SeneaL UI
Complete Valheim UI redesign: HUD, inventory with equipment and quick slots, chests, crafting, build menu, world map, character windows, in-game settings. The server sets the gameplay rules.Changelog
1.2.2
- Fixed: Path of Valheiman 5.0.7: with Player inventory switched to Path of Valheiman, its equipment cells were read from the wrong rows after its 5.0.7 update (it now keeps 6 rows that start where it saved them, not the last 4), so after a relog worn gear sat in the bag, food sat on the doll and coins in the tool row. The cells are now read from where Path of Valheiman puts them, and its new cells are drawn too: belt potions follow the food slots (with their keys, also on the HUD), door keys get their own Keys row, and the separate utility, demister and wishbone cells sit on the equipment doll. With Path of Valheiman 5.0.8 or newer this mod now uses its public equipment API (cell positions, rules, and telling it that this mod draws its equipment, so it hides its own window, tool bar and HUD cells itself), and the potion, key and utility slots that Path of Valheiman 5.0.8 adds through SeneaL API are not shown a second time next to the cells this mod already draws.
1.2.1
- New: HUD editor: an Objects button on the bar lists every element of the current mode with a search field. The eye on a row shows or hides the element, a click on its name selects it and opens its settings, so a hidden element (a group widget, for example) can be brought back without going through another element's settings.
- Fixed: Settings (F7): rows of a mod card could show a wrong Unavailable tooltip and a dependency rail from another tab (for example Backpack slot on the doll asked to turn on area pickup); the dependency of the last row of a tab no longer carries over to the next tab or card.
- New: Path of Valheiman 5 equipment system in the mod's style: with Player inventory switched to Path of Valheiman, its rows are drawn by this mod instead of its own wooden window. Its armour and belt cells sit on the equipment doll, the belt food cells are the food slots (also on the HUD, with Path of Valheiman's keys), the quiver arrow cells stand next to them, the 8 tool cells form a Tools row with their keys (their tooltip offers Take in hand), while Alt is held the filled tool cells show under the hotbar in the mod's style instead of Path of Valheiman's own row (the action slot row of the HUD, movable in the HUD editor), and the purse is a chip in the header (a click pours the coins into the bag). A drop on a cell follows Path of Valheiman's rules (a hammer does not go into the axe cell). A button by the equipment title opens the Appearance window: a portrait that tries the picked looks on, the worn gear and hotbar weapons to pick from, the looks in pages (locked ones greyed, the hide look first) and the Transmog button that spends Runes of Guise.
- Fixed: Path of Valheiman 5.0.5 and newer: its new equipment system took over the same inventory rows as this mod and drew a wooden frame over the crafting panel, so the window broke and items could get shuffled. Now one of the two owns the rows: by default this mod, with Path of Valheiman's equipment system switched off without touching its config (Settings → Mods → Path of Valheiman → Player inventory,
[Mods] PovEquipment). The switch applies the next time you enter a world; items from the other side's rows move into free cells and are kept, never dropped, when there is no room.
1.2.0
- Improved: Translations brought up to date with the current English text: outdated lines are cleared (they show in English until translated again), the Vietnamese language got its flag and the right name in the language list.
- Improved: Performance: fewer per-frame allocations: hotkey checks while you sneak or sprint, compass pin labels while the camera turns, the pickup feed, the map's merged-pin tooltip, the craft button label and the piece health hint.
- Improved: Game settings → Graphics: the page is split into Screen, Quality and Effects with gold section headers, in the Esc menu and in the main menu.
- Fixed: Main menu settings: the graphics quality rows (vegetation, shadows, SSAO and the rest) are sliders in the mod's style again; in the main menu they showed as a bare column of labels with a dot.
- New: Main menu: the remaining game windows are redrawn in the mod's style: New world (name, seed with a dice for a random one, the game's hint), World modifiers (difficulty presets, sliders with their value, switches, and a description of the setting under the pointer), Save management (Worlds / Characters tabs, saves with their backups, size, date and cloud mark, storage bar, Move / Remove / restore actions) and Add server. The world screen dims behind them; with a gamepad the game's windows stay.
- Fixed: Food slot, action slot and other mod keys again keep the game's own action on the same key from firing (X no longer makes the character sit when it eats from a food slot). Another mod (Jotunn) turned the blocked button back on after the block; the block now has the last word.
- New: Settings (F7): mods that use SeneaL API can show their own settings here: their keys appear in the Keys tab under the mod's name (with clash warnings), their switches, choices and sliders in the Mods tab under Through SeneaL API. Their pictures can use the mod's icon set.
- New: Dialogs of other mods through SeneaL API can have three buttons (for example Accept / Decline / Later) and centered text; the window lays the buttons out in one row, the first one gold.
- Fixed: Notices that other mods send through SeneaL API keep their colors in the notice capsules (only size tags are removed); the game's own messages look as before.
- New: Other mods can now take the look of this mod through SeneaL API (
Themes): its fonts, window, button, field, row and tab pictures and colors. SeneaL Party and Friends uses it, so its window and party HUD look like the rest of the interface. - New: Mod slots of SeneaL API: a mod picks the picture of its empty slot by the name of any Phosphor icon (
IconName = "flask"); all 1512 icons are built in, drawn in the mod's style, so mods ship nothing. Before, most mod slots showed the same spark. - New: Path of Valheiman 5: its extra trinket seats (from talents, including the hand seat) are drawn on the equipment doll as their own cells; the trinkets worn there leave the bag, a trinket dropped on a seat goes in, a click takes it off. Its own Trinkets panel is hidden while the mod draws the inventory.
- Fixed: Path of Valheiman 5: pieces of its Trinkets panel (the title and Adrenaline: 0) no longer peek in at the left screen edge when the inventory opens; the panel hangs on the game's own player panel, which this mod moves away.
- Fixed: Settings → Map: the Ore section is now called Ore and dungeons, since it also marks crypts, caves and mines.
- Fixed: VNEI: the item browser opens by VNEI's key (Alt+H by default) right away; before, it only reacted after it had been opened once from the tab.
- Fixed: VNEI: the All / Obtain / Use switch in the item browser highlights the chosen view; the list changed, but the highlight stayed on All.
- Fixed: Path of Valheiman: the inventory opened over the passive tree (to set jewels into tree sockets) comes alone, without the crafting panel, character tabs and the hint bar, so the tree stays visible.
- New: Settings (F7): the bottom line has a Discord link (the mod's community and help) and a Support the author link (DonationAlerts) side by side on the left, with pictures in the mod's brand style; Reset and Close moved to the right.
- Fixed: Path of Valheiman 5: item sockets show in the tooltip with their socket picture, empty ones in grey, and the line under the item name gives Path of Valheiman's own item type (Sword, Crossbow) instead of the plain category.
- Fixed: Valheim Enchantment System with Path of Valheiman: the Can be enchanted with line no longer leaves the scroll name as an extra stat row in item tooltips (Path of Valheiman recolours the scroll name, so it was not recognised).
- New: Main menu: the new character window is redrawn in the mod's style. Instead of arrows, every hairstyle and every beard is shown as a picture of your own character (with the chosen skin, hair color and the other half of the look); hovering a picture tries it on the big model, a click picks it. Body type, skin and hair color, the name and the buttons are in the same style, and Esc goes back. The barber chair in the world gets the same picture grid (its pictures come from a light copy of the character's look, not a second player), drawn above the HUD; HUD elements under it fade out while it is open. With a gamepad the game's windows stay.
- New: HUD editor → Interfaces: an Author field under the name sets your nickname for the by line of interfaces you save or export (it was always the character name); it is remembered, and an empty field still uses the character name.
- Fixed: Adventure Backpacks: crafting counts and uses the materials in the worn backpack again while crafting from chests is on (the mod's own chest counting skipped the backpack); order: inventory, backpack, nearby chests. Settings → Mods → Adventure Backpacks → Craft from the backpack (on by default) switches it off.
- Fixed: Fonts: when the mod's own fonts cannot be loaded, its windows use the game's normal font instead of the pixel font of the version label, and the log names the reason (file not written, not readable).
- Fixed: Mod slots of SeneaL API: an item with an equip time (VBParadox's ring, for example) put into a mod slot by right click no longer vanishes into an invisible cell where it could not be taken off while the slot stayed empty; such lost items are put back into their slot (or the bag) when the character loads.
- New: Search fields: a × button at the end clears the whole text.
- New: Map: Dungeons, caves and mines are marked automatically next to the ore (Settings → Map), with their own icon and a Dungeons filter chip.
- New: Map: names of overlapping pins are hidden so they no longer pile on each other (Settings → Map → Hide overlapping pin names).
- New: Path of Valheiman: with the health in ring style the energy shield is a blue arc inside the health ring instead of a separate box.
- New: HUD editor: Show the maximum switch for health, stamina, eitr and adrenaline (34 instead of 34 / 56); Settings → Inventory → Show the maximum carry weight does the same for the weight in the inventory.
- Fixed: Map: ore pins of the character's other worlds no longer appear in a new world; saved deposits now belong to the world they were found in (old data stays only where the map is already explored).
- Fixed: Crafting: the bow class line of Hunter Legacy (light, medium, heavy) shows in the crafting panel.
- Fixed: HUD editor: the attach setting of the chest, inventory and other windows is saved and survives a restart.
- Fixed: HUD: the text size setting can no longer make another mod's texts (UHD Edit status bar) grow endlessly.
- Fixed: Chests: the list of known chests is cleaned up while zones load, so it no longer grows when the chest rules are off.
- Fixed: Mod slots that wear an item straight from the bag (an AzuEPI slot of a mod without AzuEPI installed, for example the HipLantern slot): the worn item moves out of the bag into a hidden row of mod slots, like AzuEPI does, so it is no longer shown twice (in the slot and in the bag); taken off, it goes back to a free bag cell. Characters get one more hidden row; old saves are moved to the new layout on load, the equipment, food, action and pouch slots keep their items.
- New: Seasons (shudnal) and Seasonality (RustyMods) support: the current season shows as a row under the wind and the day in the time card, with the days (Seasons) or the time (Seasonality) left until the next season. Settings → Mods → Where the season shows: under the wind and day (default) or in the status effects, where Seasons now also shows the days left instead of the current day.
- Fixed: Crafting panel: a station tab of a mod the panel already supports itself (Valheim Recycle's Recycle, Balrond Runeforging's Improve, Jewelcrafting's Socket) is no longer shown a second time among the extra mod tabs.
- Fixed: HUD: the game's hide HUD key (Ctrl+F3) hides the whole HUD of the mod; the carried weight, the time and wind card and the status effects stayed on the screen.
- New: HUD editor: a lock button on the bar turns off the red edge guard, so elements can go right up to the screen edges. It warns first that this is not recommended and the layout is then your responsibility; the setting travels with saved interfaces and export codes, and importing such an interface asks before it is applied.
- Fixed: HUD editor → Interfaces: deleting a saved interface no longer scrolls the list back to the top; the list stays where it was for the confirm click and after the delete.
- New: HUD editor → Food: Show the time left switch and Gap to the time slider (0–40 px); the gap is kept at any turn of the element.
- New: HUD export codes are far shorter: a built-in interface is about 12 characters, a few moved elements about 50, a big personal layout under 200 (they were 300–1200). The code is packed by the mod's own format (only what differs from the defaults or from the closest built-in interface, typed values, a check sum against broken pastes); old SLUI1- codes still import. Elements added by other mods travel as a 5-character fingerprint of their name: a player without that mod simply skips them, everything else applies. A code made in a newer SeneaL UI says so (update the mod) instead of reading as broken.
- Fixed: HUD: turned food, guardian power and ability icons start their ring from the top of the screen; it started from the side the element was turned to.
- Fixed: HUD: When it runs out → Nothing on stamina and eitr also stops the red pulse of a nearly empty bar, so the bar really stays quiet; before, an empty bar kept pulsing red and the choice looked like it did nothing.
- Fixed: Settings (F7) and the mod list (F1) opened by their keys pause a single-player game like the Esc menu does, and the game goes on when they close.
- Fixed: Epic Loot bounties: the question after the abandon button is asked in the mod's own window (title, text, the bounty name, Yes / No) instead of Epic Loot's wooden one.
- Fixed: Production queue: while an item is being made, + / − / Max / reset of the quantity work again for the next item before it is queued; they stopped responding and only repeated clicks on the main button added more.
- Fixed: Main menu: REMOVE in the world selection asks in the mod's own window drawn above everything, so the question shows at once with any other menu mod; it could stay hidden under the world screen and pop up only after NEW was clicked.
- Fixed: Status effects: with timers sorted to the top or bottom, Path of Valheiman's condition effects (night armour, night runner and the like) count as lasting effects; they are kept on by a short timer that restarts forever, so they were sorted with real timers and showed a meaningless 1-2 s. Epic Loot cooldowns such as Forest's respite now sort below them.
- Fixed: Map: when a pin category is hidden with its filter chip, the numbered markers of merged pins of that category go away too; they stayed on the map with the count of the hidden pins.
- Fixed: Console: on Valheim builds without the newer cheat-check API (1.0.7 and older), every console command failed with a MissingMethodException in the mod's stacked-spawn patch, so devcommands, god, fly and the rest did not work; now the patch only looks at the spawn command and switches itself off there with one log line if the game lacks that API.
- New: HUD editor: frames of elements that overlap turn red when at least one of them was placed by hand, and the hint over such a frame names the other element.
- Fixed: HUD: an element with its own size no longer lands on its neighbours: the food and action rows of the hotbar, the quiver row, the compass, the time card under the minimap, the status effects and the other elements that sit next to another one in their default place follow the real size of that element (they used the size number without the global interface size, so an enlarged hotbar or minimap covered its neighbours). Elements you placed yourself stay where you put them.
- Fixed: HUD weight element: the number now follows every pickup and drop; it was redrawn only while you were overloaded.
- Fixed: Production queue: the progress bar of the item being made fills up as it is made; it stayed full the whole time.
- Fixed: VNEI window: item tooltips are drawn above the window, not under it.
- New: Mod slots of SeneaL API: a mod slot that wears an item now waits for the game's equip bar, like armor: the item's own equip time by default, or the time the mod sets (0 = instant); right click, hotbar key, gamepad and drag and drop in and out all wait, and a second use cancels.
- New: Mod slots of SeneaL API: a mod can put its slot on the equipment block instead of the Mod slots row; the block grows wider when the slots need more places, and slots that no longer fit on the screen stay in the row. Settings → Inventory → Mod slots: Where the mod asks (default), In the row below or On the equipment.
- Fixed: Mod slots of SeneaL API: dropping an item from a mod slot onto another item in the bag no longer puts that other item into the mod slot without asking the slot whether it fits.
- Fixed: Mod slots of SeneaL API: an item can be dragged out of a mod slot back into the bag (the game dropped the drag at once because the item was not in the bag or a chest), and the copy in the bag no longer stays marked as equipped.
- Fixed: Mod slots of SeneaL API: a right click, a hotbar key or the gamepad on an item that a mod's own slot (a ring slot, for example) accepts now puts it into that slot instead of the game's equipment slot; a ring of type Utility used to replace the belt. When the slot is full the items swap, and the old one goes to the cell the new one came from, also with a full bag.
- Fixed: Equipment effects: taking off one of two equal items (two rings in two ring slots, a charm, a cape in the cape slot, an item in a mod slot next to the same item in the game's slot) no longer removes the effect of the one still worn.
- Fixed: Mod slots of SeneaL API: an item that cannot be teleported (ore, metal) blocks the portal also when it lies in a mod slot.
- Changed: The global interface size is 80% by default (it was 100%); a config that still had exactly 100% is moved to 80% once, any other size you chose stays.
- Fixed: The warning about an outdated SeneaL API now really appears: the check compared the API version this mod was built with instead of the installed one.
- New: HUD editor → Interfaces: the built-in interfaces are rebuilt. Original is polished (rounded bars, a pill time and wind card, the carried weight under it, notification cards, plates behind creature names), and the old Minimal, Rings, Compact, Frost, Ember and Bottom bar are replaced by seven new looks inspired by other games: Saga (Skyrim), Ashen (Dark Souls / Elden Ring), Raid (World of Warcraft), Orbs (Diablo), Blocks (Minecraft), Survivor (Rust) and Wilds (Zelda: Breath of the Wild); every built-in interface sets the global size to 80%. Each row shows a one-line description and its author (by seneaL); interfaces you save or import keep the name of their author, and export codes carry it.
- New: HUD editor: the center indicators can be split (Separate indicators in their settings) into three elements of their own: Stealth, Stagger and Piece health, each moved, sized, styled, captioned and hidden on its own. Each one has Always show, and they stay attached to the crosshair at their usual place (Attach to → Crosshair (default place)) until you put them elsewhere; turning Separate indicators off puts them back together.
- Fixed: Settings: the new tag no longer lands on the text of a long setting name.
- New: VNEI support (item and recipe browser): the mod draws its own item browser window in its style instead of VNEI's crafting tab: an Index tab in the character tabs and in the crafting window (or VNEI's open key) opens it, and VNEI's own recipe calls open it too; search with VNEI's syntax (@mod, #type, ^ingredient, -exclude), type filters, favorites, a grid of every item the game and mods know, and for the chosen item its recipes (obtained / used, filtered by station), with history back and forward, tooltips, and spawning on a right click where cheating is allowed. The recipe key of VNEI (R by default) works over the tooltips of this mod's inventory, chests, crafting list and ingredient chips. [Mods] VNEI = false returns VNEI's own tab.
- Improved: Smelter and kiln windows: only the materials you have already found are listed; Settings → Automation → Show materials not found yet (off by default) lists everything the station can take.
- New: Build panel: the comfort a piece gives is shown under its description (Comfort +5 · Chair), also for the piece you point at in the build menu.
- New: Tooltips of Epic Loot and Path of Valheiman items: hold Shift (or press the stick) to see the extra details those mods add (effect value ranges and so on); a Shift hint sits in the tooltip footer.
- New: Settings → Crafting: when the chest range you set is above what the server allows, the value says server limit so it is clear why the slider stops there.
- Fixed: Main menu: REMOVE in the world selection now shows its confirmation: the question was drawn under the mod's screen, so the button seemed to do nothing and the question popped up later, when another button was pressed.
- Fixed: Tooltips: texts that change while the tooltip is open (the time left of a weapon oil, for example) refresh every second instead of staying frozen until you move the cursor away and back.
- Fixed: Path of Valheiman: with its From Nearby Chests talent the requirement chips and the tooltip count the materials in the chests it reaches (inside its own radius) instead of showing 0 while the crafting still worked.
- Fixed: Epic Loot bounties: the Abandon (trash) button works: it did not take clicks at all (the click went through it to the window), so its confirmation question never opened; the question also opens on top of the mod's window.
- New: HUD: a carried weight element (off by default): capsule, bar, ring or plain text look, readout as carried / max, carried only, percent or nothing, optional icon, warning colors near the limit. Turn it on in Settings → HUD or the HUD editor; it takes the editor's size, color, opacity, caption, idle hide and attach settings.
- New: Esc menu → mod settings: the game stays paused while the settings are open, and goes on when they close.
- Fixed: Tooltips: a line another mod glues to the Valheim Enchantment System status (for example a required skill level) is kept, only the status itself is dropped; the line was lost on items that could still be enchanted.
- New: Chest and key hints windows in the HUD editor are customizable like the rest: size, opacity, panel color and background, attach; the key hints can be hidden and drawn with plain text instead of keycaps.
- Fixed: Chest with the crafting panel option: a chest you placed yourself no longer shrinks the inventory, and a chest that is not placed keeps room for itself while it opens instead of pushing the crafting panel aside.
- New: HUD editor, Tab mode: the chest has a frame at once (no need to right-click another element and pick it from the list), and the key hints under the inventory are a window of their own that you can move.
- New: Chest: the new option «Open the crafting panel and tabs together with a chest» (HUD editor → Tab → Chest, or Settings → Windows) keeps the crafting panel and character tabs open and puts the chest to the left of them.
- Fixed: HUD editor: the Tab mode hides every HUD element and the HUD mode shows no Tab windows. A right click in the Tab mode now hides the other windows, as it does for HUD elements.
- New: AzuCraftyBoxes support: the crafting and building panels count the materials it can pull from nearby chests (its own range and container rules), so a recipe you can make is no longer shown as missing, also on servers without SeneaL UI. The mod's own crafting and building from chests steps aside while AzuCraftyBoxes is installed, so only one of them takes from chests.
- New: Server rules for the SeneaL Recycle add-on (F7 → Server, [Server] AllowRecycle, MaxRecycleRate, RecycleOwnStationOnly, AllowRecycleUnknownRecipes): until now every player set the share of materials that comes back (up to 100%), where and what can be recycled for themselves. Without the server's say-so (no mod on the server, or a build the server rejects) the add-on's recycling is off, like the radar.
- New: Server rules for the compass strip and for the time and wind card ([Server] AllowCompass, AllowClock), both allowed by default.
- Fixed: HUD export codes now carry the global interface scale and transparency and the minimap shape, animation, coordinates, cone, hiding and the real clock: these entries pointed at old setting names and never got into the code.
- Fixed: Epic Loot enchanting table: items in locked cells are kept out of sacrifice (and the other table lists) the same way as hotbar items.
- Improved: Main menu → Menu look: the "Other mods in the main menu" switch is there too, not only in the settings.
- Changed: Crafting queue: the separate "Add to queue" button is gone. With Settings → Crafting → Production queue on (the default), Craft puts the item (×N) in the queue under it and the queue starts at once; while an item is being made you can pick another one and press Craft again, it goes next. The queue row under the button shows what is being made now with a progress line, then what waits; a click on an icon takes one off, pause and clear sit at the right. The row keeps its place while the queue is empty, so the Craft button never jumps. With the setting off Craft works as in vanilla (it cancels while crafting).
- New: Crafting window: a grid view of the recipes. The two buttons next to the recipe search (or Settings → Crafting → Recipe view) switch between the list with names and a grid of icons, four columns by hand and five at a station; the name and what is missing show in the tooltip, the groups (ready, missing, not learned, pinned) stay as headings, right click pins a recipe, the categories, search and details work as in the list.
- New: Passive Powers (Smoothbrain) support: every selected boss power (up to seven) is shown in the Guardian power element in the mod's style, each with its own key from the Passive Powers settings, the shared cooldown and the time left; the abilities move along after them. The vanilla power panel stays hidden, and the PassivePowers SeneaL UI bridge is switched off because the mod draws the powers itself. The whole row is moved and sized in the HUD editor as the Guardian power element.
- Fixed: Ore markers: a deposit you had mined no longer jumped back to 100% when you went far away. Its share is now kept with the marker (also over a relog) and only read again when you are close enough for the game to load the deposit.
- Fixed: Crafting: with debug mode (no cost) on, the repair button now shows in the crafting window without a station too, on the right above the line of the Craft / Upgrade tabs.
- Changed: Settings → Add-ons lists only the mod's own add-ons (SeneaL Radar, SeneaL Recycle).
- New: HUD editor: the ship controls and the wind indicator are two elements now. The ship controls follow the ship's helm by default, as in vanilla (Attach to → Ship helm), and keep the offset you drag them to; pick Nothing to put them anywhere on the screen. The wind moves on its own, and with the mod's wind switched off the vanilla wind indicator comes back alone.
- Fixed: Moving the ship element in the HUD editor no longer sent the wind indicator off the screen.
- Fixed: HUD editor: the crosshair no longer has a Text size setting; its size is set with the size handles.
- Fixed: Game settings: languages made of mod names (Artisan_Mastery, Hunter_Legacy, Magic_Supremacy: their translation files are taken for languages) are skipped by the language arrows.
- Fixed: Tooltips: a line with a '<' that is not a formatting tag (an Epic Loot effect like "Dodge +14% (Health <30%)") was cut at the '<', and Path of Valheiman then showed the whole line a second time under Item features.
- Fixed: Thai, Hindi, Chinese, Japanese, Korean, Georgian and other game languages that the mod's font does not cover showed squares in the mod's windows (crafting, tooltips, the game settings): the mod's fonts took the pixel font of the main menu version label as their only fallback, which has none of the game's Noto fonts behind it. They now fall back to the game's body font with all its language fonts.
- Fixed: XPortal: the destination list of its portal window (and other Jotunn drop-down lists) is drawn in the mod's style instead of grey.
- New: XPortal support: the map's portal link line follows the destination chosen in XPortal (portals can have different names and no shared tag); hovering a portal also lines up the portals that lead to it. Portals with the same name no longer break the line.
- Fixed: XPortal: its portal window no longer gets a second, empty Name window drawn over it (through SeneaL API).
- New: Path of Valheiman: Settings → Supported mods → Sorting opens with 'Tidy pack' too (
[Mods] PovSortTalent, off by default): with Conveniences open with its talents on, the inventory sort buttons and keys also wait for the 'Tidy pack' talent, as in Path of Valheiman; chest sorting stays free. - Fixed: Texts of other mods with colour and other formatting tags (for example an enchanted Epic Loot item in the top-left New item notice) no longer show the raw <color=…> code: every text of the mod now reads such tags instead of printing them.
- Fixed: Path of Valheiman: its 'Tidy pack' talent no longer adds its own bag buttons and sort next to the mod's inventory, where they ignored locked cells, quick slots and the mod's extra rows. Its keys (L and K by default) run the mod's quick stack into nearby chests and the mod's sort instead, while the talent is taken; with Settings → Supported mods → Conveniences open with its talents on, the mod's quick stack and restock open with this talent.
- New: Path of Valheiman: the monolith guardian bar (top of the screen, over the compass) can be moved and resized in the HUD editor; once placed it keeps its spot instead of sliding back under the compass. If Path of Valheiman registers it through SeneaL API itself, its own element is used instead.
- New: Other players' bars in the mod's style, apart from creature bars: the same bar as creatures in its own colours, a player mark before the name and no gold rules (Settings → HUD → Player bars in the mod's style; off = vanilla bars); red with crossed swords when that player has PvP on, blue when it is off (Settings → HUD → Player colours by PvP; off = the game's red for an enemy, green otherwise).
- Fixed: Map: pins with the ore, chest, danger and ship icons are no longer counted as Dots: ore pins join the Ore filter, ship pins the Vehicles filter, chests and danger have their own filters.
- Fixed: Radar: the Bog Witch and other traders without a name in their data show their name in the tooltip; creature stars are written as a number (the star glyph is missing from the font).
- New: Path of Valheiman: enemy health bars are drawn by the mod instead of Path of Valheiman's own bar, its ailment rings stay (Settings → Supported mods → Enemy health bars).
- Fixed: Enemy bars: the rarity modifier icons of Path of Valheiman sit in their own centred row under the stars instead of over the bar; Star Level System's own star objects created after the bar are hidden too.
- Fixed: Console: no more HarmonyX warnings about missing Epic Loot fields, and no missing-glyph warnings (★, ▾, ▴ in texts are replaced by characters the mod's font has; the ‣ of Epic Loot set bonus and resistance lines draws as ›, the clock before the Epic Loot trader refresh timer is gone). Each such warning cost the game a log write with a stack trace, hundreds of them while an Epic Loot tooltip was open.
- Improved: Settings: every unavailable row now says why in its tooltip (for example "Turn on 'The mod's recycling' first", "Recycle N Reclaim does the recycling", or the server rule); rows nested under a switch name that switch. An unavailable switch is drawn grey instead of green.
- New: New add-on SeneaL Recycle (like SeneaL Radar): a Recycle tab at crafting stations takes a crafted item apart into part of its materials (50% by default, every quality level counted, only at the station it is crafted at); its settings are in F7 → Add-ons. Without the add-on the Recycle tab still shows Valheim Recycle or Recycle N Reclaim.
- New: Recycle N Reclaim support: its reclaiming shows in the mod's Recycle tab with what each item gives back and why others cannot be recycled; its own rules, exclusions and undo stay in force; F7 → Supported mods sets how much comes back.
- Fixed: Status effects: effects with one name and icon (Path of Valheiman talents taken in different parts of the tree) are stacked into one row with their values added.
- Fixed: Hover timers (cooking station, smelters, beehive and the like): a box was drawn between the number and its unit (23□s); the space there was a narrow no-break space that the mod's font does not have.
- Fixed: Path of Valheiman: the level and points badges jumped between their own spot and the one set in the HUD editor, and sometimes went back after a relog: Path of Valheiman puts them back to its spot four times a second to dodge the status effects. That is now off while the badges are placed in the editor or the editor is open.
- Fixed: HUD export code: the code had '_' characters, and Discord turns text between two of them into italics and drops them, so a code sent through Discord no longer imported. New codes use '.' instead; old codes still import.
- New: Main menu layout (Settings → General): Center (the menu under the logo), Left (a column on the left like the Esc menu) or Vanilla (the game's own main menu). It can also be changed right in the main menu with the new Menu look entry (a small window with the layout and a switch for the big game logo), even from the vanilla menu. The Left layout hides the game logo and draws a short gold rule above the menu, like the Esc menu, and the start / join window moves to the left too. With the logo off the Center layout can move the menu up to the middle of the screen. With the Vanilla layout nothing in the main menu is restyled: the game's windows, Jotunn windows and dialogs stay vanilla, and Menu look asks in a vanilla window. The settings window opened from the main menu follows it: Left keeps the Esc look, Center puts the tabs in a row on top and the page in the middle.
- Fixed: Main menu: button labels with colour tags of other mods (for example BetterV) were shown as raw text; Start game always stays the first, large row.
- Fixed: Credits: headings are gold and names are light, so they no longer merge.
- New: Main menu: buttons and the game logo that other mods add (Path of Valheiman) can be hidden (Settings → General → Other mods in the main menu).
- Fixed: Bars: health and stamina with the same settings look the same: the same inner padding, rounding, inner shadow and colour gradient, which now follow the bar's rotation.
- Fixed: Bars: a stamina, eitr or adrenaline bar that grows with its maximum grows in its fill direction instead of to both sides.
- Fixed: Bars: a bar shape now follows a thickness change, so a bar no longer keeps the corners of its old thickness.
- Fixed: Path of Valheiman rune shield is rounded like a capsule in the Capsule bar shape.
- Fixed: HUD editor: corner handles of the selected element could not be grabbed after the element was moved or its settings opened; the element's frame covered them.
- Fixed: HUD editor: the settings panel no longer opens over the selected element (it covered the health bar).
- Fixed: Item tooltip: Epic Loot magic effects were listed twice when Path of Valheiman is installed; the Item affixes block skips lines the tooltip already shows.
- Fixed: Main menu: the Cinematics screen was empty; Cinematics, Credits and Settings opened from the main menu now use the mod's style and fonts (the cinematics are listed like the menu, locked ones dimmed).
- New: Main menu: buttons that other mods add to the menu are signed with the mod's name under them, and the mod has its own Discord button.
- New: Rarity gradient on item cells has its own strength and height sliders (Settings → General).
- New: Crafting stations: tabs that other mods add (for example Path of Valheiman Salvage) appear in the mod's tab row and open that mod's window, restyled in the mod's style; the restyle can be turned off (Mod style for other mods' tabs).
- New: Path of Valheiman: its effects strip and any other HUD widget it adds can be moved and resized in the HUD editor.
- New: The settings window also opens with the vanilla interface: from F7 or Esc → SeneaL UI Settings.
- New: Chat in the mod's style can be switched off to get the vanilla chat window back.
- Fixed: Crafting: big freezes when opening the inventory or a station with Path of Valheiman, worst with nocost. Its crafting category grid rebuilt every recipe on each panel update (90-150 ms); it is paused while the mod's own crafting panel is open (now 1-2 ms), and the panel is no longer refreshed again and again while the current station flickers.
- Fixed: Crafting: a broken recipe of another mod no longer breaks the recipe list.
- New: Bars: health, stamina, eitr and adrenaline bars have a shape (soft, capsule, sharp, medium) in the HUD editor, so the corners match across bars; the value text on a bar is larger, has a darker edge and can sit at the start, middle or end of the bar.
- New: Health bar: with Length by capacity on, the bar now shrinks as food burns, like in the vanilla game; the empty hatched space of burnt food is an option (Empty bar space for burnt food).
- New: Path of Valheiman rune shield is drawn inside the health bar with the width and rounding of its fill; with the value text on the bar the shield is written after it (185 / 312 +40) instead of a separate block.
- New: The key cap of the guardian power and of the abilities can be switched off in the HUD editor.
- New: The action bar (changing equipment and other timed actions) is its own HUD element and no longer tied to the stamina bar.
- New: HUD text edge: Settings → HUD → HUD text edge (as designed, shadow, outline) with a strength slider for better legibility.
- New: Tab windows (inventory, crafting, character tabs, chest) have a Color tab in the HUD editor: panel color and background; every element also has Panel transparency of its own. An element with its own size or transparency ignores the global ones, and the editor says so.
- New: Text size is available for every HUD element in the editor, not only the minimap and the time card.
- New: The settings Overview opens with a wide Interface editor card and a large Open button.
- New: HUD editor: the tabs of an element no longer stick together: with more than four they go in two rows.
- New: Path of Valheiman: its level and points badges and its task panel are editable HUD elements (position, size, opacity, hide, attach) through SeneaL API; the item tooltip shows the item affixes of Path of Valheiman.
- New: HUD export code is short: it holds only the settings that differ from the defaults.
- Fixed: Config: about 400 unused per-element keys in the [Layout] section (for example Readout for the hotbar or Caption for windows) are no longer written and are removed from the file at start (a .layout.bak copy is kept).
- Fixed: Slot tooltips name the mod that added the slot and who runs it (AzuEPI, SeneaL API); the Finger slot of AzuEPI is hidden when Jewelcrafting is not installed.
- Fixed: Fewer per-frame allocations (inventory footer, Path of Valheiman food and shield checks), so the garbage collector runs less often.
- New: Epic Loot: its welcome window (the overhaul choice and the outdated config prompt in the main menu) is drawn in the mod's style: dark panel, mod buttons, readable text.
- New: Settings redesign. F7 opens on an Overview of the main features as cards with a switch, a description and a Configure link to the page of the feature. Pages now follow what you do: Inventory, Chests and storage (crafting and building from chests, quick stack), Automation (autosmelters, area pickup), Crafting and building. Most rows have a short description under the title, the slots from other mods (backpack, quiver, rings, necklace) are also in Inventory, and settings that depend on a switch sit under it, indented, and grey out while it is off. The config sections follow the same layout ([Interface], [Chests], [Automation], [Map] and others); your values are carried over by the new config conversion, and the config table in the README shows the new names.
- New: Settings are versioned. The config file now stores the mod version, and when it differs from the installed one the mod converts the file at start: renamed settings keep your values, merged ones are combined, obsolete ones are removed, the old file is saved next to it as a .bak, and the main menu tells you what was done. A table of old and new names is kept for every version.
- Fixed: Autosmelters: the three smelter switches (automatic top-up, ore from chests, fuel from chests) are now one option, Autosmelters, with automatic top-up as its sub-option. Switching a fuel on in the station window was never saved, so a fire, torch or ice forge could not be set to refill (fixed), and switching a material on in the window now turns the option on too.
- New: HUD editor: the hover card (the name and keys of what you look at, with the chest preview under it) is now its own element, separate from the crosshair: you can move, resize, turn and recolor it alone, and the editor shows a sample card while it is selected. Previously it followed the crosshair, including its size and opacity.
- Fixed: Smelter window: switching a material on now also turns on the options it needs (automatic top-up and feeding or refuelling from chests), so it no longer does nothing while they are off in the settings. The hover card is hidden while this window is open.
- Fixed: HUD editor: opening it from settings that were opened over the inventory or from the game menu left the inventory or the menu on the screen. They now close when the editor opens.
- Fixed: The hover card with the chest preview no longer turns with the crosshair: it stays upright next to it. On other turned elements the captions and numbers no longer fly away from their cells and return to their places when the turn is reset (the stack count of a slot kept drifting).
- New: Sorting in the Join menu: click the Name, Modifiers, Version or Players header above the server list to sort (click again to reverse, a third time to go back to the original order). Servers that are offline stay at the bottom when sorting by version or players. Server names are cleaned of formatting tags such as <color> and and of stray spaces, and the name sort ignores leading quotes and brackets.
- Fixed: Join menu: the game stuttered while the server list filled up (hundreds of servers arriving over time). The list now draws only the visible rows and no longer creates a game element for every server.
- New: HUD editor, first step: the F7 settings window has a Layout section on the HUD tab with an Edit HUD layout button. It opens the editor mode: the settings close, the screen is dimmed, the area elements may not enter (the margin around the screen) is marked, the cursor is freed, the character and camera stop reacting to the keys and the mouse, and a bar at the top shows Done. Esc or Done leaves the mode. The minimap is the first editable element: drag it anywhere inside the margin, resize it by the corner handles, switch Round / Square, pick the animation (Iris, Fade or a new Slide to the nearest screen edge), show or hide it, hide it when the character stands still for a chosen 2-60 seconds or when you are away (no key, mouse or gamepad input) for 5-300 seconds, and reset it; holding Shift while dragging snaps it to the screen center lines, the margins and the edges and centers of other HUD elements. While the minimap is moved, the right column of effects and the compass no longer make room for it. The time and wind card is no longer part of the minimap: it is its own element (Time and wind) with the same options, and it hides when the wind and the day phase stay the same. The editor panel is docked at the screen edge, slides smoothly to another place when an element would cover it, and has tabs (Look, Content, Behavior, Attach): every element has an opacity slider and a background slider (0 = only the text and the icons) next to its size, the slots of the hotbar, the food slots, the quick slots and the quiver can be rounded, round or sharp, the crosshair can be the default, a dot, a cross, a ring or brackets, the time and wind card can be a card or a single-line strip, the compass can be a pill, floating without a panel, a line or letters only, the boss cards can be ornate, clean or slim, the build panel classic or glass, the key hints keycaps or plain text, the pickup pill a pill or a card (and the banner without ornaments), the status list normal or compact, the cheat indicator a pill or a card, and the food, guardian power and ability icons round, rounded or sharp squares, every element has a panel color and (for the bars, rings, minimap, crosshair and the time and wind card) an accent color chosen from presets or with hue, saturation and brightness bars, the minimap has two more shapes (Soft and Sharp), stamina, eitr and adrenaline have a Slim look, elements can also hide with a Pop or a short Drift animation; the editor got arrow-key nudging (Shift = 10 px), Ctrl+Z / Ctrl+Y for moves and resizes, and name tags on the frames, and the text size of the minimap and of the card can be set separately from the element size; the card shows only what you choose (wind row with its arrow, caption and strength bars, the day number, the in-game time, the sun and moon icon, and your computer's real date and time with the calendar icon), with the text aligned to the sides or centered; the minimap can show its coordinates. An element can be attached to another one: it keeps its offset and moves with it, so several elements attached to one make a group. Health (with food and guardian power), stamina, eitr, adrenaline and notifications are editable too: the stamina, eitr and adrenaline bars are separate elements now (each with its own on / vanilla / hidden switch in F7), and in the editor the bars are always shown with demo values so they can be placed even when full or when the character has no eitr or adrenaline. A drop-down list with a search field at the top of the panel selects any element, including hidden ones (so a hidden element can always be shown again) and the ones that need a mod that is not installed, which are marked with the mod's name; a repeated click where frames overlap switches to the element under the selected one. The rest of the HUD is editable too: hotbar with its tasks, crosshair with the hover text, key hints, build panel, center indicators, compass, boss panel, cheat indicator and ship controls (the enemy health bars follow the enemies, so they stay where they are); the hotbar is split into separate elements: the eight slots, the food slots, the action (quick) slots and the quiver arrows (with a worn quiver), each with its own empty-cell hiding, auto-hide, opacity and the rest; an element can be attached to the side of another one (right, left, below or above, aligned to the start, center or end, with a gap) and then follows when that element changes size, for example when empty slots close up; the health bars above creatures have their own entry with a demo plate in the middle of the screen while it is selected (size, name size, opacity, plate, panel and accent colors, names, health numbers, stars; the bars themselves stay above the creatures); the health, stamina, eitr and adrenaline bars can write their value as a badge, as value / max or percent on the bar or not at all, hide their marks every 25 units and be forced to a fixed length (ideas from Project Auga); every element can carry a caption (above, below, left or right of it, in a text, title, bold or tag style and any color) and can grow from its center, so a bar of cells that hides its empty ones stays centered; the HUD editor has an Interfaces menu: seven built-in looks (Original, Minimal, Rings, Compact, Frost, Ember and a Bottom bar layout), saving your own interfaces by name, switching between them on the fly, Export (copies a code to the clipboard), Import (reads a code from the clipboard and saves it) and an Undo for the last switch; saved interfaces are plain files in BepInEx/config/SeneaL-UI/profiles that can be shared; the elements stacked under each other (compass, boss panel, cheat indicator, statuses, hotbar tasks) stop making room for an element that was moved away. Health, food, guardian power and abilities are separate elements now (the food, power and abilities follow the mod's health only while the health is in the mod's style), the status effects are an element with their icons, timers and split options, and health, stamina, eitr and adrenaline have a second look, a Ring with the value in the middle
- New: SeneaL API, a separate mod that this one now needs: other mods can show notices, ask the player a question and register their own HUD elements through it, and the game's own messages and windows (the unlock and biome banners, the questions before deleting a world, a character or a server, the text of a sign, and every mod that calls them) now come to this mod and look like the rest of the interface. The confirm, warning and text windows are new windows of the mod: they open in the main menu too, Enter and Esc work, a controller works, and the text window checks what is typed. The HUD elements of other mods that register with the API appear in the HUD editor like the mod's own: drag, resize, opacity, hide, auto-hide, animation and attach to other elements, all saved in the profiles.
- New: Mod slots: other mods can add their own inventory slots through SeneaL API, and they appear in a Mod slots row under the equipment, with the mod's name and a hint in the tooltip of an empty one. A slot only takes the items its mod allows, can hold the item (Stored) or wear it (Worn: the item counts as equipped, its status effect and effects are applied), is shown or hidden by its mod, and is kept in the character: it survives logging out, a mod being removed (the item goes back to the inventory) and death (the items go into the grave). Up to 16 slots are shown, the row grows by lines, and the main inventory grid, its saves and its rows are not touched.
- New: HUD editor smart spacing: dragging an element now snaps by itself (hold Ctrl to move freely) to the edges and centers of the others and to equal gaps: to the same gap that already exists between two other elements, and to the middle between two elements. The gaps that are equal are drawn as lines with their size in pixels, and the distance to the nearest neighbours is shown while you drag.
- New: The main menu is redrawn in the mod's style: a clean list without a box in the same place as the original one: a large gold Start game and spaced text entries for cinematics, settings, credits and quit, with a gold line that grows under the entry you point at and a soft shade behind (and the buttons other mods add), the changelog, license and Player.log links under it, the game logo stays. With a gamepad the original menu is shown. It can be switched off in the elements list (Main menu).
- New: Character selection is redrawn in the same style as the main menu: the character's name in large gold letters with arrows beside it and the save location under it, and under them the same text list (a gold Start, then new, delete, manage saves and back; the buttons other mods add come along); with a gamepad the original screen is shown.
- New: World selection is redrawn in the same style as the main menu: Start game and Join tabs, the list of worlds (name, modifiers, seed and where it is saved) with the chosen world marked in gold, the actions (New, Delete, Manage saves, World modifiers, Back) as a text row, the server switches, the password field and a gold Start; the Join tab has the same look (server lists, filter, favorites controls, Add server, Join) and the world dialogs keep the game's layout but take the mod's panels and buttons. With a gamepad the original screen is shown.
- New: Windows of other mods built with Jotunn (most mod settings windows, such as the StarLevelSystem Mod Config button and its pages) take the mod's look automatically: dark panels instead of wood, the mod's buttons with a hover state, its checkboxes and text fields.
- New: Slots that other mods add through Azumatt's AzuEPI show up in free places next to the equipment doll, and in the Mod slots row once the doll is full or the slot is not equipment (through SeneaL API 1.0.0 or newer, contract 2): the cell shows the item the game has equipped for that slot, dropping an item on it equips it, a click unequips it, the tooltip names the mod that added the slot and AzuEPI. AzuEPI keeps deciding what fits. Slots the equipment area already shows (quiver, wishbone, wisplight, neck, finger, backpack) are left out (more names in the config Mods / AzuEPINativeSlots). Mods that carry AzuEPI's API stub inside their own dll (it does nothing) are handled by a small patcher in SeneaL API that loads before the plugins: their AddSlot goes to AzuEPI if it is installed or to SeneaL API directly, except for mods this one already supports itself (Jewelcrafting, BowsBeforeHoes, BetterArchery, AdventureBackpacks, EpicLoot); Hunter Legacy's quiver and Magic Supremacy's tome get their own cell next to the doll this way.
- New: When you give the inventory to AzuEPI (F7 → Mods → AzuEPI), AzuEPI runs the slots, rows and quick slots while this mod still draws the inventory, chest, crafting and tab panels: the equipment doll shows AzuEPI's cells (armor, cape, quiver, utility, neck, finger, trinket), its quick slots appear as food slots, its other slots go into the Mod slots row, and a drop on a cell equips while dragging out takes off. AzuEPI's own windows are off and the slots it mirrors from other mods are not doubled. The HUD food slots and their keys use AzuEPI's quick slots, sorting, the gamepad and tooltips work on its cells, slots other mods add to AzuEPI get a cell next to the equipment doll (in the Mod slots row once the doll is full), and the right mouse button takes an item out of such a slot.
- New: Hotbar, food, action and quiver slots can be laid out as a row or a column in the HUD editor (Look tab, Layout), and in reverse order; the rows that sit under the hotbar make room for a column. Key labels under turned slots stay flat inside their plates and next to the slot instead of on top of it.
- New: Any HUD element can be rotated in the HUD editor (Look tab: 0 / 90 / 180 / -90 degrees or any angle with the slider); panels turn with it while texts and item icons stay upright and readable, the frame and the attach edges follow the turned box. The "Attach to" setting is now a drop-down list with a search field instead of a long row of chips.
- New: Tab windows in the HUD editor, first step: the inventory window, the side window (character tabs), crafting and the chest are now separate elements of the editor (the chest has a frame even when no chest is open). Pick one in the element list (the inventory opens by itself), drag it anywhere inside the screen margin, change its size, attach it to another element or window (the side window to the right of the inventory, for example) and reset it. A chest docked under the inventory follows the inventory. The editor has two separate modes, HUD and Tab, switched at the top: in the Tab mode only the windows can be edited and the inventory stays open, in the HUD mode only the HUD. The editor bar is compact now: it moves to the screen edge where it covers the fewest elements, can be dragged by its empty area, slides out of the way while you drag an element, and shows its key hints only on hover.
- New: HUD editor: the settings of an element open with a right click on it; the other elements hide while you set it up (the Others button in the bar shows them again), and the cross in the panel, a right click on empty space or Esc closes it.
- New: HUD editor: a grid (Grid button in the bar, cell size in [HUD] EditorGrid) that elements snap to, and a preview without the editor frames (Preview button, or hold V) that shows the HUD as it will look after saving.
- New: HUD editor: bars whose length follows the maximum (health, stamina, eitr) get Min length, Max length and Longest at value, for example stamina 150 px with no food that grows to 350 px at 200 stamina.
- New: Time and wind: a Shape choice for the card (rounded, pill like the compass, sharp).
- New: HUD with Tab open: only the HUD elements that the open windows (inventory, crafting, character tabs, chest) cover fade out, smoothly, and the rest stay; F7 → Windows → Hide the whole HUD while Tab is open ([HUD] HideAllOnTab, also in the HUD editor on the Tab side) hides all of it instead.
- New: HUD editor: sliders take an exact value: click the number and type it. Bars got a thickness setting, a fill direction (right, left, up, down) and more ways to grow when their length changes (right, left, up, down, from the center); health can show its value or percent on the bar like the other bars.
- New: HUD editor: a Show a sample switch for the ship controls, the build panel, the boss bars and the notices, so they can be placed without sailing, building or fighting; hovering a frame tells what the element is.
- New: HUD editor: the hotbar can hide its slot numbers and the quiver row its keys; stamina and eitr can choose what happens when they run out (shake and flash, flash only, nothing).
- Fixed: leaving the world and coming back with an element attached to another one (food to health, for example) could stop the whole HUD from building: the element read the position of a frame of the previous world.
- Fixed: the HUD editor panel could be taller than the screen on an element with many options (its top went off the screen); it now keeps to the screen height and its options scroll with the mouse wheel; the caption options moved to their own Caption tab (the placement mode went to Attach), so the Look tab is much shorter, and the colors got their own Color tab. Elements that come from another mod (Abilities, Quiver) are marked with the mod's name in the element list and with mod in the attach list, and are not offered at all when that mod is not installed.
- Fixed: HUD editor: on the Tab side the settings panel no longer covers the HUD/Tab switch, so you can go back to the HUD; while an element is dragged the panel fades and lets it through; long element names fit the panel title, the name tags of the frames stay on screen, and option buttons longer than the panel wrap inside it.
- Fixed: HUD editor: elements can be moved and resized right up to the screen edge (the red zone is now a guide that the element snaps to, as it does to the screen edge), so the minimap and the compass go back to their corner after a move; resizing an element that started outside the zone no longer jumps or gets stuck.
- Fixed: Health: the number badge stays upright and inside its frame when the bar is turned.
- Fixed: Food, Forsaken power and abilities: the Rounded and Round shapes were swapped.
- Fixed: Round hotbar: the slot numbers are larger and sit on a small disc, so they read on the circle.
- Fixed: Character tabs: they have their own size now; the inventory size no longer changes them, the crafting panel sits right under them at any tab size, and small tabs show only their icons.
- Fixed: Stamina and eitr: Hide when full now decides whether the full bar goes away (on by default, after 2 s); before, the bar always hid.
- Fixed: Gamepad: the quiver grid and the mod slot grid no longer react to A and LT+A on their own, so splitting a stack takes the focused item, not a stack of arrows.
- Fixed: HUD editor: the hint above the bar no longer covers it, the build number of test builds hides while the editor is open, and settings with many choices (growth direction, side) wrap onto a second line instead of running into each other.
- Fixed: Layout codes: importing a code kept only its first 900 settings, so a full code lost the status effects, the time and wind card, every element size and the time and wind options; the whole code is applied now.
- Fixed: Crosshair: moving, resizing, turning and the opacity in the HUD editor now apply to the crosshair itself (before only its style and color did).
- Fixed: Center indicators: the stagger bar sits in the middle under the stealth bar instead of 128 px to the right of the character.
- Fixed: Ring look of health, stamina, eitr and adrenaline: the value text works on the ring (number, value / max, percent or nothing); the options that only change a bar (fill direction, length, thickness, marks) are greyed out on a ring, and adrenaline no longer offers When out.
- Fixed: Stamina, eitr and adrenaline: the Slim style is merged into Bar, since it only differed by thickness and lost the value text; a Slim bar turns into a Bar with the same thickness and no text, and a bar with no text is now only as tall as its thickness.
- Fixed: Time and wind: the card no longer changes width as the time ticks, and the calendar icon shows even with the date off.
- Fixed: Food: the timers stay over their icons when the food row is turned.
- Fixed: HUD editor: elements can no longer be dragged or scaled into the red zone again; each element may still go back to its own default place, so the minimap returns to its corner.
- Fixed: Hover caption: after visiting the main menu its background was drawn with half-size corners, so it got wide margins and ran into the chest preview below; the mod's panels are drawn at the right scale again.
- Fixed: HUD editor: the frames of the minimap, the compass, the boss bars, the key hints and other panels hug what is drawn instead of the room left for the drop shadow (up to 30 px on each side), so they can sit right in a corner; elements from other mods name their mod on the frame tag (Abilities · Magic Supremacy).
- Fixed: Food: turned food timers sit exactly over their icons (they were still shifted to one side).
- Fixed: Main menu: it no longer shows on the black screen before the game's own menu fades in, it hides at once when you go to character selection, the original buttons no longer flash for a moment when you come back with Esc, the Merch store link is in the mod's footer, and the long modded game notice is a short Modded game note next to the version.
- Fixed: Rarity shade and rarity outline of slots follow the slot shape (round, rounded or sharp) instead of always being a rounded square.
- Fixed: Message windows in the main menu (for example the world modifiers warning) are tall enough for their text again, so the button no longer sits on it.
- Fixed: Main menu: the changelog and license windows from the game are now in the mod's look (dark panel, gold headings, the mod's buttons and scroll bars), the changelog has a Close button and closes with Esc, and the mod's menu hides while the license is open. The same restyling is available to any window the game opens this way.
- Improved: Main menu: the first opening of the game's windows (changelog, license, world list) no longer stalls as long: the game's fonts and the heavy text windows are prepared in the background while the logo plays, and the game's menu code is compiled ahead on a worker thread. The changelog's first opening dropped from about 85 ms to 40 ms, the license from 36 to 26 ms.
1.1.9
- Fixed: Right after spawning, about six seconds in, the character stopped running by itself and the whole HUD blinked: the mod prepares the Epic Loot enchanting table window in the background, and Epic Loot counts a freshly built window as open for three frames (it blocks the controls and hides the HUD like the map does); the window is prepared quietly now, and the mod settings window (F1) no longer counts as open while it is prepared
- Improved: the patch that keeps big coin stacks when a character loads finds the game's private Inventory.AddItem by its parameters instead of one fixed signature, so a game build that changes it no longer breaks the mod (the Hexium compatibility check flagged it on build 25527701)
Older versions: see the full changelog on the mod's Nexus Mods page.
