player's game runs the monster, too. An enemy that has lost you doesn't count, so combat ends about 5 seconds after you escape or hide. The game's combat music can play on for up to 30 seconds longer, while the enemy searches for you.
- You take a hit from a creature, or from a player when both of you have PvP on. Blocked, parried and dodged hits count. Poison or burning ticking after the fight doesn't, and neither does a buff another player casts on you.
- You land a hit on a creature, or on a player when both of you have PvP on. Hitting trees, rocks, buildings or your tamed animals doesn't count.
A deer running away from you doesn't start combat; hitting it does.
Settings (F1 → CombatRegen)
| Setting | Default | What it does |
|---|---|---|
| Adrenaline per second in combat | 0.5 | 0–20. Added as is: the world's adrenaline setting doesn't scale it. |
| Combat ends after (seconds) | 5 | How long after the last combat event combat ends. 1–30. |
| Show combat start/end message | off | A message in the top-left corner, e.g. In combat (hit taken): +0.5 adrenaline/s and Out of combat: +11.5 adrenaline in 23 s. Both are also written to BepInEx/LogOutput.log. |
Changes apply right away, whether you make them in F1 or in BepInEx/config/vh.combatregen.cfg while the game runs.
Good to know
- The normal adrenaline rules still apply. Missed swings and unblocked hits still cost adrenaline, and gains from hits, blocks and dodges are unchanged. CombatRegen only adds on top and pauses the drain.
- How fast the bar fills depends on its size, which trinkets change. If it feels slow, raise Adrenaline per second in combat.
- Fair play: this is a buff over the normal game. On shared servers, check that the owner and other players are fine with it.
Compatibility
- Client-only. Install it on your game; the server stays vanilla. It also works when you host a world yourself, and players without the mod are not affected.
- Requires BepInExPack Valheim. Recommended: a Configuration Manager for the F1 settings. Without one, edit the .cfg file.
- Made for Valheim 1.0.21.
- Works with any trinket. Other mods that change adrenaline gain or drain stack with it.
